Drukhari – Datasheets
 ]


Characters


Archon
(⌀25mm)
M
7"
T
3
Sv
4+
W
4
Ld
6+
OC
1
INVULNERABLE SAVE*
2+
* See Shadowfield ability (below)
RANGED WEAPONS
RANGE
A
BS
S
AP
D
Blast pistol pistol
Blast pistol pistol
6"
1
2+
8
-3
D3
Splinter pistol anti-infantry 3+ assault pistol
Splinter pistol anti-infantry 3+ assault pistol
12"
1
2+
2
0
1
MELEE WEAPONS
RANGE
A
WS
S
AP
D
Agoniser anti-infantry 3+
Agoniser anti-infantry 3+
Melee
6
2+
3
-2
1
Huskblade devastating wounds
Huskblade devastating wounds
Melee
4
2+
3
-2
3
Master-crafted power weapon
Master-crafted power weapon
Melee
5
2+
4
-2
2
WARGEAR OPTIONS
  • This model's splinter pistol can be replaced with one of the following:
    • 1 blast pistol
    • 1 soul trap
  • This model’s huskblade can be replaced with one of the following:
    • 1 agoniser
    • 1 master-crafted power weapon

ABILITIES
CORE: Leader
FACTION: Power from Pain
Hatred Eternal (Pain): In your Shooting phase or the Fight phase, when you select this model’s unit to shoot or fight, you can spend 1 Pain token to Empower that unit. While that unit is Empowered, each time a model in that unit makes an attack, you can re-roll the Hit roll.
Overlord: Once per battle, at the start of any phase, you can select one friendly DRUKHARI unit that is Battle-shocked and within 12" of this model. That unit is no longer Battle-shocked.
Devious Mastermind: Once per battle round, one model from your army with this ability can use it when its unit is targeted with a Stratagem. If it does, reduce the CP cost of that use of that Stratagem by 1CP.
WARGEAR ABILITIES
Shadowfield: You cannot re-roll invulnerable saving throws made for the bearer. The first time an invulnerable saving throw made for the bearer is failed, until the end of the battle, the bearer has no invulnerable save.
Soul Trap: Add 1 to the Attacks and Strength characteristics of the bearer’s melee weapons. The first time the bearer makes a melee attack that destroys an enemy model, after all the bearer’s attacks have been resolved, until the end of the battle, add an additional 1 to the Attacks and Strength characteristics of the bearer’s melee weapons.
UNIT COMPOSITION
  • 1 Archon
This model is equipped with: splinter pistol; huskblade; shadowfield.
1 model
80
LEADER
This model can be attached to the following units:
KEYWORDS: INFANTRY, KABAL, CHARACTER, AELDARI, ARCHON
FACTION KEYWORDS:
DRUKHARI
STRATAGEMS
BATTLEFIELD COMMAND
1CP
Boarding Actions – Strategic Ploy
BA
COMMAND RE-ROLL
1CP
Boarding Actions – Epic Deed
BA
INSANE BRAVERY
1CP
Boarding Actions – Epic Deed
BA
EXPLOSIVE CLEARANCE
1CP
Boarding Actions – Battle Tactic
BA
COUNTER-OFFENSIVE
2CP
Boarding Actions – Strategic Ploy
BA
COMMAND RE-ROLL
1CP
Core – Battle Tactic
C
INSANE BRAVERY
1CP
Core – Epic Deed
C
FIRE OVERWATCH
1CP
Core – Strategic Ploy
C
RAPID INGRESS
1CP
Core – Strategic Ploy
C
GO TO GROUND
1CP
Core – Battle Tactic
C
HEROIC INTERVENTION
1CP
Core – Strategic Ploy
C
COUNTER-OFFENSIVE
2CP
Core – Strategic Ploy
C
EPIC CHALLENGE
1CP
Core – Epic Deed
C
CONNOISSEURS OF PAIN
1CP
Covenite Coterie – Battle Tactic
SYMPHONY OF SUFFERING
1CP
Covenite Coterie – Epic Deed
ENEMIES WITHOUT NUMBER
1CP
Kabalite Cartel – Epic Deed
TAILORED TOXINS
1CP
Kabalite Cartel – Epic Deed
DEADLY DECEIVERS
1CP
Kabalite Cartel – Strategic Ploy
DOUBLE-CROSS
1CP
Kabalite Cartel – Strategic Ploy
TAKEN ALIVE
1CP
Kabalite Cartel – Battle Tactic
DECKPLATE SWEEPERS
1CP
Kabalite Corsairs – Battle Tactic
TAKE THEM ALIVE
1CP
Kabalite Corsairs – Strategic Ploy
ELUSIVE DUELLISTS
1CP
Kabalite Corsairs – Battle Tactic
OPPORTUNISTIC THIEVES
1CP
Kabalite Corsairs – Strategic Ploy
EAGER FOR THE KILL
1CP
Realspace Raiders – Battle Tactic
FIGHTING SHADOWS
1CP
Realspace Raiders – Battle Tactic
INSTINCTIVE SPITE
1CP
Realspace Raiders – Battle Tactic
RAID AND FADE
2CP
Realspace Raiders – Strategic Ploy
DARK HARVEST
1CP
Realspace Raiders – Strategic Ploy
SCINTILLATING TEMPO
1CP
Reaper’s Wager – Strategic Ploy
SHORTEN THE ODDS
1CP
Reaper’s Wager – Strategic Ploy
DANCE MACABRE
2CP
Reaper’s Wager – Strategic Ploy
MALICIOUS FRENZY
1CP
Reaper’s Wager – Battle Tactic
FATEFUL ROLE
1CP
Reaper’s Wager – Strategic Ploy
MURDERER’S CIRCUS
1CP
Reaper’s Wager – Battle Tactic
POUNCE ON THE PREY
1CP
Skysplinter Assault – Strategic Ploy
SKYBORNE ANNIHILATION
1CP
Skysplinter Assault – Battle Tactic
WRAITHLIKE RETREAT
1CP
Skysplinter Assault – Strategic Ploy
SHIPBOARD SHADES
1CP
Space Lane Raiders – Battle Tactic
FEIGNED WEAKNESS
1CP
Spectacle of Spite – Strategic Ploy
DEADLY DEBUT
1CP
Spectacle of Spite – Battle Tactic
DETACHMENT ABILITY
Callous Competition
Alliance of Agony
Murderous Agenda
Rain Of Cruelty
Commorrite Rivalries
Raid and Pillage
ENHANCEMENTS
Archraider
15
Webway Walker
15
Conductor of Torment
20
Dark Vitality
25
Labyrinthine Cunning
25
Spiteful Raider
10
Phantasmal Smoke
15
Sadistic Fulcrum
15
Nightmare Shroud
20
Towering Arrogance
20
Webway Awl
25
Informant Network
30
Leechbite Plate
5
Power and Greed
Spiteful Demise
Dark Charisma
Malevolent Cunning


Drazhar
(⌀40mm)
M
7"
T
3
Sv
2+
W
5
Ld
6+
OC
1
INVULNERABLE SAVE
4+
MELEE WEAPONS
RANGE
A
WS
S
AP
D
Executioner’s demiklaives – single blade devastating wounds
Executioner’s demiklaives – single blade devastating wounds
Melee
6
2+
6
-2
3
Executioner’s demiklaives – dual blades devastating wounds
Executioner’s demiklaives – dual blades devastating wounds
Melee
8
2+
5
-2
2
ABILITIES
CORE: Leader
FACTION: Power from Pain
Master of Blades (Pain): In the Fight phase, when you select this model’s unit to fight, you can spend 1 Pain token to Empower that unit. While that unit is Empowered, each time a model in that unit makes a melee attack, add 1 to the Wound roll.
Onslaught: While this model is leading a unit, each time a model in that unit makes a Pile-in or Consolidation move, it can move up to 6" instead of up to 3".
Silent Executioner: Each time this model makes an attack that targets a unit that is below its Starting Strength, you can re-roll the Hit roll. If that target is Below Half-strength, you can re-roll the Wound roll as well.
UNIT COMPOSITION
  • 1 Drazhar – EPIC HERO
This model is equipped with: Executioner’s demiklaives.
1 model
85
LEADER
This model can be attached to the following unit:
KEYWORDS: INFANTRY, CHARACTER, EPIC HERO, AELDARI, BLADES FOR HIRE, DRAZHAR
FACTION KEYWORDS:
DRUKHARI
STRATAGEMS
BATTLEFIELD COMMAND
1CP
Boarding Actions – Strategic Ploy
BA
COMMAND RE-ROLL
1CP
Boarding Actions – Epic Deed
BA
INSANE BRAVERY
1CP
Boarding Actions – Epic Deed
BA
EXPLOSIVE CLEARANCE
1CP
Boarding Actions – Battle Tactic
BA
COUNTER-OFFENSIVE
2CP
Boarding Actions – Strategic Ploy
BA
COMMAND RE-ROLL
1CP
Core – Battle Tactic
C
INSANE BRAVERY
1CP
Core – Epic Deed
C
RAPID INGRESS
1CP
Core – Strategic Ploy
C
GO TO GROUND
1CP
Core – Battle Tactic
C
HEROIC INTERVENTION
1CP
Core – Strategic Ploy
C
COUNTER-OFFENSIVE
2CP
Core – Strategic Ploy
C
EPIC CHALLENGE
1CP
Core – Epic Deed
C
CONNOISSEURS OF PAIN
1CP
Covenite Coterie – Battle Tactic
SYMPHONY OF SUFFERING
1CP
Covenite Coterie – Epic Deed
TAILORED TOXINS
1CP
Kabalite Cartel – Epic Deed
DEADLY DECEIVERS
1CP
Kabalite Cartel – Strategic Ploy
DOUBLE-CROSS
1CP
Kabalite Cartel – Strategic Ploy
TAKEN ALIVE
1CP
Kabalite Cartel – Battle Tactic
ELUSIVE DUELLISTS
1CP
Kabalite Corsairs – Battle Tactic
EAGER FOR THE KILL
1CP
Realspace Raiders – Battle Tactic
FIGHTING SHADOWS
1CP
Realspace Raiders – Battle Tactic
INSTINCTIVE SPITE
1CP
Realspace Raiders – Battle Tactic
RAID AND FADE
2CP
Realspace Raiders – Strategic Ploy
DARK HARVEST
1CP
Realspace Raiders – Strategic Ploy
SCINTILLATING TEMPO
1CP
Reaper’s Wager – Strategic Ploy
SHORTEN THE ODDS
1CP
Reaper’s Wager – Strategic Ploy
DANCE MACABRE
2CP
Reaper’s Wager – Strategic Ploy
MALICIOUS FRENZY
1CP
Reaper’s Wager – Battle Tactic
FATEFUL ROLE
1CP
Reaper’s Wager – Strategic Ploy
MURDERER’S CIRCUS
1CP
Reaper’s Wager – Battle Tactic
POUNCE ON THE PREY
1CP
Skysplinter Assault – Strategic Ploy
SKYBORNE ANNIHILATION
1CP
Skysplinter Assault – Battle Tactic
WRAITHLIKE RETREAT
1CP
Skysplinter Assault – Strategic Ploy
FEIGNED WEAKNESS
1CP
Spectacle of Spite – Strategic Ploy
DEADLY DEBUT
1CP
Spectacle of Spite – Battle Tactic
DETACHMENT ABILITY
Callous Competition
Murderous Agenda
Rain Of Cruelty
Raid and Pillage


Haemonculus
(⌀25mm)
M
7"
T
4
Sv
5+
W
5
Ld
7+
OC
1
INVULNERABLE SAVE
6+
RANGED WEAPONS
RANGE
A
BS
S
AP
D
Stinger pistol anti-infantry 2+ pistol precision
Stinger pistol anti-infantry 2+ pistol precision
12"
1
2+
2
-1
D3
MELEE WEAPONS
RANGE
A
WS
S
AP
D
Haemonculus tools and scissorhands anti-infantry 2+ precision
Haemonculus tools and scissorhands anti-infantry 2+ precision
Melee
5
2+
3
-1
D3
ABILITIES
CORE: Feel No Pain 5+, Leader
FACTION: Power from Pain
Fleshcraft (Pain): In your Command phase, you can spend 1 Pain token to Empower this model’s unit. Each time you do, you can return up to D3+1 destroyed Bodyguard models to that unit.
Fear Incarnate (Aura): While an enemy unit is within 6" of this model, worsen the Leadership characteristic of models in that unit by 1. In addition, in the Battle-shock step of your opponent’s Command phase, if such an enemy unit is below its Starting Strength, it must take a Battle-shock test.
Pain Adept: In your Command phase, if one or more models from your army with this ability are on the battlefield, roll one D6: on a 4+, you gain 1 Pain token.
UNIT COMPOSITION
  • 1 Haemonculus
This model is equipped with: stinger pistol; Haemonculus tools and scissorhands.
1 model
70
LEADER
This model can be attached to the following unit:
KEYWORDS: INFANTRY, HAEMONCULUS COVENS, CHARACTER, AELDARI, HAEMONCULUS
FACTION KEYWORDS:
DRUKHARI
STRATAGEMS
BATTLEFIELD COMMAND
1CP
Boarding Actions – Strategic Ploy
BA
COMMAND RE-ROLL
1CP
Boarding Actions – Epic Deed
BA
INSANE BRAVERY
1CP
Boarding Actions – Epic Deed
BA
EXPLOSIVE CLEARANCE
1CP
Boarding Actions – Battle Tactic
BA
COUNTER-OFFENSIVE
2CP
Boarding Actions – Strategic Ploy
BA
COMMAND RE-ROLL
1CP
Core – Battle Tactic
C
INSANE BRAVERY
1CP
Core – Epic Deed
C
FIRE OVERWATCH
1CP
Core – Strategic Ploy
C
RAPID INGRESS
1CP
Core – Strategic Ploy
C
GO TO GROUND
1CP
Core – Battle Tactic
C
HEROIC INTERVENTION
1CP
Core – Strategic Ploy
C
COUNTER-OFFENSIVE
2CP
Core – Strategic Ploy
C
EPIC CHALLENGE
1CP
Core – Epic Deed
C
CONNOISSEURS OF PAIN
1CP
Covenite Coterie – Battle Tactic
ENFOLDING NIGHTMARE
1CP
Covenite Coterie – Strategic Ploy
DISTILLERS OF FEAR
2CP
Covenite Coterie – Strategic Ploy
POISONER’S ART
1CP
Covenite Coterie – Epic Deed
SYMPHONY OF SUFFERING
1CP
Covenite Coterie – Epic Deed
DOUBLE-CROSS
1CP
Kabalite Cartel – Strategic Ploy
TAKEN ALIVE
1CP
Kabalite Cartel – Battle Tactic
HORRIFYING FORM
1CP
Painbringers – Strategic Ploy
TERRIFYING AURA
1CP
Painbringers – Strategic Ploy
MOULDED MUSCULATURE
1CP
Painbringers – Battle Tactic
UNFEELING ABOMINATIONS
1CP
Painbringers – Battle Tactic
EAGER FOR THE KILL
1CP
Realspace Raiders – Battle Tactic
INSENSIBLE TO PAIN
2CP
Realspace Raiders – Battle Tactic
INSTINCTIVE SPITE
1CP
Realspace Raiders – Battle Tactic
RAID AND FADE
2CP
Realspace Raiders – Strategic Ploy
DARK HARVEST
1CP
Realspace Raiders – Strategic Ploy
SCINTILLATING TEMPO
1CP
Reaper’s Wager – Strategic Ploy
SHORTEN THE ODDS
1CP
Reaper’s Wager – Strategic Ploy
DANCE MACABRE
2CP
Reaper’s Wager – Strategic Ploy
MALICIOUS FRENZY
1CP
Reaper’s Wager – Battle Tactic
FATEFUL ROLE
1CP
Reaper’s Wager – Strategic Ploy
MURDERER’S CIRCUS
1CP
Reaper’s Wager – Battle Tactic
POUNCE ON THE PREY
1CP
Skysplinter Assault – Strategic Ploy
SKYBORNE ANNIHILATION
1CP
Skysplinter Assault – Battle Tactic
WRAITHLIKE RETREAT
1CP
Skysplinter Assault – Strategic Ploy
SHIPBOARD SHADES
1CP
Space Lane Raiders – Battle Tactic
FEIGNED WEAKNESS
1CP
Spectacle of Spite – Strategic Ploy
DEADLY DEBUT
1CP
Spectacle of Spite – Battle Tactic
DETACHMENT ABILITY
Callous Competition
Alliance of Agony
Stitchflesh Abominations
Rain Of Cruelty
Commorrite Rivalries
Regenerative Agony
ENHANCEMENTS
Archraider
15
Webway Walker
15
Conductor of Torment
20
Crucible of Malediction
20
Dark Vitality
25
Spiteful Raider
10
Phantasmal Smoke
15
Sadistic Fulcrum
15
Nightmare Shroud
20
Master Repugnomancer (Aura)
15
Master Artisan
20
Master Regenesist
25
Master Nemesine
5
Power and Greed
Spiteful Demise
Rending Chain-Flails
Vile Surgeon


Lady Malys
(⌀32mm)
M
7"
T
3
Sv
4+
W
5
Ld
6+
OC
2
INVULNERABLE SAVE
4+
MELEE WEAPONS
RANGE
A
WS
S
AP
D
Lady’s Blade devastating wounds hazardous
Lady’s Blade devastating wounds hazardous
Melee
6
2+
5
-3
3
Razor fan extra attacks
Razor fan extra attacks
Melee
6
2+
3
0
1
ABILITIES
CORE: Feel No Pain 5+, Leader
FACTION: Power from Pain
Archon of the Poisoned Tongue (Pain): In your Shooting phase or the Fight phase, when you select this model’s
unit to shoot or fight, you can spend 1 Pain token to Empower that unit. If you do, select one of the following abilities: [SUSTAINED HITS 1]; [LETHAL HITS]. Until the end of the phase, while that unit is Empowered, weapons equipped by models in that unit have that selected ability.
Precognisant: If your army includes this model, after both players have deployed their armies, select up to three DRUKHARI units from your army and redeploy them. When doing so, you can set those units up in Strategic Reserves if you wish, regardless of how many units are already in Strategic Reserves.
Mind Like a Steel Trap (Aura): Each time your opponent targets a unit from their army with a Stratagem, if that unit is within 12" of this model, increase the cost of that use of that Stratagem by 1CP.
UNIT COMPOSITION
  • 1 Lady Malys – EPIC HERO
This model is equipped with: Lady’s Blade; razor fan.
1 model
100
LEADER
This model can be attached to the following units:
KEYWORDS: INFANTRY, KABAL, CHARACTER, AELDARI, ARCHON, EPIC HERO, LADY MALYS
FACTION KEYWORDS:
DRUKHARI
STRATAGEMS
COMMAND RE-ROLL
1CP
Core – Battle Tactic
C
INSANE BRAVERY
1CP
Core – Epic Deed
C
RAPID INGRESS
1CP
Core – Strategic Ploy
C
GO TO GROUND
1CP
Core – Battle Tactic
C
HEROIC INTERVENTION
1CP
Core – Strategic Ploy
C
COUNTER-OFFENSIVE
2CP
Core – Strategic Ploy
C
EPIC CHALLENGE
1CP
Core – Epic Deed
C
CONNOISSEURS OF PAIN
1CP
Covenite Coterie – Battle Tactic
SYMPHONY OF SUFFERING
1CP
Covenite Coterie – Epic Deed
ENEMIES WITHOUT NUMBER
1CP
Kabalite Cartel – Epic Deed
TAILORED TOXINS
1CP
Kabalite Cartel – Epic Deed
DEADLY DECEIVERS
1CP
Kabalite Cartel – Strategic Ploy
DOUBLE-CROSS
1CP
Kabalite Cartel – Strategic Ploy
TAKEN ALIVE
1CP
Kabalite Cartel – Battle Tactic
DECKPLATE SWEEPERS
1CP
Kabalite Corsairs – Battle Tactic
TAKE THEM ALIVE
1CP
Kabalite Corsairs – Strategic Ploy
ELUSIVE DUELLISTS
1CP
Kabalite Corsairs – Battle Tactic
OPPORTUNISTIC THIEVES
1CP
Kabalite Corsairs – Strategic Ploy
EAGER FOR THE KILL
1CP
Realspace Raiders – Battle Tactic
FIGHTING SHADOWS
1CP
Realspace Raiders – Battle Tactic
INSTINCTIVE SPITE
1CP
Realspace Raiders – Battle Tactic
RAID AND FADE
2CP
Realspace Raiders – Strategic Ploy
DARK HARVEST
1CP
Realspace Raiders – Strategic Ploy
SCINTILLATING TEMPO
1CP
Reaper’s Wager – Strategic Ploy
SHORTEN THE ODDS
1CP
Reaper’s Wager – Strategic Ploy
DANCE MACABRE
2CP
Reaper’s Wager – Strategic Ploy
MALICIOUS FRENZY
1CP
Reaper’s Wager – Battle Tactic
FATEFUL ROLE
1CP
Reaper’s Wager – Strategic Ploy
MURDERER’S CIRCUS
1CP
Reaper’s Wager – Battle Tactic
POUNCE ON THE PREY
1CP
Skysplinter Assault – Strategic Ploy
SKYBORNE ANNIHILATION
1CP
Skysplinter Assault – Battle Tactic
WRAITHLIKE RETREAT
1CP
Skysplinter Assault – Strategic Ploy
SHIPBOARD SHADES
1CP
Space Lane Raiders – Battle Tactic
FEIGNED WEAKNESS
1CP
Spectacle of Spite – Strategic Ploy
DEADLY DEBUT
1CP
Spectacle of Spite – Battle Tactic
DETACHMENT ABILITY
Callous Competition
Alliance of Agony
Murderous Agenda
Rain Of Cruelty
Commorrite Rivalries
Raid and Pillage


Lelith Hesperax
(⌀32mm)
M
8"
T
3
Sv
6+
W
4
Ld
6+
OC
1
INVULNERABLE SAVE
4+
MELEE WEAPONS
RANGE
A
WS
S
AP
D
Lelith’s blades anti-infantry 2+ precision sustained hits 2
Lelith’s blades anti-infantry 2+ precision sustained hits 2
Melee
8
2+
3
-2
1
ABILITIES
CORE: Fights First, Leader
FACTION: Power from Pain
Brides of Death (Pain): In the Fight phase, when you select this model’s unit to fight, you can spend 1 Pain token to Empower that unit. While that unit is Empowered, each time a model in that unit makes a melee attack, improve the Strength and Armour Penetration characteristics of that attack by 1.
Blur of Blades: While this model is leading a unit, models in that unit have the Fights First ability.
Thrilling Spectacle: Once per battle, at the start of the Fight phase, this model can use this ability. If it does, until the end of the phase, this model has a 3+ invulnerable save and change the Attacks characteristic of melee weapons equipped by this model to 12.
UNIT COMPOSITION
  • 1 Lelith Hesperax – EPIC HERO
This model is equipped with: Lelith’s blades.
1 model
85
LEADER
This model can be attached to the following unit:
KEYWORDS: INFANTRY, WYCH CULT, CHARACTER, EPIC HERO, AELDARI, SUCCUBUS, LELITH HESPERAX
FACTION KEYWORDS:
DRUKHARI
STRATAGEMS
BATTLEFIELD COMMAND
1CP
Boarding Actions – Strategic Ploy
BA
COMMAND RE-ROLL
1CP
Boarding Actions – Epic Deed
BA
INSANE BRAVERY
1CP
Boarding Actions – Epic Deed
BA
EXPLOSIVE CLEARANCE
1CP
Boarding Actions – Battle Tactic
BA
COUNTER-OFFENSIVE
2CP
Boarding Actions – Strategic Ploy
BA
COMMAND RE-ROLL
1CP
Core – Battle Tactic
C
INSANE BRAVERY
1CP
Core – Epic Deed
C
RAPID INGRESS
1CP
Core – Strategic Ploy
C
GO TO GROUND
1CP
Core – Battle Tactic
C
HEROIC INTERVENTION
1CP
Core – Strategic Ploy
C
COUNTER-OFFENSIVE
2CP
Core – Strategic Ploy
C
EPIC CHALLENGE
1CP
Core – Epic Deed
C
POSTMORTALITY
1CP
Covenite Coterie – Epic Deed
CONNOISSEURS OF PAIN
1CP
Covenite Coterie – Battle Tactic
SYMPHONY OF SUFFERING
1CP
Covenite Coterie – Epic Deed
DOUBLE-CROSS
1CP
Kabalite Cartel – Strategic Ploy
TAKEN ALIVE
1CP
Kabalite Cartel – Battle Tactic
EAGER FOR THE KILL
1CP
Realspace Raiders – Battle Tactic
FIGHTING SHADOWS
1CP
Realspace Raiders – Battle Tactic
INSTINCTIVE SPITE
1CP
Realspace Raiders – Battle Tactic
RAID AND FADE
2CP
Realspace Raiders – Strategic Ploy
DARK HARVEST
1CP
Realspace Raiders – Strategic Ploy
SCINTILLATING TEMPO
1CP
Reaper’s Wager – Strategic Ploy
SHORTEN THE ODDS
1CP
Reaper’s Wager – Strategic Ploy
DANCE MACABRE
2CP
Reaper’s Wager – Strategic Ploy
MALICIOUS FRENZY
1CP
Reaper’s Wager – Battle Tactic
FATEFUL ROLE
1CP
Reaper’s Wager – Strategic Ploy
MURDERER’S CIRCUS
1CP
Reaper’s Wager – Battle Tactic
PHANTASM GRENADES
1CP
Ship-killer Cult – Wargear
HYPERAGILITY
1CP
Ship-killer Cult – Battle Tactic
NO OBSTACLE
1CP
Ship-killer Cult – Strategic Ploy
TOYING WITH THE PREY
1CP
Ship-killer Cult – Strategic Ploy
POUNCE ON THE PREY
1CP
Skysplinter Assault – Strategic Ploy
SKYBORNE ANNIHILATION
1CP
Skysplinter Assault – Battle Tactic
WRAITHLIKE RETREAT
1CP
Skysplinter Assault – Strategic Ploy
SHIPBOARD SHADES
1CP
Space Lane Raiders – Battle Tactic
FEIGNED WEAKNESS
1CP
Spectacle of Spite – Strategic Ploy
PRETERNATURAL AGILITY
1CP
Spectacle of Spite – Strategic Ploy
A CHALLENGE MET
2CP
Spectacle of Spite – Battle Tactic
ACROBATIC DISPLAY
1CP
Spectacle of Spite – Battle Tactic
BERSERK FUGUE
2CP
Spectacle of Spite – Strategic Ploy
DEADLY DEBUT
1CP
Spectacle of Spite – Battle Tactic
DETACHMENT ABILITY
Callous Competition
Alliance of Agony
Combat Drugs
Rain Of Cruelty
Commorrite Rivalries
Appetite for Adulation


Succubus
(⌀25mm)
M
8"
T
3
Sv
6+
W
4
Ld
7+
OC
1
INVULNERABLE SAVE
4+
RANGED WEAPONS
RANGE
A
BS
S
AP
D
Archite glaive and agoniser anti-infantry 3+ precision
Archite glaive and agoniser anti-infantry 3+ precision
Melee
7
2+
3
-2
1
ABILITIES
CORE: Leader
FACTION: Power from Pain
Lithe Agility (Pain): In your Movement phase when you select this model’s unit to Advance, or in your Charge phase before you make a Charge roll for this model’s unit, you can spend 1 Pain token to Empower that unit. While that unit is Empowered, you can re-roll Advance and Charge rolls made for that unit.
Storm of Blades: While this model is leading a unit, melee weapons equipped by models in that unit have the [SUSTAINED HITS 1] ability.
Bloody Spectacle: Each time this model makes a melee attack that targets a CHARACTER unit, you can re-roll the Hit roll and you can re-roll the Wound roll. Each time this model’s unit destroys a CHARACTER model, you gain 1CP.
UNIT COMPOSITION
  • 1 Succubus
This model is equipped with: Archite glaive and agoniser.
1 model
50
LEADER
This model can be attached to the following unit:
KEYWORDS: INFANTRY, WYCH CULT, CHARACTER, AELDARI, SUCCUBUS
FACTION KEYWORDS:
DRUKHARI
STRATAGEMS
BATTLEFIELD COMMAND
1CP
Boarding Actions – Strategic Ploy
BA
COMMAND RE-ROLL
1CP
Boarding Actions – Epic Deed
BA
INSANE BRAVERY
1CP
Boarding Actions – Epic Deed
BA
EXPLOSIVE CLEARANCE
1CP
Boarding Actions – Battle Tactic
BA
COUNTER-OFFENSIVE
2CP
Boarding Actions – Strategic Ploy
BA
COMMAND RE-ROLL
1CP
Core – Battle Tactic
C
INSANE BRAVERY
1CP
Core – Epic Deed
C
RAPID INGRESS
1CP
Core – Strategic Ploy
C
GO TO GROUND
1CP
Core – Battle Tactic
C
HEROIC INTERVENTION
1CP
Core – Strategic Ploy
C
COUNTER-OFFENSIVE
2CP
Core – Strategic Ploy
C
EPIC CHALLENGE
1CP
Core – Epic Deed
C
POSTMORTALITY
1CP
Covenite Coterie – Epic Deed
CONNOISSEURS OF PAIN
1CP
Covenite Coterie – Battle Tactic
SYMPHONY OF SUFFERING
1CP
Covenite Coterie – Epic Deed
DOUBLE-CROSS
1CP
Kabalite Cartel – Strategic Ploy
TAKEN ALIVE
1CP
Kabalite Cartel – Battle Tactic
EAGER FOR THE KILL
1CP
Realspace Raiders – Battle Tactic
FIGHTING SHADOWS
1CP
Realspace Raiders – Battle Tactic
INSTINCTIVE SPITE
1CP
Realspace Raiders – Battle Tactic
RAID AND FADE
2CP
Realspace Raiders – Strategic Ploy
DARK HARVEST
1CP
Realspace Raiders – Strategic Ploy
SCINTILLATING TEMPO
1CP
Reaper’s Wager – Strategic Ploy
SHORTEN THE ODDS
1CP
Reaper’s Wager – Strategic Ploy
DANCE MACABRE
2CP
Reaper’s Wager – Strategic Ploy
MALICIOUS FRENZY
1CP
Reaper’s Wager – Battle Tactic
FATEFUL ROLE
1CP
Reaper’s Wager – Strategic Ploy
MURDERER’S CIRCUS
1CP
Reaper’s Wager – Battle Tactic
PHANTASM GRENADES
1CP
Ship-killer Cult – Wargear
HYPERAGILITY
1CP
Ship-killer Cult – Battle Tactic
NO OBSTACLE
1CP
Ship-killer Cult – Strategic Ploy
TOYING WITH THE PREY
1CP
Ship-killer Cult – Strategic Ploy
POUNCE ON THE PREY
1CP
Skysplinter Assault – Strategic Ploy
SKYBORNE ANNIHILATION
1CP
Skysplinter Assault – Battle Tactic
WRAITHLIKE RETREAT
1CP
Skysplinter Assault – Strategic Ploy
SHIPBOARD SHADES
1CP
Space Lane Raiders – Battle Tactic
FEIGNED WEAKNESS
1CP
Spectacle of Spite – Strategic Ploy
PRETERNATURAL AGILITY
1CP
Spectacle of Spite – Strategic Ploy
A CHALLENGE MET
2CP
Spectacle of Spite – Battle Tactic
ACROBATIC DISPLAY
1CP
Spectacle of Spite – Battle Tactic
BERSERK FUGUE
2CP
Spectacle of Spite – Strategic Ploy
DEADLY DEBUT
1CP
Spectacle of Spite – Battle Tactic
DETACHMENT ABILITY
Callous Competition
Alliance of Agony
Combat Drugs
Rain Of Cruelty
Commorrite Rivalries
Appetite for Adulation
ENHANCEMENTS
Archraider
15
Webway Walker
15
Conductor of Torment
20
Eye of Spite
15
Dark Vitality
25
Spiteful Raider
10
Phantasmal Smoke
15
Sadistic Fulcrum
15
Nightmare Shroud
20
Chronoshard
15
Pharmacophex
15
Morghenna’s Curse
20
Periapt of Torments
25
Power and Greed
Spiteful Demise
Blood-Drenched Champion
Stimm-Fervour


Death Jester
(⌀25mm)
M
8"
T
3
Sv
6+
W
4
Ld
6+
OC
1
INVULNERABLE SAVE
4+
RANGED WEAPONS
RANGE
A
BS
S
AP
D
Shrieker cannon
Shrieker cannon
24"
3
2+
6
-2
2
MELEE WEAPONS
RANGE
A
WS
S
AP
D
Jester’s blade
Jester’s blade
Melee
4
2+
4
0
1
TRAVELLING PLAYERS
Unless otherwise stated, you cannot include more than one of this model in your army.
ABILITIES
CORE: Lone Operative
FACTION: Battle Focus, Disparate Paths
Death is Not Enough: In your Shooting phase, after this model has shot, select one enemy unit (excluding MONSTERS and VEHICLES) hit by one or more of those attacks. That enemy unit must take a Battle-shock test. If one or more of those attacks destroyed a model in that enemy unit, subtract 1 from that test.
Cruel Amusement: In your Shooting phase, each time this model is selected to shoot, select one of the abilities below. Until the end of the phase, this model’s shrieker cannon has that ability.
  • [IGNORES COVER]
  • [PRECISION]
  • [SUSTAINED HITS 3]
WARGEAR ABILITIES
Flip Belt: Each time the bearer’s unit makes a Normal, Advance, Fall Back or Charge move, ignore any vertical distance when determining the total distance the bearer can be moved during that move.
UNIT COMPOSITION
  • 1 Death Jester
This model is equipped with: shrieker cannon; Jester’s blade; flip belt.
1 model
90
KEYWORDS: INFANTRY, CHARACTER, AELDARI, DEATH JESTER
FACTION KEYWORDS:
HARLEQUINS
STRATAGEMS
COMMAND RE-ROLL
1CP
Core – Battle Tactic
C
INSANE BRAVERY
1CP
Core – Epic Deed
C
FIRE OVERWATCH
1CP
Core – Strategic Ploy
C
RAPID INGRESS
1CP
Core – Strategic Ploy
C
GO TO GROUND
1CP
Core – Battle Tactic
C
HEROIC INTERVENTION
1CP
Core – Strategic Ploy
C
COUNTER-OFFENSIVE
2CP
Core – Strategic Ploy
C
EPIC CHALLENGE
1CP
Core – Epic Deed
C
SCINTILLATING TEMPO
1CP
Reaper’s Wager – Strategic Ploy
SHORTEN THE ODDS
1CP
Reaper’s Wager – Strategic Ploy
DANCE MACABRE
2CP
Reaper’s Wager – Strategic Ploy
MALICIOUS FRENZY
1CP
Reaper’s Wager – Battle Tactic
FATEFUL ROLE
1CP
Reaper’s Wager – Strategic Ploy
MURDERER’S CIRCUS
1CP
Reaper’s Wager – Battle Tactic
DETACHMENT ABILITY
Callous Competition
ENHANCEMENTS
Archraider
15
Webway Walker
15
Reaper’s Cowl
25


Shadowseer
(⌀25mm)
M
8"
T
3
Sv
6+
W
4
Ld
6+
OC
1
INVULNERABLE SAVE
4+
RANGED WEAPONS
RANGE
A
BS
S
AP
D
Neuro disruptor anti-infantry 2+ assault pistol
Neuro disruptor anti-infantry 2+ assault pistol
12"
1
2+
4
-2
1
Shuriken pistol assault pistol
Shuriken pistol assault pistol
12"
1
2+
4
-1
1
MELEE WEAPONS
RANGE
A
WS
S
AP
D
Miststave psychic
Miststave psychic
Melee
4
2+
5
-1
D3
WARGEAR OPTIONS
  • This model’s shuriken pistol can be replaced with 1 neuro disruptor.

TRAVELLING PLAYERS
Unless otherwise stated, you cannot include more than one of this model in your army.
ABILITIES
CORE: Leader, Stealth
FACTION: Battle Focus, Disparate Paths
Fog of Dreams (Psychic): While this model is leading a unit, that unit can only be selected as the target of a ranged attack if the attacking model is within 18".
Treacherous Illusion (Psychic): Melee weapons equipped by enemy models have the [HAZARDOUS] ability while targeting this model’s unit.
WARGEAR ABILITIES
Flip Belt: Each time the bearer’s unit makes a Normal, Advance, Fall Back or Charge move, ignore any vertical distance when determining the total distance the bearer can be moved during that move.
UNIT COMPOSITION
  • 1 Shadowseer
This model is equipped with: shuriken pistol; miststave; flip belt.
1 model
60
LEADER
This model can be attached to the following unit:
KEYWORDS: INFANTRY, CHARACTER, AELDARI, PSYKER, GRENADES, SHADOWSEER
FACTION KEYWORDS:
HARLEQUINS
STRATAGEMS
COMMAND RE-ROLL
1CP
Core – Battle Tactic
C
INSANE BRAVERY
1CP
Core – Epic Deed
C
FIRE OVERWATCH
1CP
Core – Strategic Ploy
C
RAPID INGRESS
1CP
Core – Strategic Ploy
C
GRENADE
1CP
Core – Wargear
C
GO TO GROUND
1CP
Core – Battle Tactic
C
HEROIC INTERVENTION
1CP
Core – Strategic Ploy
C
COUNTER-OFFENSIVE
2CP
Core – Strategic Ploy
C
EPIC CHALLENGE
1CP
Core – Epic Deed
C
SCINTILLATING TEMPO
1CP
Reaper’s Wager – Strategic Ploy
SHORTEN THE ODDS
1CP
Reaper’s Wager – Strategic Ploy
DANCE MACABRE
2CP
Reaper’s Wager – Strategic Ploy
MALICIOUS FRENZY
1CP
Reaper’s Wager – Battle Tactic
FATEFUL ROLE
1CP
Reaper’s Wager – Strategic Ploy
MURDERER’S CIRCUS
1CP
Reaper’s Wager – Battle Tactic
DETACHMENT ABILITY
Callous Competition
ENHANCEMENTS
Archraider
15
Webway Walker
15
Reaper’s Cowl
25


Solitaire
(⌀25mm)
M
12"
T
3
Sv
6+
W
4
Ld
6+
OC
1
INVULNERABLE SAVE
4+
MELEE WEAPONS
RANGE
A
WS
S
AP
D
Solitaire weapons precision
Solitaire weapons precision
Melee
9
2+
6
-2
2
PATH OF DAMNATION
This model cannot be your WARLORD.
ABILITIES
CORE: Fights First, Lone Operative, Stealth
FACTION: Battle Focus, Disparate Paths
Blitz: Once per battle, in your Movement phase, before this model makes a Normal move, it can use this ability. If it does, until the end of the turn, add 2D6" to this model’s Move characteristic and add 3 to the Attacks characteristic of this model’s Solitaire weapons.
Blur of Movement: This model is eligible to declare a charge in a turn in which it Advanced.
WARGEAR ABILITIES
Flip Belt: Each time the bearer’s unit makes a Normal, Advance, Fall Back or Charge move, ignore any vertical distance when determining the total distance the bearer can be moved during that move.
UNIT COMPOSITION
  • 1 Solitaire – EPIC HERO
This model is equipped with: Solitaire weapons, flip belt.
1 model
115
KEYWORDS: INFANTRY, CHARACTER, EPIC HERO, AELDARI, SOLITAIRE
FACTION KEYWORDS:
HARLEQUINS
STRATAGEMS
COMMAND RE-ROLL
1CP
Core – Battle Tactic
C
INSANE BRAVERY
1CP
Core – Epic Deed
C
RAPID INGRESS
1CP
Core – Strategic Ploy
C
GO TO GROUND
1CP
Core – Battle Tactic
C
HEROIC INTERVENTION
1CP
Core – Strategic Ploy
C
COUNTER-OFFENSIVE
2CP
Core – Strategic Ploy
C
EPIC CHALLENGE
1CP
Core – Epic Deed
C
SCINTILLATING TEMPO
1CP
Reaper’s Wager – Strategic Ploy
SHORTEN THE ODDS
1CP
Reaper’s Wager – Strategic Ploy
DANCE MACABRE
2CP
Reaper’s Wager – Strategic Ploy
MALICIOUS FRENZY
1CP
Reaper’s Wager – Battle Tactic
FATEFUL ROLE
1CP
Reaper’s Wager – Strategic Ploy
MURDERER’S CIRCUS
1CP
Reaper’s Wager – Battle Tactic
DETACHMENT ABILITY
Callous Competition


Troupe Master
(⌀25mm)
M
8"
T
3
Sv
6+
W
4
Ld
6+
OC
1
INVULNERABLE SAVE
4+
RANGED WEAPONS
RANGE
A
BS
S
AP
D
Fusion pistol assault melta 2 pistol
Fusion pistol assault melta 2 pistol
6"
1
2+
8
-4
D6
Neuro disruptor anti-infantry 2+ assault pistol
Neuro disruptor anti-infantry 2+ assault pistol
12"
1
2+
4
-2
1
Shuriken pistol assault pistol
Shuriken pistol assault pistol
12"
1
2+
4
-1
1
MELEE WEAPONS
RANGE
A
WS
S
AP
D
Harlequin’s special weapon devastating wounds
Harlequin’s special weapon devastating wounds
Melee
6
2+
4
-1
2
Troupe Master’s blade devastating wounds
Troupe Master’s blade devastating wounds
Melee
5
2+
5
-2
2
WARGEAR OPTIONS
  • This model’s shuriken pistol can be replaced with one of the following:
    • 1 fusion pistol
    • 1 neuro disruptor
  • This model's Troupe Master's blade can be replaced with 1 Harlequin's special weapon.

TRAVELLING PLAYERS
Unless otherwise stated, you cannot include more than one of this model in your army.
ABILITIES
CORE: Leader
FACTION: Battle Focus, Disparate Paths
Choreographer of War: While this model is leading a unit, each time a model in that unit makes a Pile-in or Consolidation move, it can move up to 6" instead of up to 3". In addition, it does not need to end that move closer to the closest enemy model, provided it ends it as close as possible to the closest enemy unit.
Cegorach’s Favour: Each time this model makes a melee attack, you can re-roll a Hit roll of 1 and add 1 to the Wound roll.
WARGEAR ABILITIES
Flip Belt: Each time the bearer’s unit makes a Normal, Advance, Fall Back or Charge move, ignore any vertical distance when determining the total distance the bearer can be moved during that move.
UNIT COMPOSITION
  • 1 Troupe Master
This model is equipped with: shuriken pistol; Troupe Master’s blade; flip belt.
1 model
75
LEADER
This model can be attached to the following unit:
KEYWORDS: INFANTRY, CHARACTER, AELDARI, GRENADES, TROUPE MASTER
FACTION KEYWORDS:
HARLEQUINS
STRATAGEMS
COMMAND RE-ROLL
1CP
Core – Battle Tactic
C
INSANE BRAVERY
1CP
Core – Epic Deed
C
FIRE OVERWATCH
1CP
Core – Strategic Ploy
C
RAPID INGRESS
1CP
Core – Strategic Ploy
C
GRENADE
1CP
Core – Wargear
C
GO TO GROUND
1CP
Core – Battle Tactic
C
HEROIC INTERVENTION
1CP
Core – Strategic Ploy
C
COUNTER-OFFENSIVE
2CP
Core – Strategic Ploy
C
EPIC CHALLENGE
1CP
Core – Epic Deed
C
SCINTILLATING TEMPO
1CP
Reaper’s Wager – Strategic Ploy
SHORTEN THE ODDS
1CP
Reaper’s Wager – Strategic Ploy
DANCE MACABRE
2CP
Reaper’s Wager – Strategic Ploy
MALICIOUS FRENZY
1CP
Reaper’s Wager – Battle Tactic
FATEFUL ROLE
1CP
Reaper’s Wager – Strategic Ploy
MURDERER’S CIRCUS
1CP
Reaper’s Wager – Battle Tactic
DETACHMENT ABILITY
Callous Competition
ENHANCEMENTS
Archraider
15
Webway Walker
15
Reaper’s Cowl
25


Beastmaster
M
12"
T
4
Sv
6+
W
3
Ld
7+
OC
1
BEASTMASTER(⌀32mm flying base)
INVULNERABLE SAVE
6+
12"
4
6+
5
8+
1
CLAWED FIEND (⌀40mm)
INVULNERABLE SAVE
6+
12"
4
6+
2
8+
1
KHYMERAE(⌀40mm)
INVULNERABLE SAVE
6+
12"
4
6+
3
8+
1
RAZORWING FLOCK(⌀40mm)
INVULNERABLE SAVE
6+
RANGED WEAPONS
RANGE
A
BS
S
AP
D
Splinter pods anti-infantry 3+ assault twin-linked
Splinter pods anti-infantry 3+ assault twin-linked
18"
2
3+
2
0
1
MELEE WEAPONS
RANGE
A
WS
S
AP
D
Agoniser anti-infantry 3+
Agoniser anti-infantry 3+
Melee
3
3+
3
-2
1
Clawed Fiend fists devastating wounds
Clawed Fiend fists devastating wounds
Melee
5
4+
5
-2
2
Khymerae talons lethal hits
Khymerae talons lethal hits
Melee
4
4+
5
-1
1
Razorwing feathers sustained hits 1
Razorwing feathers sustained hits 1
Melee
6
4+
3
0
1
WARGEAR OPTIONS
  • None

ABILITIES
CORE: Scouts 9"
FACTION: Power from Pain
Goaded Savagery (Pain): In the Fight phase, when you select this unit to fight, you can spend 1 of your Pain tokens to Empower this unit. While this unit is Empowered, if it contains a BEASTMASTER model, each time a BEAST model in this unit makes a melee attack, you can re-roll the Hit roll and you can re-roll the Wound roll.
Beastmaster: While this unit contains a BEASTMASTER model, you can re-roll Charge rolls made for this unit.
UNIT COMPOSITION
  • 1 Beastmaster
  • 1 Clawed Fiends
  • 2 Khymerae
  • 3 Razorwing Flocks
The Beastmaster is equipped with: splinter pods; agoniser.

Every Clawed Fiend is equipped with: Clawed Fiend fists.

Every Khymerae is equipped with: Khymerae talons.

Every Razorwing Flock is equipped with: Razorwing feathers.
7 models
135
KEYWORDS – ALL MODELS: BEASTS, AELDARIRAZORWING FLOCKS: FLYBEASTMASTER: MOUNTED, CHARACTER, FLY, BEASTMASTER
FACTION KEYWORDS:
DRUKHARI
STRATAGEMS
BATTLEFIELD COMMAND
1CP
Boarding Actions – Strategic Ploy
BA
COMMAND RE-ROLL
1CP
Boarding Actions – Epic Deed
BA
INSANE BRAVERY
1CP
Boarding Actions – Epic Deed
BA
EXPLOSIVE CLEARANCE
1CP
Boarding Actions – Battle Tactic
BA
COUNTER-OFFENSIVE
2CP
Boarding Actions – Strategic Ploy
BA
COMMAND RE-ROLL
1CP
Core – Battle Tactic
C
INSANE BRAVERY
1CP
Core – Epic Deed
C
FIRE OVERWATCH
1CP
Core – Strategic Ploy
C
RAPID INGRESS
1CP
Core – Strategic Ploy
C
HEROIC INTERVENTION
1CP
Core – Strategic Ploy
C
COUNTER-OFFENSIVE
2CP
Core – Strategic Ploy
C
EPIC CHALLENGE
1CP
Core – Epic Deed
C
CONNOISSEURS OF PAIN
1CP
Covenite Coterie – Battle Tactic
SYMPHONY OF SUFFERING
1CP
Covenite Coterie – Epic Deed
DOUBLE-CROSS
1CP
Kabalite Cartel – Strategic Ploy
TAKEN ALIVE
1CP
Kabalite Cartel – Battle Tactic
EAGER FOR THE KILL
1CP
Realspace Raiders – Battle Tactic
FIGHTING SHADOWS
1CP
Realspace Raiders – Battle Tactic
INSTINCTIVE SPITE
1CP
Realspace Raiders – Battle Tactic
RAID AND FADE
2CP
Realspace Raiders – Strategic Ploy
DARK HARVEST
1CP
Realspace Raiders – Strategic Ploy
SCINTILLATING TEMPO
1CP
Reaper’s Wager – Strategic Ploy
SHORTEN THE ODDS
1CP
Reaper’s Wager – Strategic Ploy
MALICIOUS FRENZY
1CP
Reaper’s Wager – Battle Tactic
FATEFUL ROLE
1CP
Reaper’s Wager – Strategic Ploy
MURDERER’S CIRCUS
1CP
Reaper’s Wager – Battle Tactic
FEIGNED WEAKNESS
1CP
Spectacle of Spite – Strategic Ploy
DEADLY DEBUT
1CP
Spectacle of Spite – Battle Tactic
DETACHMENT ABILITY
Callous Competition
ENHANCEMENTS
Archraider
15
Webway Walker
15
Conductor of Torment
20
Dark Vitality
25
Spiteful Raider
10
Phantasmal Smoke
15
Sadistic Fulcrum
15


Urien Rakarth
(⌀25mm)
M
7"
T
4
Sv
6+
W
5
Ld
6+
OC
1
INVULNERABLE SAVE
4+
RANGED WEAPONS
RANGE
A
BS
S
AP
D
Casket of Flensing devastating wounds one shot torrent
Casket of Flensing devastating wounds one shot torrent
12"
3D6
N/A
3
-1
1
MELEE WEAPONS
RANGE
A
WS
S
AP
D
Haemonculus tools and scissorhands anti-infantry 2+ precision
Haemonculus tools and scissorhands anti-infantry 2+ precision
Melee
5
2+
3
-1
D3
One Shot: The bearer can only shoot with this weapon once per battle.
WARGEAR OPTIONS
  • None

ABILITIES
CORE: Feel No Pain 4+, Leader
FACTION: Power from Pain
Sculptor of Torments (Pain): In your Fight phase, when you select this model’s unit to fight, you can spend 1 of your Pain tokens to Empower this model’s unit. While that unit is Empowered, each time a model in that unit makes a melee attack, add 1 to the Wound roll.
Father of Pain: Each time an attack with a Damage characteristic of 1 is allocated to a model in this model’s unit, that model has the Feel No Pain 4+ ability against that attack.
Horrific Regeneration: The first time this model is destroyed, roll one D6 at the end of the phase. On a 2+, set this model back up on the battlefield, as close as possible to where it was destroyed and not within Engagement Range of any enemy units, with its full wounds remaining.
UNIT COMPOSITION
  • 1 Urien Rakarth – EPIC HERO
This model is equipped with: Casket of Flensing; Haemonculus tools and scissorhands.
1 model
80
LEADER
This model can be attached to the following unit:
KEYWORDS: INFANTRY, HAEMONCULUS COVENS, CHARACTER, EPIC HERO, AELDARI, HAEMONCULUS, URIEN RAKARTH
FACTION KEYWORDS:
DRUKHARI
STRATAGEMS
BATTLEFIELD COMMAND
1CP
Boarding Actions – Strategic Ploy
BA
COMMAND RE-ROLL
1CP
Boarding Actions – Epic Deed
BA
INSANE BRAVERY
1CP
Boarding Actions – Epic Deed
BA
EXPLOSIVE CLEARANCE
1CP
Boarding Actions – Battle Tactic
BA
COUNTER-OFFENSIVE
2CP
Boarding Actions – Strategic Ploy
BA
COMMAND RE-ROLL
1CP
Core – Battle Tactic
C
INSANE BRAVERY
1CP
Core – Epic Deed
C
FIRE OVERWATCH
1CP
Core – Strategic Ploy
C
RAPID INGRESS
1CP
Core – Strategic Ploy
C
GO TO GROUND
1CP
Core – Battle Tactic
C
HEROIC INTERVENTION
1CP
Core – Strategic Ploy
C
COUNTER-OFFENSIVE
2CP
Core – Strategic Ploy
C
EPIC CHALLENGE
1CP
Core – Epic Deed
C
CONNOISSEURS OF PAIN
1CP
Covenite Coterie – Battle Tactic
ENFOLDING NIGHTMARE
1CP
Covenite Coterie – Strategic Ploy
DISTILLERS OF FEAR
2CP
Covenite Coterie – Strategic Ploy
POISONER’S ART
1CP
Covenite Coterie – Epic Deed
SYMPHONY OF SUFFERING
1CP
Covenite Coterie – Epic Deed
DOUBLE-CROSS
1CP
Kabalite Cartel – Strategic Ploy
TAKEN ALIVE
1CP
Kabalite Cartel – Battle Tactic
HORRIFYING FORM
1CP
Painbringers – Strategic Ploy
TERRIFYING AURA
1CP
Painbringers – Strategic Ploy
MOULDED MUSCULATURE
1CP
Painbringers – Battle Tactic
UNFEELING ABOMINATIONS
1CP
Painbringers – Battle Tactic
EAGER FOR THE KILL
1CP
Realspace Raiders – Battle Tactic
INSENSIBLE TO PAIN
2CP
Realspace Raiders – Battle Tactic
INSTINCTIVE SPITE
1CP
Realspace Raiders – Battle Tactic
RAID AND FADE
2CP
Realspace Raiders – Strategic Ploy
DARK HARVEST
1CP
Realspace Raiders – Strategic Ploy
SCINTILLATING TEMPO
1CP
Reaper’s Wager – Strategic Ploy
SHORTEN THE ODDS
1CP
Reaper’s Wager – Strategic Ploy
DANCE MACABRE
2CP
Reaper’s Wager – Strategic Ploy
MALICIOUS FRENZY
1CP
Reaper’s Wager – Battle Tactic
FATEFUL ROLE
1CP
Reaper’s Wager – Strategic Ploy
MURDERER’S CIRCUS
1CP
Reaper’s Wager – Battle Tactic
POUNCE ON THE PREY
1CP
Skysplinter Assault – Strategic Ploy
SKYBORNE ANNIHILATION
1CP
Skysplinter Assault – Battle Tactic
WRAITHLIKE RETREAT
1CP
Skysplinter Assault – Strategic Ploy
SHIPBOARD SHADES
1CP
Space Lane Raiders – Battle Tactic
FEIGNED WEAKNESS
1CP
Spectacle of Spite – Strategic Ploy
DEADLY DEBUT
1CP
Spectacle of Spite – Battle Tactic
DETACHMENT ABILITY
Callous Competition
Alliance of Agony
Stitchflesh Abominations
Rain Of Cruelty
Commorrite Rivalries
Regenerative Agony

Battleline


Kabalite Warriors
(⌀25mm)
M
7"
T
3
Sv
4+
W
1
Ld
7+
OC
2
INVULNERABLE SAVE
6+
RANGED WEAPONS
RANGE
A
BS
S
AP
D
Blast pistol pistol
Blast pistol pistol
6"
1
3+
8
-3
D3
Blaster assault
Blaster assault
18"
1
3+
8
-4
D6+1
Dark lance heavy
Dark lance heavy
36"
1
4+
12
-3
D6+2
Shredder assault torrent
Shredder assault torrent
18"
D6
N/A
6
0
1
Splinter cannon anti-infantry 3+ heavy sustained hits 1
Splinter cannon anti-infantry 3+ heavy sustained hits 1
36"
3
4+
3
-1
2
Splinter pistol anti-infantry 3+ assault pistol
Splinter pistol anti-infantry 3+ assault pistol
12"
1
3+
2
0
1
Splinter rifle anti-infantry 3+ assault
Splinter rifle anti-infantry 3+ assault
24"
2
3+
2
0
1
MELEE WEAPONS
RANGE
A
WS
S
AP
D
Close combat weapon
Close combat weapon
Melee
2
3+
3
0
1
Power weapon anti-infantry 3+
Power weapon anti-infantry 3+
Melee
3
3+
3
-2
1
WARGEAR OPTIONS
  • The Sybarite’s close combat weapon can be replaced with 1 power weapon.
  • The Sybarite can be equipped with one of the following:
    • 1 Kabalite icon
    • 1 phantasm grenade launcher
  • The Sybarite’s splinter rifle can be replaced with one of the following:
    • 1 blast pistol
    • 1 splinter pistol
  • 1 Kabalite Warrior’s splinter rifle can be replaced with 1 blaster.
  • 1 Kabalite Warrior’s splinter rifle can be replaced with 1 dark lance.
  • 1 Kabalite Warrior’s splinter rifle can be replaced with 1 shredder.
  • 1 Kabalite Warrior’s splinter rifle can be replaced with 1 splinter cannon.

ABILITIES
FACTION: Power from Pain
Sadistic Raiders (Pain): In your Shooting phase or the Fight phase, when you select this unit to shoot or fight, you can spend 1 Pain token to Empower this unit. While Empowered, each time a model in this unit makes an attack, re-roll a Wound roll of 1. If the target is within range of an objective marker, you can re-roll the Wound roll instead.
Cruel Enforcers: At the end of your Command phase, if this unit is within range of an objective marker you control, that objective marker remains under your control until your opponent’s Level of Control over that objective marker is greater than yours at the end of a phase.
WARGEAR ABILITIES
Kabalite Icon: While the bearer’s unit is not Battle-shocked, add 1 to the bearer’s Objective Control characteristic.
Phantasm Grenade Launcher: The bearer’s unit has the SMOKE and GRENADES keywords.
UNIT COMPOSITION
  • 1 Sybarite
  • 9 Kabalite Warriors
Every model is equipped with: splinter rifle; close combat weapon.
10 models
115
KEYWORDS: INFANTRY, KABAL, BATTLELINE, AELDARI, KABALITE WARRIORS
FACTION KEYWORDS:
DRUKHARI
STRATAGEMS
COMMAND RE-ROLL
1CP
Boarding Actions – Epic Deed
BA
INSANE BRAVERY
1CP
Boarding Actions – Epic Deed
BA
EXPLOSIVE CLEARANCE
1CP
Boarding Actions – Battle Tactic
BA
COUNTER-OFFENSIVE
2CP
Boarding Actions – Strategic Ploy
BA
COMMAND RE-ROLL
1CP
Core – Battle Tactic
C
INSANE BRAVERY
1CP
Core – Epic Deed
C
FIRE OVERWATCH
1CP
Core – Strategic Ploy
C
RAPID INGRESS
1CP
Core – Strategic Ploy
C
GO TO GROUND
1CP
Core – Battle Tactic
C
HEROIC INTERVENTION
1CP
Core – Strategic Ploy
C
COUNTER-OFFENSIVE
2CP
Core – Strategic Ploy
C
CONNOISSEURS OF PAIN
1CP
Covenite Coterie – Battle Tactic
SYMPHONY OF SUFFERING
1CP
Covenite Coterie – Epic Deed
TAILORED TOXINS
1CP
Kabalite Cartel – Epic Deed
MAKING A POINT
1CP
Kabalite Cartel – Battle Tactic
DEADLY DECEIVERS
1CP
Kabalite Cartel – Strategic Ploy
DOUBLE-CROSS
1CP
Kabalite Cartel – Strategic Ploy
TAKEN ALIVE
1CP
Kabalite Cartel – Battle Tactic
DECKPLATE SWEEPERS
1CP
Kabalite Corsairs – Battle Tactic
TAKE THEM ALIVE
1CP
Kabalite Corsairs – Strategic Ploy
ELUSIVE DUELLISTS
1CP
Kabalite Corsairs – Battle Tactic
OPPORTUNISTIC THIEVES
1CP
Kabalite Corsairs – Strategic Ploy
EAGER FOR THE KILL
1CP
Realspace Raiders – Battle Tactic
FIGHTING SHADOWS
1CP
Realspace Raiders – Battle Tactic
INSTINCTIVE SPITE
1CP
Realspace Raiders – Battle Tactic
RAID AND FADE
2CP
Realspace Raiders – Strategic Ploy
DARK HARVEST
1CP
Realspace Raiders – Strategic Ploy
SCINTILLATING TEMPO
1CP
Reaper’s Wager – Strategic Ploy
SHORTEN THE ODDS
1CP
Reaper’s Wager – Strategic Ploy
DANCE MACABRE
2CP
Reaper’s Wager – Strategic Ploy
MALICIOUS FRENZY
1CP
Reaper’s Wager – Battle Tactic
FATEFUL ROLE
1CP
Reaper’s Wager – Strategic Ploy
MURDERER’S CIRCUS
1CP
Reaper’s Wager – Battle Tactic
POUNCE ON THE PREY
1CP
Skysplinter Assault – Strategic Ploy
SKYBORNE ANNIHILATION
1CP
Skysplinter Assault – Battle Tactic
WRAITHLIKE RETREAT
1CP
Skysplinter Assault – Strategic Ploy
SHIPBOARD SHADES
1CP
Space Lane Raiders – Battle Tactic
VETERAN PIRATES
1CP
Space Lane Raiders – Strategic Ploy
FEIGNED WEAKNESS
1CP
Spectacle of Spite – Strategic Ploy
DEADLY DEBUT
1CP
Spectacle of Spite – Battle Tactic
LED BY
This unit can be led by the following units:
DETACHMENT ABILITY
Callous Competition
Alliance of Agony
Murderous Agenda
Rain Of Cruelty
Raid and Pillage


Wracks
(⌀25mm)
M
7"
T
4
Sv
5+
W
2
Ld
7+
OC
2
INVULNERABLE SAVE
6+
RANGED WEAPONS
RANGE
A
BS
S
AP
D
Hexrifle heavy precision
Hexrifle heavy precision
36"
1
3+
8
-2
3
Liquifier gun anti-infantry 3+ torrent
Liquifier gun anti-infantry 3+ torrent
12"
D6
N/A
4
-1
1
Ossefactor anti-infantry 4+ devastating wounds
Ossefactor anti-infantry 4+ devastating wounds
24"
1
3+
2
-2
2
Stinger pistol anti-infantry 2+ pistol
Stinger pistol anti-infantry 2+ pistol
12"
1
3+
2
0
1
MELEE WEAPONS
RANGE
A
WS
S
AP
D
Power weapon anti-infantry 3+
Power weapon anti-infantry 3+
Melee
3
3+
5
-2
1
Torturer’s tools anti-infantry 4+
Torturer’s tools anti-infantry 4+
Melee
2
3+
4
-1
1
Twin torturer’s tools anti-infantry 4+ twin-linked
Twin torturer’s tools anti-infantry 4+ twin-linked
Melee
2
3+
4
-1
1
WARGEAR OPTIONS
  • For every 5 models in this unit:
    • 1 model’s twin torturer’s tools can be replaced with 1 hexrifle and 1 torturer’s tool
    • 1 model’s twin torturer’s tools can be replaced with 1 liquifier gun and 1 torturer’s tool
    • 1 model’s twin torturer’s tools can be replaced with 1 ossefactor and 1 torturer’s tool
    • 1 model’s twin torturer’s tools can be replaced with 1 stinger pistol and 1 torturer’s tool
  • The Acothyst’s twin torturer’s tools can be replaced with 1 power weapon and 1 torturer’s tool.
  • If the Acothyst is not equipped with a power weapon, its torturer’s tool can be replaced with 1 power weapon.

ABILITIES
FACTION: Power from Pain
Experimental Enhancements (Pain): In the Fight phase, when you select this unit to fight, you can spend 1 Pain token to Empower this unit. Each time you do, select one of the following to apply to this unit until the end of the phase:
  • Melee weapons equipped by non-CHARACTER models in this unit have an Attacks characteristic of 3.
  • Melee weapons equipped by non-CHARACTER models in this unit have an Attacks characteristic of 4 and the [HAZARDOUS] ability.
Torturer’s Craft: In your Shooting phase and the Fight phase, after this unit has shot or fought, select one enemy unit (excluding VEHICLES) hit by one or more of those attacks. That unit must take a Battle-shock test.
UNIT COMPOSITION
  • 1 Acothyst
  • 4-9 Wracks
Every model is equipped with: twin torturer’s tools.
5 models
65
8 models
105
10 models
130
KEYWORDS: INFANTRY, BATTLELINE, HAEMONCULUS COVENS, AELDARI, WRACKS
FACTION KEYWORDS:
DRUKHARI
STRATAGEMS
COMMAND RE-ROLL
1CP
Boarding Actions – Epic Deed
BA
INSANE BRAVERY
1CP
Boarding Actions – Epic Deed
BA
EXPLOSIVE CLEARANCE
1CP
Boarding Actions – Battle Tactic
BA
COUNTER-OFFENSIVE
2CP
Boarding Actions – Strategic Ploy
BA
COMMAND RE-ROLL
1CP
Core – Battle Tactic
C
INSANE BRAVERY
1CP
Core – Epic Deed
C
FIRE OVERWATCH
1CP
Core – Strategic Ploy
C
RAPID INGRESS
1CP
Core – Strategic Ploy
C
GO TO GROUND
1CP
Core – Battle Tactic
C
HEROIC INTERVENTION
1CP
Core – Strategic Ploy
C
COUNTER-OFFENSIVE
2CP
Core – Strategic Ploy
C
CONNOISSEURS OF PAIN
1CP
Covenite Coterie – Battle Tactic
ENFOLDING NIGHTMARE
1CP
Covenite Coterie – Strategic Ploy
DISTILLERS OF FEAR
2CP
Covenite Coterie – Strategic Ploy
POISONER’S ART
1CP
Covenite Coterie – Epic Deed
SYMPHONY OF SUFFERING
1CP
Covenite Coterie – Epic Deed
DOUBLE-CROSS
1CP
Kabalite Cartel – Strategic Ploy
TAKEN ALIVE
1CP
Kabalite Cartel – Battle Tactic
HORRIFYING FORM
1CP
Painbringers – Strategic Ploy
TERRIFYING AURA
1CP
Painbringers – Strategic Ploy
MOULDED MUSCULATURE
1CP
Painbringers – Battle Tactic
UNFEELING ABOMINATIONS
1CP
Painbringers – Battle Tactic
EAGER FOR THE KILL
1CP
Realspace Raiders – Battle Tactic
INSENSIBLE TO PAIN
2CP
Realspace Raiders – Battle Tactic
INSTINCTIVE SPITE
1CP
Realspace Raiders – Battle Tactic
RAID AND FADE
2CP
Realspace Raiders – Strategic Ploy
DARK HARVEST
1CP
Realspace Raiders – Strategic Ploy
SCINTILLATING TEMPO
1CP
Reaper’s Wager – Strategic Ploy
SHORTEN THE ODDS
1CP
Reaper’s Wager – Strategic Ploy
DANCE MACABRE
2CP
Reaper’s Wager – Strategic Ploy
MALICIOUS FRENZY
1CP
Reaper’s Wager – Battle Tactic
FATEFUL ROLE
1CP
Reaper’s Wager – Strategic Ploy
MURDERER’S CIRCUS
1CP
Reaper’s Wager – Battle Tactic
POUNCE ON THE PREY
1CP
Skysplinter Assault – Strategic Ploy
SKYBORNE ANNIHILATION
1CP
Skysplinter Assault – Battle Tactic
WRAITHLIKE RETREAT
1CP
Skysplinter Assault – Strategic Ploy
SHIPBOARD SHADES
1CP
Space Lane Raiders – Battle Tactic
CREW-THIEVES
1CP
Space Lane Raiders – Battle Tactic
FEIGNED WEAKNESS
1CP
Spectacle of Spite – Strategic Ploy
DEADLY DEBUT
1CP
Spectacle of Spite – Battle Tactic
LED BY
This unit can be led by the following units:
DETACHMENT ABILITY
Callous Competition
Alliance of Agony
Stitchflesh Abominations
Rain Of Cruelty
Regenerative Agony


Wyches
(⌀25mm)
M
8"
T
3
Sv
6+
W
1
Ld
7+
OC
2
INVULNERABLE SAVE*
6+
* 4+ against melee attacks
RANGED WEAPONS
RANGE
A
BS
S
AP
D
Blast pistol pistol
Blast pistol pistol
6"
1
3+
8
-4
D3
Splinter pistol anti-infantry 3+ assault pistol
Splinter pistol anti-infantry 3+ assault pistol
12"
1
3+
2
0
1
MELEE WEAPONS
RANGE
A
WS
S
AP
D
Gladiatorial weapons
Gladiatorial weapons
Melee
5
3+
4
-2
1
Hekatarii blade
Hekatarii blade
Melee
4
3+
3
-1
1
Power weapon anti-infantry 3+
Power weapon anti-infantry 3+
Melee
5
3+
3
-2
1
WARGEAR OPTIONS
  • The Hekatrix’s splinter pistol can be replaced with 1 blast pistol.
  • The Hekatrix’s Hekatarii blade can be replaced with 1 power weapon.
  • Up to 3 Wyches can each have their splinter pistol and Hekatarii blade replaced with 1 gladiatorial weapons.

ABILITIES
FACTION: Power from Pain
Acrobatic Gladiators (Pain): At the start of your Charge phase, you can spend 1 Pain token to Empower this unit. While Empowered, this unit is eligible to declare a charge in a turn in which it Advanced or Fell Back.
No Escape: Each time an enemy unit (excluding MONSTERS and VEHICLES) within Engagement Range of one or more units from your army with this ability Falls Back, all models in that enemy unit must take a Desperate Escape test. When doing so, if that enemy unit is Battle-shocked, subtract 1 from each of those tests.
UNIT COMPOSITION
  • 1 Hekatrix
  • 9 Wyches
Every model is equipped with: splinter pistol; Hekatarii blade.
10 models
90
KEYWORDS: INFANTRY, BATTLELINE, GRENADES, WYCH CULT, AELDARI, WYCHES
FACTION KEYWORDS:
DRUKHARI
STRATAGEMS
COMMAND RE-ROLL
1CP
Boarding Actions – Epic Deed
BA
INSANE BRAVERY
1CP
Boarding Actions – Epic Deed
BA
EXPLOSIVE CLEARANCE
1CP
Boarding Actions – Battle Tactic
BA
COUNTER-OFFENSIVE
2CP
Boarding Actions – Strategic Ploy
BA
COMMAND RE-ROLL
1CP
Core – Battle Tactic
C
INSANE BRAVERY
1CP
Core – Epic Deed
C
FIRE OVERWATCH
1CP
Core – Strategic Ploy
C
RAPID INGRESS
1CP
Core – Strategic Ploy
C
GRENADE
1CP
Core – Wargear
C
GO TO GROUND
1CP
Core – Battle Tactic
C
HEROIC INTERVENTION
1CP
Core – Strategic Ploy
C
COUNTER-OFFENSIVE
2CP
Core – Strategic Ploy
C
POSTMORTALITY
1CP
Covenite Coterie – Epic Deed
CONNOISSEURS OF PAIN
1CP
Covenite Coterie – Battle Tactic
SYMPHONY OF SUFFERING
1CP
Covenite Coterie – Epic Deed
DOUBLE-CROSS
1CP
Kabalite Cartel – Strategic Ploy
TAKEN ALIVE
1CP
Kabalite Cartel – Battle Tactic
EAGER FOR THE KILL
1CP
Realspace Raiders – Battle Tactic
FIGHTING SHADOWS
1CP
Realspace Raiders – Battle Tactic
INSTINCTIVE SPITE
1CP
Realspace Raiders – Battle Tactic
RAID AND FADE
2CP
Realspace Raiders – Strategic Ploy
DARK HARVEST
1CP
Realspace Raiders – Strategic Ploy
SCINTILLATING TEMPO
1CP
Reaper’s Wager – Strategic Ploy
SHORTEN THE ODDS
1CP
Reaper’s Wager – Strategic Ploy
DANCE MACABRE
2CP
Reaper’s Wager – Strategic Ploy
MALICIOUS FRENZY
1CP
Reaper’s Wager – Battle Tactic
FATEFUL ROLE
1CP
Reaper’s Wager – Strategic Ploy
MURDERER’S CIRCUS
1CP
Reaper’s Wager – Battle Tactic
PHANTASM GRENADES
1CP
Ship-killer Cult – Wargear
HYPERAGILITY
1CP
Ship-killer Cult – Battle Tactic
NO OBSTACLE
1CP
Ship-killer Cult – Strategic Ploy
TOYING WITH THE PREY
1CP
Ship-killer Cult – Strategic Ploy
POUNCE ON THE PREY
1CP
Skysplinter Assault – Strategic Ploy
SKYBORNE ANNIHILATION
1CP
Skysplinter Assault – Battle Tactic
WRAITHLIKE RETREAT
1CP
Skysplinter Assault – Strategic Ploy
VOIDSHIP GLADIATORS
1CP
Space Lane Raiders – Strategic Ploy
SHIPBOARD SHADES
1CP
Space Lane Raiders – Battle Tactic
FEIGNED WEAKNESS
1CP
Spectacle of Spite – Strategic Ploy
PRETERNATURAL AGILITY
1CP
Spectacle of Spite – Strategic Ploy
A CHALLENGE MET
2CP
Spectacle of Spite – Battle Tactic
ACROBATIC DISPLAY
1CP
Spectacle of Spite – Battle Tactic
BERSERK FUGUE
2CP
Spectacle of Spite – Strategic Ploy
DEADLY DEBUT
1CP
Spectacle of Spite – Battle Tactic
LED BY
This unit can be led by the following units:
DETACHMENT ABILITY
Callous Competition
Alliance of Agony
Combat Drugs
Rain Of Cruelty
Appetite for Adulation

Dedicated Transports


Raider
(⌀60mm flying base)
M
14"
T
8
Sv
4+
W
10
Ld
7+
OC
2
INVULNERABLE SAVE
6+
RANGED WEAPONS
RANGE
A
BS
S
AP
D
Dark lance
Dark lance
36"
1
3+
12
-3
D6+2
Disintegrator cannon
Disintegrator cannon
36"
3
3+
6
-3
2
MELEE WEAPONS
RANGE
A
WS
S
AP
D
Bladevanes and chainsnares
Bladevanes and chainsnares
Melee
D3+3
4+
6
-1
1
WARGEAR OPTIONS
  • This model’s dark lance can be replaced with 1 disintegrator cannon.

VANGUARD OF THE DARK CITY
Masters of the Shadowed Sky: At the end of your Command phase, if this model is within range of an objective marker you control, and if one or more KABALITE WARRIORS units are embarked within it, that objective marker remains under your control until your opponent’s Level of Control over that objective marker is greater than yours at the end of a phase.
Speed of the Kill: Each time a WYCHES unit disembarks from this model (excluding Emergency Disembarkations), models in that WYCHES unit must be set up wholly within 6" of this model.
Visions of Butchery: While one or more WRACKS units are embarked within this model, for each WRACKS model embarked within this model, add 1 to the Attacks characteristic of this model’s bladevanes and chainsnares.
Aethersails: While one or more DRUKHARI units are embarked within this model, you can re-roll Advance and Charge rolls made for this model.
ABILITIES
CORE: Deadly Demise D3, Deep Strike, Firing Deck 11
FACTION: Power from Pain
Splinter Racks (Pain): In your Shooting phase, when you select this model to shoot, you can spend 1 Pain token to Empower this model. While Empowered, if one or more units are embarked within this model, each time this model makes an attack with a ranged weapon that has the [ANTI] ability, you can re-roll the Hit roll.
Vanguard of the Dark City: At the start of your Command phase, select one of the abilities in the Vanguard of the Dark City section (see above) for this model. Until the start of your next Command phase, this model has that ability.
UNIT COMPOSITION
  • 1 Raider
This model is equipped with: dark lance; bladevanes and chainsnares.
1 model
85
TRANSPORT
This model has a transport capacity of 11 DRUKHARI INFANTRY models (excluding JUMP PACK models).
KEYWORDS: VEHICLE, TRANSPORT, DEDICATED TRANSPORT, FLY, AELDARI, RAIDER
FACTION KEYWORDS:
DRUKHARI
STRATAGEMS
COMMAND RE-ROLL
1CP
Boarding Actions – Epic Deed
BA
INSANE BRAVERY
1CP
Boarding Actions – Epic Deed
BA
EXPLOSIVE CLEARANCE
1CP
Boarding Actions – Battle Tactic
BA
COUNTER-OFFENSIVE
2CP
Boarding Actions – Strategic Ploy
BA
COMMAND RE-ROLL
1CP
Core – Battle Tactic
C
INSANE BRAVERY
1CP
Core – Epic Deed
C
FIRE OVERWATCH
1CP
Core – Strategic Ploy
C
RAPID INGRESS
1CP
Core – Strategic Ploy
C
TANK SHOCK
1CP
Core – Strategic Ploy
C
COUNTER-OFFENSIVE
2CP
Core – Strategic Ploy
C
CONNOISSEURS OF PAIN
1CP
Covenite Coterie – Battle Tactic
SYMPHONY OF SUFFERING
1CP
Covenite Coterie – Epic Deed
TAKEN ALIVE
1CP
Kabalite Cartel – Battle Tactic
EAGER FOR THE KILL
1CP
Realspace Raiders – Battle Tactic
FIGHTING SHADOWS
1CP
Realspace Raiders – Battle Tactic
INSTINCTIVE SPITE
1CP
Realspace Raiders – Battle Tactic
RAID AND FADE
2CP
Realspace Raiders – Strategic Ploy
DARK HARVEST
1CP
Realspace Raiders – Strategic Ploy
SCINTILLATING TEMPO
1CP
Reaper’s Wager – Strategic Ploy
SHORTEN THE ODDS
1CP
Reaper’s Wager – Strategic Ploy
MALICIOUS FRENZY
1CP
Reaper’s Wager – Battle Tactic
FATEFUL ROLE
1CP
Reaper’s Wager – Strategic Ploy
MURDERER’S CIRCUS
1CP
Reaper’s Wager – Battle Tactic
SWOOPING MOCKERY
1CP
Skysplinter Assault – Strategic Ploy
NIGHT SHIELD
1CP
Skysplinter Assault – Wargear
VICIOUS BLADES
1CP
Skysplinter Assault – Strategic Ploy
FEIGNED WEAKNESS
1CP
Spectacle of Spite – Strategic Ploy
DEADLY DEBUT
1CP
Spectacle of Spite – Battle Tactic
DETACHMENT ABILITY
Callous Competition


Venom
(⌀60mm flying base)
M
14"
T
6
Sv
4+
W
6
Ld
7+
OC
1
INVULNERABLE SAVE
6+
RANGED WEAPONS
RANGE
A
BS
S
AP
D
Splinter cannon anti-infantry 3+ sustained hits 1
Splinter cannon anti-infantry 3+ sustained hits 1
36"
3
3+
3
-1
2
Twin splinter rifle anti-infantry 3+ assault rapid fire 2 twin-linked
Twin splinter rifle anti-infantry 3+ assault rapid fire 2 twin-linked
24"
2
3+
2
0
1
MELEE WEAPONS
RANGE
A
WS
S
AP
D
Bladevanes
Bladevanes
Melee
3
4+
5
-1
1
WARGEAR OPTIONS
  • This model’s twin splinter rifle can be replaced with 1 splinter cannon.

ABILITIES
CORE: Deadly Demise 1, Deep Strike, Firing Deck 6, Stealth
FACTION: Power from Pain
Rapid Deployment (Pain): In your Movement phase, when you select this model to Advance, you can spend 1 Pain token to Empower this model. While Empowered, units can disembark from this model after it has Advanced. Units that do so count as having made a Normal move that phase, and cannot declare a charge in the same turn, but can otherwise act normally in the remainder of the turn.
Aerialists: At the end of the Fight phase, you can select one unit wholly within 6" of this model. If that unit could embark within this model if it were your Movement phase, it does so now.
UNIT COMPOSITION
  • 1 Venom
This model is equipped with: splinter cannon; twin splinter rifle; bladevanes.
1 model
70
TRANSPORT
This model has a transport capacity of 6 DRUKHARI INFANTRY models (excluding JUMP PACK models).

Before the battle, at the start of the Declare Battle Formations step, you can select one KABALITE WARRIORS or WYCHES unit from your army that has not already been split. If you do, that unit is split into two units, each containing as equal a number of models as possible (when splitting a unit in this way, make a note of which models form each of the two new units]. One of these units must start the battle embarked within this model; the other can start the battle embarked within another TRANSPORT, or it can be deployed as a separate unit.
KEYWORDS: VEHICLE, TRANSPORT, DEDICATED TRANSPORT, FLY, AELDARI, VENOM
FACTION KEYWORDS:
DRUKHARI
STRATAGEMS
COMMAND RE-ROLL
1CP
Boarding Actions – Epic Deed
BA
INSANE BRAVERY
1CP
Boarding Actions – Epic Deed
BA
EXPLOSIVE CLEARANCE
1CP
Boarding Actions – Battle Tactic
BA
COUNTER-OFFENSIVE
2CP
Boarding Actions – Strategic Ploy
BA
COMMAND RE-ROLL
1CP
Core – Battle Tactic
C
INSANE BRAVERY
1CP
Core – Epic Deed
C
FIRE OVERWATCH
1CP
Core – Strategic Ploy
C
RAPID INGRESS
1CP
Core – Strategic Ploy
C
TANK SHOCK
1CP
Core – Strategic Ploy
C
COUNTER-OFFENSIVE
2CP
Core – Strategic Ploy
C
CONNOISSEURS OF PAIN
1CP
Covenite Coterie – Battle Tactic
SYMPHONY OF SUFFERING
1CP
Covenite Coterie – Epic Deed
TAKEN ALIVE
1CP
Kabalite Cartel – Battle Tactic
EAGER FOR THE KILL
1CP
Realspace Raiders – Battle Tactic
FIGHTING SHADOWS
1CP
Realspace Raiders – Battle Tactic
INSTINCTIVE SPITE
1CP
Realspace Raiders – Battle Tactic
RAID AND FADE
2CP
Realspace Raiders – Strategic Ploy
DARK HARVEST
1CP
Realspace Raiders – Strategic Ploy
SCINTILLATING TEMPO
1CP
Reaper’s Wager – Strategic Ploy
SHORTEN THE ODDS
1CP
Reaper’s Wager – Strategic Ploy
MALICIOUS FRENZY
1CP
Reaper’s Wager – Battle Tactic
FATEFUL ROLE
1CP
Reaper’s Wager – Strategic Ploy
MURDERER’S CIRCUS
1CP
Reaper’s Wager – Battle Tactic
SWOOPING MOCKERY
1CP
Skysplinter Assault – Strategic Ploy
NIGHT SHIELD
1CP
Skysplinter Assault – Wargear
VICIOUS BLADES
1CP
Skysplinter Assault – Strategic Ploy
FEIGNED WEAKNESS
1CP
Spectacle of Spite – Strategic Ploy
DEADLY DEBUT
1CP
Spectacle of Spite – Battle Tactic
DETACHMENT ABILITY
Callous Competition


Starweaver
(⌀65mm)
M
14"
T
6
Sv
4+
W
6
Ld
6+
OC
2
INVULNERABLE SAVE
4+
RANGED WEAPONS
RANGE
A
BS
S
AP
D
Shuriken cannon lethal hits
Shuriken cannon lethal hits
24"
3
3+
6
-1
2
MELEE WEAPONS
RANGE
A
WS
S
AP
D
Close combat weapon
Close combat weapon
Melee
4
3+
3
0
1
ABILITIES
CORE: Deadly Demise 1, Firing Deck 6
FACTION: Battle Focus, Disparate Paths
Rapid Embarkation: At the end of the Fight phase, if there are no models currently embarked within this TRANSPORT, you can select one friendly HARLEQUINS INFANTRY unit that has 6 or fewer models that is wholly within 6" of this TRANSPORT. Unless that unit is within Engagement Range of one or more enemy units, it can embark within this TRANSPORT.
UNIT COMPOSITION
  • 1 Starweaver
This model is equipped with: 2 shuriken cannons; close combat weapon.
1 model
80
TRANSPORT
This model has a transport capacity of 6 HARLEQUINS INFANTRY models.
KEYWORDS: VEHICLE, AELDARI, TRANSPORT, DEDICATED TRANSPORT, SMOKE, FLY, STARWEAVER
FACTION KEYWORDS:
HARLEQUINS
STRATAGEMS
COMMAND RE-ROLL
1CP
Core – Battle Tactic
C
INSANE BRAVERY
1CP
Core – Epic Deed
C
FIRE OVERWATCH
1CP
Core – Strategic Ploy
C
RAPID INGRESS
1CP
Core – Strategic Ploy
C
SMOKESCREEN
1CP
Core – Wargear
C
TANK SHOCK
1CP
Core – Strategic Ploy
C
COUNTER-OFFENSIVE
2CP
Core – Strategic Ploy
C
SCINTILLATING TEMPO
1CP
Reaper’s Wager – Strategic Ploy
SHORTEN THE ODDS
1CP
Reaper’s Wager – Strategic Ploy
MALICIOUS FRENZY
1CP
Reaper’s Wager – Battle Tactic
FATEFUL ROLE
1CP
Reaper’s Wager – Strategic Ploy
MURDERER’S CIRCUS
1CP
Reaper’s Wager – Battle Tactic
DETACHMENT ABILITY
Callous Competition

Other


Cronos
(⌀60mm flying base)
M
7"
T
7
Sv
3+
W
7
Ld
7+
OC
2
INVULNERABLE SAVE
6+
RANGED WEAPONS
RANGE
A
BS
S
AP
D
Spirit syphon ignores cover torrent
Spirit syphon ignores cover torrent
12"
D6
N/A
5
-1
1
Spirit vortex blast ignores cover
Spirit vortex blast ignores cover
18"
D6
3+
5
-1
1
MELEE WEAPONS
RANGE
A
WS
S
AP
D
Spirit-leech tentacles anti-infantry 2+
Spirit-leech tentacles anti-infantry 2+
Melee
6
3+
5
-1
1
WARGEAR OPTIONS
  • Any number of models can each be equipped with 1 spirit vortex.

ABILITIES
CORE: Deadly Demise 1, Feel No Pain 5+
FACTION: Power from Pain
Pain Parasite (Pain): In your Shooting phase or the Fight phase, when you select this unit to shoot or fight, you can spend 1 Pain token to Empower this unit. While Empowered, each time this unit shoots or fights, after it has resolved its attacks, if one or more enemy models were destroyed as a result of those attacks, one model in this unit regains up to 3 lost wounds (if all models in this unit have their starting number of wounds and this unit is below its Starting Strength, 1 model is returned to this unit with 3 wounds remaining).
Pain Engine (Aura): Each time you spend 1 Pain token to Empower a friendly unit within 9" of this unit, roll one D6, adding 1 to the result if one or more models in this unit are not equipped with a spirit vortex: on a 5+, you gain 1 Pain token.

Designer’s Note: Pain tokens you spend for reasons other than Empowering a unit do not trigger this ability.
UNIT COMPOSITION
  • 1-2 Cronos
Every Cronos is equipped with: spirit syphon; spirit-leech tentacles.
1 model
55
2 models
110
KEYWORDS: MONSTER, HAEMONCULUS COVENS, FLY, AELDARI, CRONOS
FACTION KEYWORDS:
DRUKHARI
STRATAGEMS
COMMAND RE-ROLL
1CP
Boarding Actions – Epic Deed
BA
INSANE BRAVERY
1CP
Boarding Actions – Epic Deed
BA
EXPLOSIVE CLEARANCE
1CP
Boarding Actions – Battle Tactic
BA
COUNTER-OFFENSIVE
2CP
Boarding Actions – Strategic Ploy
BA
COMMAND RE-ROLL
1CP
Core – Battle Tactic
C
INSANE BRAVERY
1CP
Core – Epic Deed
C
FIRE OVERWATCH
1CP
Core – Strategic Ploy
C
RAPID INGRESS
1CP
Core – Strategic Ploy
C
HEROIC INTERVENTION
1CP
Core – Strategic Ploy
C
COUNTER-OFFENSIVE
2CP
Core – Strategic Ploy
C
CONNOISSEURS OF PAIN
1CP
Covenite Coterie – Battle Tactic
ENFOLDING NIGHTMARE
1CP
Covenite Coterie – Strategic Ploy
DISTILLERS OF FEAR
2CP
Covenite Coterie – Strategic Ploy
POISONER’S ART
1CP
Covenite Coterie – Epic Deed
SYMPHONY OF SUFFERING
1CP
Covenite Coterie – Epic Deed
DOUBLE-CROSS
1CP
Kabalite Cartel – Strategic Ploy
TAKEN ALIVE
1CP
Kabalite Cartel – Battle Tactic
EAGER FOR THE KILL
1CP
Realspace Raiders – Battle Tactic
INSENSIBLE TO PAIN
2CP
Realspace Raiders – Battle Tactic
INSTINCTIVE SPITE
1CP
Realspace Raiders – Battle Tactic
RAID AND FADE
2CP
Realspace Raiders – Strategic Ploy
DARK HARVEST
1CP
Realspace Raiders – Strategic Ploy
SCINTILLATING TEMPO
1CP
Reaper’s Wager – Strategic Ploy
SHORTEN THE ODDS
1CP
Reaper’s Wager – Strategic Ploy
MALICIOUS FRENZY
1CP
Reaper’s Wager – Battle Tactic
FATEFUL ROLE
1CP
Reaper’s Wager – Strategic Ploy
MURDERER’S CIRCUS
1CP
Reaper’s Wager – Battle Tactic
FEIGNED WEAKNESS
1CP
Spectacle of Spite – Strategic Ploy
DEADLY DEBUT
1CP
Spectacle of Spite – Battle Tactic
DETACHMENT ABILITY
Callous Competition
Stitchflesh Abominations


Hand of the Archon
(⌀25mm)
M
7"
T
3
Sv
4+
W
1
Ld
7+
OC
1
INVULNERABLE SAVE
6+
RANGED WEAPONS
RANGE
A
BS
S
AP
D
Blast pistol pistol
Blast pistol pistol
6"
1
3+
8
-3
D3
Blaster assault
Blaster assault
18"
1
3+
8
-4
D6+1
Dark lance heavy
Dark lance heavy
36"
1
4+
12
-3
D6+2
Shardcarbine anti-infantry 3+ assault
Shardcarbine anti-infantry 3+ assault
18"
3
3+
2
0
1
Shredder assault torrent
Shredder assault torrent
18"
D6
N/A
6
0
1
Splinter cannon anti-infantry 3+ heavy sustained hits 1
Splinter cannon anti-infantry 3+ heavy sustained hits 1
36"
3
4+
3
-1
2
Splinter pistol anti-infantry 3+ assault pistol
Splinter pistol anti-infantry 3+ assault pistol
12"
1
3+
2
0
1
Splinter rifle anti-infantry 3+ assault
Splinter rifle anti-infantry 3+ assault
24"
2
3+
2
0
1
Stinger pistol anti-infantry 2+ pistol
Stinger pistol anti-infantry 2+ pistol
12"
1
3+
2
0
1
MELEE WEAPONS
RANGE
A
WS
S
AP
D
Close combat weapon
Close combat weapon
Melee
2
3+
3
0
1
Pain sculptors anti-infantry 4+ twin-linked
Pain sculptors anti-infantry 4+ twin-linked
Melee
3
3+
4
-1
1
Power weapon anti-infantry 3+
Power weapon anti-infantry 3+
Melee
4
3+
3
-2
1
Razorflail
Razorflail
Melee
4
3+
4
-2
1
WARGEAR OPTIONS
  • The Kabalite Archsybarite’s close combat weapon can be replaced with 1 power weapon.
  • The Kabalite Archsybarite’s splinter rifle can be replaced with one of the following:
    • 1 blast pistol
    • 1 splinter pistol
  • The Kabalite Archsybarite can be equipped with one of the following:
    • 1 Kabalite icon
    • 1 phantasm grenade launcher
  • 1 Kabalite Agent's splinter rifle can be replaced with one of the following:
    • 1 blaster
    • 1 shredder
  • 1 Kabalite Agent’s splinter rifle can be replaced with one of the following:
    • 1 dark lance
    • 1 splinter cannon
  • 1 Kabalite Agent’s splinter rifle can be replaced with 1 stinger pistol.
  • 1 Kabalite Agent’s splinter rifle can be replaced with 1 shardcarbine.
  • 1 Kabalite Agent’s splinter rifle can be replaced with 1 pain sculptors.
  • 1 Kabalite Agent’s splinter rifle can be replaced with 1 splinter pistol and 1 razorflail.
  • 1 Kabalite Agent equipped with a splinter rifle can be equipped with 1 stimm-needler. This model’s splinter rifle cannot be replaced.

ABILITIES
CORE: Scouts 7"
FACTION: Power from Pain
Assassins’ Poisons (Pain): In your Shooting phase or the Fight phase, when you select this unit to shoot or fight, you can spend 1 Pain token to Empower this unit. While Empowered, weapons equipped by models in this unit (excluding blast pistols, blasters and dark lances) have the [LETHAL HITS] and [PRECISION] abilities.
Archon’s Will: At the start of the first battle round, select one objective marker on the battlefield. Until the end of the battle, while this unit is within range of that objective marker, unless this unit is Battle-shocked, models in this unit have a 5+ invulnerable save and an Objective Control characteristic of 3.
WARGEAR ABILITIES
Kabalite Icon: While the bearer’s unit is not Battle-shocked, add 1 to the bearer’s Objective Control characteristic.
Phantasm Grenade Launcher: The bearer’s unit has the SMOKE keyword.
Stimm-needler: Once per turn, the first time a saving throw is failed for a model in the bearer’s unit, change the Damage characteristic of that attack to 0.
UNIT COMPOSITION
  • 1 Kabalite Archsybarite
  • 9 Kabalite Agents
Every model is equipped with: splinter rifle; close combat weapon.
10 models
125
ARCHON’S RETINUE
If this unit has a Leader unit attached to it during the Declare Battle Formations step, that Leader unit gains the Scouts 7" ability.
KEYWORDS: INFANTRY, KABAL, AELDARI, GRENADES, HAND OF THE ARCHON
FACTION KEYWORDS:
DRUKHARI
STRATAGEMS
COMMAND RE-ROLL
1CP
Core – Battle Tactic
C
INSANE BRAVERY
1CP
Core – Epic Deed
C
FIRE OVERWATCH
1CP
Core – Strategic Ploy
C
RAPID INGRESS
1CP
Core – Strategic Ploy
C
GRENADE
1CP
Core – Wargear
C
GO TO GROUND
1CP
Core – Battle Tactic
C
HEROIC INTERVENTION
1CP
Core – Strategic Ploy
C
COUNTER-OFFENSIVE
2CP
Core – Strategic Ploy
C
CONNOISSEURS OF PAIN
1CP
Covenite Coterie – Battle Tactic
SYMPHONY OF SUFFERING
1CP
Covenite Coterie – Epic Deed
TAILORED TOXINS
1CP
Kabalite Cartel – Epic Deed
MAKING A POINT
1CP
Kabalite Cartel – Battle Tactic
DEADLY DECEIVERS
1CP
Kabalite Cartel – Strategic Ploy
DOUBLE-CROSS
1CP
Kabalite Cartel – Strategic Ploy
TAKEN ALIVE
1CP
Kabalite Cartel – Battle Tactic
EAGER FOR THE KILL
1CP
Realspace Raiders – Battle Tactic
FIGHTING SHADOWS
1CP
Realspace Raiders – Battle Tactic
INSTINCTIVE SPITE
1CP
Realspace Raiders – Battle Tactic
RAID AND FADE
2CP
Realspace Raiders – Strategic Ploy
DARK HARVEST
1CP
Realspace Raiders – Strategic Ploy
SCINTILLATING TEMPO
1CP
Reaper’s Wager – Strategic Ploy
SHORTEN THE ODDS
1CP
Reaper’s Wager – Strategic Ploy
DANCE MACABRE
2CP
Reaper’s Wager – Strategic Ploy
MALICIOUS FRENZY
1CP
Reaper’s Wager – Battle Tactic
FATEFUL ROLE
1CP
Reaper’s Wager – Strategic Ploy
MURDERER’S CIRCUS
1CP
Reaper’s Wager – Battle Tactic
POUNCE ON THE PREY
1CP
Skysplinter Assault – Strategic Ploy
SKYBORNE ANNIHILATION
1CP
Skysplinter Assault – Battle Tactic
WRAITHLIKE RETREAT
1CP
Skysplinter Assault – Strategic Ploy
FEIGNED WEAKNESS
1CP
Spectacle of Spite – Strategic Ploy
DEADLY DEBUT
1CP
Spectacle of Spite – Battle Tactic
LED BY
This unit can be led by the following units:
DETACHMENT ABILITY
Callous Competition
Murderous Agenda
Rain Of Cruelty


Hellions
(⌀32mm flying base)
M
14"
T
4
Sv
4+
W
2
Ld
7+
OC
1
INVULNERABLE SAVE
6+
RANGED WEAPONS
RANGE
A
BS
S
AP
D
Splinter pistol anti-infantry 3+ assault pistol
Splinter pistol anti-infantry 3+ assault pistol
12"
1
3+
2
0
1
Splinter pods anti-infantry 3+ assault twin-linked
Splinter pods anti-infantry 3+ assault twin-linked
18"
2
3+
2
0
1
MELEE WEAPONS
RANGE
A
WS
S
AP
D
Hellglaive lance sustained hits 1
Hellglaive lance sustained hits 1
Melee
3
3+
4
-1
2
Power weapon anti-infantry 3+ lance sustained hits 1
Power weapon anti-infantry 3+ lance sustained hits 1
Melee
4
3+
3
-2
1
Stunclaw devastating wounds lance precision
Stunclaw devastating wounds lance precision
Melee
4
3+
3
-1
1
WARGEAR OPTIONS
  • The Helliarch can be equipped with 1 phantasm grenade launcher.
  • The Helliarch’s hellglaive can be replaced with one of the following:
    • 1 splinter pistol and 1 power weapon.
    • 1 splinter pistol and 1 stunclaw.
  • If the Helliarch is equipped with 1 splinter pistol, it can be equipped with 1 hellglaive (that model’s hellglaive cannot be replaced).

ABILITIES
CORE: Deep Strike
FACTION: Power from Pain
Battlefield Butchery (Pain): In the Fight phase, when you select this unit to fight, you can spend 1 Pain token to Empower this unit. While Empowered, add 1 to the Attacks and Strength characteristics of this unit’s melee weapons.
Skyboard Evasion: Once per turn, when an enemy unit ends a Normal, Advance or Fall Back move within 9" of this unit, this unit can make a Normal move of up to D6".
WARGEAR ABILITIES
Phantasm Grenade Launcher: The bearer’s unit has the SMOKE and GRENADES keywords.
UNIT COMPOSITION
  • 1 Helliarch
  • 4-9 Hellions
Every model is equipped with: splinter pods; hellglaive.
5 models
85
10 models
170
KEYWORDS: MOUNTED, FLY, AELDARI, WYCH CULT, HELLIONS
FACTION KEYWORDS:
DRUKHARI
STRATAGEMS
COMMAND RE-ROLL
1CP
Boarding Actions – Epic Deed
BA
INSANE BRAVERY
1CP
Boarding Actions – Epic Deed
BA
EXPLOSIVE CLEARANCE
1CP
Boarding Actions – Battle Tactic
BA
COUNTER-OFFENSIVE
2CP
Boarding Actions – Strategic Ploy
BA
COMMAND RE-ROLL
1CP
Core – Battle Tactic
C
INSANE BRAVERY
1CP
Core – Epic Deed
C
FIRE OVERWATCH
1CP
Core – Strategic Ploy
C
RAPID INGRESS
1CP
Core – Strategic Ploy
C
HEROIC INTERVENTION
1CP
Core – Strategic Ploy
C
COUNTER-OFFENSIVE
2CP
Core – Strategic Ploy
C
POSTMORTALITY
1CP
Covenite Coterie – Epic Deed
CONNOISSEURS OF PAIN
1CP
Covenite Coterie – Battle Tactic
SYMPHONY OF SUFFERING
1CP
Covenite Coterie – Epic Deed
DOUBLE-CROSS
1CP
Kabalite Cartel – Strategic Ploy
TAKEN ALIVE
1CP
Kabalite Cartel – Battle Tactic
EAGER FOR THE KILL
1CP
Realspace Raiders – Battle Tactic
FIGHTING SHADOWS
1CP
Realspace Raiders – Battle Tactic
INSTINCTIVE SPITE
1CP
Realspace Raiders – Battle Tactic
RAID AND FADE
2CP
Realspace Raiders – Strategic Ploy
DARK HARVEST
1CP
Realspace Raiders – Strategic Ploy
SCINTILLATING TEMPO
1CP
Reaper’s Wager – Strategic Ploy
SHORTEN THE ODDS
1CP
Reaper’s Wager – Strategic Ploy
MALICIOUS FRENZY
1CP
Reaper’s Wager – Battle Tactic
FATEFUL ROLE
1CP
Reaper’s Wager – Strategic Ploy
MURDERER’S CIRCUS
1CP
Reaper’s Wager – Battle Tactic
FEIGNED WEAKNESS
1CP
Spectacle of Spite – Strategic Ploy
PRETERNATURAL AGILITY
1CP
Spectacle of Spite – Strategic Ploy
A CHALLENGE MET
2CP
Spectacle of Spite – Battle Tactic
ACROBATIC DISPLAY
1CP
Spectacle of Spite – Battle Tactic
BERSERK FUGUE
2CP
Spectacle of Spite – Strategic Ploy
DEADLY DEBUT
1CP
Spectacle of Spite – Battle Tactic
DETACHMENT ABILITY
Callous Competition
Combat Drugs


Incubi
M
7"
T
3
Sv
3+
W
1
Ld
6+
OC
1
INCUBI(⌀28mm)
INVULNERABLE SAVE
5+
7"
3
3+
2
6+
1
KLAIVEX(⌀28mm)
INVULNERABLE SAVE
5+
MELEE WEAPONS
RANGE
A
WS
S
AP
D
Demiklaives – single blade
Demiklaives – single blade
Melee
4
3+
5
-2
2
Demiklaives – dual blades twin-linked
Demiklaives – dual blades twin-linked
Melee
6
3+
4
-2
1
Klaive
Klaive
Melee
3
3+
5
-2
2
WARGEAR OPTIONS
  • The Klaivex’s klaive can be replaced with 1 demiklaives.
  • For every 5 models in this unit, it can be equipped with 1 Incubi Shrine token.

ABILITIES
FACTION: Power from Pain
Decapitating Strikes (Pain): In the Fight phase, when you select this unit to fight, you can spend 1 Pain token to Empower this unit. While Empowered, each time a model in this unit makes a melee attack that targets an INFANTRY unit, that attack has the [DEVASTATING WOUNDS] ability.
Tormentors: At the start of the Fight phase, each enemy unit within Engagement Range of one or more units with this ability must take a Battle-shock test. Each time a model in this unit makes a melee attack that targets a Battle-shocked unit, add 1 to the Hit roll.
WARGEAR ABILITIES
Incubi Shrine Token: Once per battle for each Incubi Shrine token this unit has, you can change the result of one Hit roll or one Wound roll made for a Klaivex or Incubi model in this unit to an unmodified 6.

Designer's Note: Place an Incubi Shrine token next to the unit for each Incubi Shrine token it has, removing one each time this ability is used.
UNIT COMPOSITION
  • 1 Klaivex
  • 4-9 Incubi
Every model is equipped with: klaive.
5 models
90
10 models
180
KEYWORDS: INFANTRY, AELDARI, BLADES FOR HIRE, INCUBI
FACTION KEYWORDS:
DRUKHARI
STRATAGEMS
COMMAND RE-ROLL
1CP
Boarding Actions – Epic Deed
BA
INSANE BRAVERY
1CP
Boarding Actions – Epic Deed
BA
EXPLOSIVE CLEARANCE
1CP
Boarding Actions – Battle Tactic
BA
COUNTER-OFFENSIVE
2CP
Boarding Actions – Strategic Ploy
BA
COMMAND RE-ROLL
1CP
Core – Battle Tactic
C
INSANE BRAVERY
1CP
Core – Epic Deed
C
RAPID INGRESS
1CP
Core – Strategic Ploy
C
GO TO GROUND
1CP
Core – Battle Tactic
C
HEROIC INTERVENTION
1CP
Core – Strategic Ploy
C
COUNTER-OFFENSIVE
2CP
Core – Strategic Ploy
C
CONNOISSEURS OF PAIN
1CP
Covenite Coterie – Battle Tactic
SYMPHONY OF SUFFERING
1CP
Covenite Coterie – Epic Deed
TAILORED TOXINS
1CP
Kabalite Cartel – Epic Deed
DEADLY DECEIVERS
1CP
Kabalite Cartel – Strategic Ploy
DOUBLE-CROSS
1CP
Kabalite Cartel – Strategic Ploy
TAKEN ALIVE
1CP
Kabalite Cartel – Battle Tactic
ELUSIVE DUELLISTS
1CP
Kabalite Corsairs – Battle Tactic
EAGER FOR THE KILL
1CP
Realspace Raiders – Battle Tactic
FIGHTING SHADOWS
1CP
Realspace Raiders – Battle Tactic
INSTINCTIVE SPITE
1CP
Realspace Raiders – Battle Tactic
RAID AND FADE
2CP
Realspace Raiders – Strategic Ploy
DARK HARVEST
1CP
Realspace Raiders – Strategic Ploy
SCINTILLATING TEMPO
1CP
Reaper’s Wager – Strategic Ploy
SHORTEN THE ODDS
1CP
Reaper’s Wager – Strategic Ploy
DANCE MACABRE
2CP
Reaper’s Wager – Strategic Ploy
MALICIOUS FRENZY
1CP
Reaper’s Wager – Battle Tactic
FATEFUL ROLE
1CP
Reaper’s Wager – Strategic Ploy
MURDERER’S CIRCUS
1CP
Reaper’s Wager – Battle Tactic
POUNCE ON THE PREY
1CP
Skysplinter Assault – Strategic Ploy
SKYBORNE ANNIHILATION
1CP
Skysplinter Assault – Battle Tactic
WRAITHLIKE RETREAT
1CP
Skysplinter Assault – Strategic Ploy
SHIPBOARD SHADES
1CP
Space Lane Raiders – Battle Tactic
FEIGNED WEAKNESS
1CP
Spectacle of Spite – Strategic Ploy
DEADLY DEBUT
1CP
Spectacle of Spite – Battle Tactic
LED BY
This unit can be led by the following units:
DETACHMENT ABILITY
Callous Competition
Murderous Agenda
Rain Of Cruelty
Raid and Pillage
Appetite for Adulation


Mandrakes
(⌀28mm)
M
8"
T
3
Sv
7+
W
1
Ld
7+
OC
1
INVULNERABLE SAVE
5+
RANGED WEAPONS
RANGE
A
BS
S
AP
D
Baleblast assault devastating wounds ignores cover
Baleblast assault devastating wounds ignores cover
18"
2
3+
5
-1
1
MELEE WEAPONS
RANGE
A
WS
S
AP
D
Glimmersteel blade devastating wounds
Glimmersteel blade devastating wounds
Melee
3
3+
5
-1
1
ABILITIES
CORE: Deep Strike, Infiltrators, Stealth
FACTION: Power from Pain
Fade Away (Pain): At the end of your opponent’s Fight phase, if this unit is not within Engagement Range of one or more enemy units, you can spend 1 Pain token to Empower this unit. Each time you do, remove this unit from the battlefield and place it into Strategic Reserves.
Shade Weavers: This unit cannot be targeted by ranged attacks unless the attacking model is within 18".
UNIT COMPOSITION
  • 1 Nightfiend
  • 4-9 Mandrakes
Every model is equipped with: baleblast; glimmersteel blade.
5 models
75
10 models
150
KEYWORDS: INFANTRY, AELDARI, BLADES FOR HIRE, MANDRAKES
FACTION KEYWORDS:
DRUKHARI
STRATAGEMS
COMMAND RE-ROLL
1CP
Boarding Actions – Epic Deed
BA
INSANE BRAVERY
1CP
Boarding Actions – Epic Deed
BA
EXPLOSIVE CLEARANCE
1CP
Boarding Actions – Battle Tactic
BA
COUNTER-OFFENSIVE
2CP
Boarding Actions – Strategic Ploy
BA
COMMAND RE-ROLL
1CP
Core – Battle Tactic
C
INSANE BRAVERY
1CP
Core – Epic Deed
C
FIRE OVERWATCH
1CP
Core – Strategic Ploy
C
RAPID INGRESS
1CP
Core – Strategic Ploy
C
GO TO GROUND
1CP
Core – Battle Tactic
C
HEROIC INTERVENTION
1CP
Core – Strategic Ploy
C
COUNTER-OFFENSIVE
2CP
Core – Strategic Ploy
C
CONNOISSEURS OF PAIN
1CP
Covenite Coterie – Battle Tactic
SYMPHONY OF SUFFERING
1CP
Covenite Coterie – Epic Deed
TAILORED TOXINS
1CP
Kabalite Cartel – Epic Deed
DEADLY DECEIVERS
1CP
Kabalite Cartel – Strategic Ploy
DOUBLE-CROSS
1CP
Kabalite Cartel – Strategic Ploy
TAKEN ALIVE
1CP
Kabalite Cartel – Battle Tactic
ELUSIVE DUELLISTS
1CP
Kabalite Corsairs – Battle Tactic
EAGER FOR THE KILL
1CP
Realspace Raiders – Battle Tactic
FIGHTING SHADOWS
1CP
Realspace Raiders – Battle Tactic
INSTINCTIVE SPITE
1CP
Realspace Raiders – Battle Tactic
RAID AND FADE
2CP
Realspace Raiders – Strategic Ploy
DARK HARVEST
1CP
Realspace Raiders – Strategic Ploy
SCINTILLATING TEMPO
1CP
Reaper’s Wager – Strategic Ploy
SHORTEN THE ODDS
1CP
Reaper’s Wager – Strategic Ploy
DANCE MACABRE
2CP
Reaper’s Wager – Strategic Ploy
MALICIOUS FRENZY
1CP
Reaper’s Wager – Battle Tactic
FATEFUL ROLE
1CP
Reaper’s Wager – Strategic Ploy
MURDERER’S CIRCUS
1CP
Reaper’s Wager – Battle Tactic
POUNCE ON THE PREY
1CP
Skysplinter Assault – Strategic Ploy
SKYBORNE ANNIHILATION
1CP
Skysplinter Assault – Battle Tactic
WRAITHLIKE RETREAT
1CP
Skysplinter Assault – Strategic Ploy
SHIPBOARD SHADES
1CP
Space Lane Raiders – Battle Tactic
FEIGNED WEAKNESS
1CP
Spectacle of Spite – Strategic Ploy
DEADLY DEBUT
1CP
Spectacle of Spite – Battle Tactic
DETACHMENT ABILITY
Callous Competition
Murderous Agenda
Rain Of Cruelty
Raid and Pillage
Appetite for Adulation


Ravager
(⌀Use model)
M
14"
T
9
Sv
4+
W
11
Ld
7+
OC
3
INVULNERABLE SAVE
6+
RANGED WEAPONS
RANGE
A
BS
S
AP
D
Dark lance
Dark lance
36"
1
3+
12
-3
D6+2
Disintegrator cannon
Disintegrator cannon
36"
3
3+
6
-3
2
MELEE WEAPONS
RANGE
A
WS
S
AP
D
Bladevanes
Bladevanes
Melee
3
4+
6
-1
1
WARGEAR OPTIONS
  • Any number of this model’s dark lances can each be replaced with 1 disintegrator cannon.

ABILITIES
CORE: Deadly Demise D3, Deep Strike
FACTION: Power from Pain
Agonising Suppression (Pain): In your Shooting phase, when you select this model to shoot, you can spend 1 Pain token to Empower this model. While Empowered, after this model has shot, select one enemy unit hit by one or more of those attacks. Until the start of your next turn, that enemy unit is suppressed. While a unit is suppressed, each time a model in that unit makes an attack, subtract 1 from the Hit roll.
Eradicate the Foe: Each time this model makes an attack that targets an enemy unit that is at its Starting Strength, you can re-roll the Hit roll.
UNIT COMPOSITION
  • 1 Ravager
This model is equipped with: 3 dark lances; bladevanes.
1 model
115
DAMAGED: 1-4 WOUNDS REMAINING
While this model has 1-4 wounds remaining, each time it makes an attack, subtract 1 from the Hit roll.
KEYWORDS: VEHICLE, KABAL, FLY, AELDARI, RAVAGER
FACTION KEYWORDS:
DRUKHARI
STRATAGEMS
COMMAND RE-ROLL
1CP
Boarding Actions – Epic Deed
BA
INSANE BRAVERY
1CP
Boarding Actions – Epic Deed
BA
EXPLOSIVE CLEARANCE
1CP
Boarding Actions – Battle Tactic
BA
COUNTER-OFFENSIVE
2CP
Boarding Actions – Strategic Ploy
BA
COMMAND RE-ROLL
1CP
Core – Battle Tactic
C
INSANE BRAVERY
1CP
Core – Epic Deed
C
FIRE OVERWATCH
1CP
Core – Strategic Ploy
C
RAPID INGRESS
1CP
Core – Strategic Ploy
C
TANK SHOCK
1CP
Core – Strategic Ploy
C
COUNTER-OFFENSIVE
2CP
Core – Strategic Ploy
C
CONNOISSEURS OF PAIN
1CP
Covenite Coterie – Battle Tactic
SYMPHONY OF SUFFERING
1CP
Covenite Coterie – Epic Deed
TAILORED TOXINS
1CP
Kabalite Cartel – Epic Deed
DEADLY DECEIVERS
1CP
Kabalite Cartel – Strategic Ploy
DOUBLE-CROSS
1CP
Kabalite Cartel – Strategic Ploy
TAKEN ALIVE
1CP
Kabalite Cartel – Battle Tactic
EAGER FOR THE KILL
1CP
Realspace Raiders – Battle Tactic
FIGHTING SHADOWS
1CP
Realspace Raiders – Battle Tactic
INSTINCTIVE SPITE
1CP
Realspace Raiders – Battle Tactic
RAID AND FADE
2CP
Realspace Raiders – Strategic Ploy
DARK HARVEST
1CP
Realspace Raiders – Strategic Ploy
SCINTILLATING TEMPO
1CP
Reaper’s Wager – Strategic Ploy
SHORTEN THE ODDS
1CP
Reaper’s Wager – Strategic Ploy
MALICIOUS FRENZY
1CP
Reaper’s Wager – Battle Tactic
FATEFUL ROLE
1CP
Reaper’s Wager – Strategic Ploy
MURDERER’S CIRCUS
1CP
Reaper’s Wager – Battle Tactic
NIGHT SHIELD
1CP
Skysplinter Assault – Wargear
FEIGNED WEAKNESS
1CP
Spectacle of Spite – Strategic Ploy
DEADLY DEBUT
1CP
Spectacle of Spite – Battle Tactic
DETACHMENT ABILITY
Callous Competition
Murderous Agenda


Razorwing Jetfighter
(⌀120 x 92mm flying base)
M
20+"
T
8
Sv
4+
W
10
Ld
7+
OC
0
INVULNERABLE SAVE
6+
RANGED WEAPONS
RANGE
A
BS
S
AP
D
Dark Lance
Dark Lance
36"
1
3+
12
-3
D6+2
Disintegrator cannon
Disintegrator cannon
36"
3
3+
6
-2
2
Razorwing missiles – monoscythe missiles blast
Razorwing missiles – monoscythe missiles blast
48"
D6
3+
6
-1
2
Razorwing missiles – neurotoxin missiles anti-infantry 2+ blast
Razorwing missiles – neurotoxin missiles anti-infantry 2+ blast
48"
D6+3
3+
2
0
1
Razorwing missiles – shatterfield missiles blast
Razorwing missiles – shatterfield missiles blast
48"
D6
3+
7
-2
1
Splinter cannon anti-infantry 3+ sustained hits 1
Splinter cannon anti-infantry 3+ sustained hits 1
36"
3
3+
3
-1
2
Twin splinter rifle anti-infantry 3+ assault rapid fire 2 twin-linked
Twin splinter rifle anti-infantry 3+ assault rapid fire 2 twin-linked
24"
2
3+
2
0
1
MELEE WEAPONS
RANGE
A
WS
S
AP
D
Bladed wings
Bladed wings
Melee
3
4+
6
-1
1
WARGEAR OPTIONS
  • This model’s 2 dark lances can be replaced with 2 disintegrator cannons.
  • This model’s twin splinter rifle can be replaced with 1 splinter cannon.

ABILITIES
CORE: Deadly Demise D3, Stealth
FACTION: Power from Pain
Nowhere to Run (Pain): In your Shooting phase, when you select this unit to shoot, you can spend 1 Pain token to Empower this unit. While Empowered, after this unit has shot, select one enemy unit (excluding MONSTERS and VEHICLES) hit by one or more of those attacks; until the start of your next turn, that enemy unit is pinned. While a unit is pinned, subtract 2 from that unit’s Move characteristic and subtract 2 from Charge rolls made for that unit.
Ground Attack Craft: Each time a model in this unit makes a ranged attack that targets an enemy unit (excluding units that can FLY), add 1 to the Hit roll.
UNIT COMPOSITION
  • 1 Razorwing Jetfighter
This model is equipped with: 2 dark lances; Razorwing missiles; twin splinter rifle; bladed wings.
1 model
170
KEYWORDS: VEHICLE, FLY, AIRCRAFT, AELDARI, RAZORWING JETFIGHTER
FACTION KEYWORDS:
DRUKHARI
STRATAGEMS
COMMAND RE-ROLL
1CP
Boarding Actions – Epic Deed
BA
INSANE BRAVERY
1CP
Boarding Actions – Epic Deed
BA
EXPLOSIVE CLEARANCE
1CP
Boarding Actions – Battle Tactic
BA
COUNTER-OFFENSIVE
2CP
Boarding Actions – Strategic Ploy
BA
COMMAND RE-ROLL
1CP
Core – Battle Tactic
C
INSANE BRAVERY
1CP
Core – Epic Deed
C
FIRE OVERWATCH
1CP
Core – Strategic Ploy
C
RAPID INGRESS
1CP
Core – Strategic Ploy
C
TANK SHOCK
1CP
Core – Strategic Ploy
C
COUNTER-OFFENSIVE
2CP
Core – Strategic Ploy
C
CONNOISSEURS OF PAIN
1CP
Covenite Coterie – Battle Tactic
SYMPHONY OF SUFFERING
1CP
Covenite Coterie – Epic Deed
TAKEN ALIVE
1CP
Kabalite Cartel – Battle Tactic
EAGER FOR THE KILL
1CP
Realspace Raiders – Battle Tactic
FIGHTING SHADOWS
1CP
Realspace Raiders – Battle Tactic
INSTINCTIVE SPITE
1CP
Realspace Raiders – Battle Tactic
DARK HARVEST
1CP
Realspace Raiders – Strategic Ploy
SCINTILLATING TEMPO
1CP
Reaper’s Wager – Strategic Ploy
SHORTEN THE ODDS
1CP
Reaper’s Wager – Strategic Ploy
MALICIOUS FRENZY
1CP
Reaper’s Wager – Battle Tactic
FATEFUL ROLE
1CP
Reaper’s Wager – Strategic Ploy
MURDERER’S CIRCUS
1CP
Reaper’s Wager – Battle Tactic
NIGHT SHIELD
1CP
Skysplinter Assault – Wargear
FEIGNED WEAKNESS
1CP
Spectacle of Spite – Strategic Ploy
DEADLY DEBUT
1CP
Spectacle of Spite – Battle Tactic
DETACHMENT ABILITY
Callous Competition


Reavers
(⌀32mm flying base)
M
16"
T
4
Sv
4+
W
2
Ld
7+
OC
2
INVULNERABLE SAVE
6+
RANGED WEAPONS
RANGE
A
BS
S
AP
D
Blaster assault
Blaster assault
18"
1
3+
8
-4
D6+1
Heat lance assault melta 3
Heat lance assault melta 3
18"
1
3+
14
-4
D6
Splinter pistol anti-infantry 3+ assault pistol
Splinter pistol anti-infantry 3+ assault pistol
12"
1
3+
2
0
1
Splinter rifle anti-infantry 3+ assault
Splinter rifle anti-infantry 3+ assault
24"
2
3+
2
0
1
MELEE WEAPONS
RANGE
A
WS
S
AP
D
Bladevanes lance
Bladevanes lance
Melee
4
3+
4
-1
1
WARGEAR OPTIONS
  • For every 3 models in this unit, 1 model’s splinter rifle can be replaced with one of the following:
    • 1 blaster
    • 1 heat lance
  • For every 3 models in this unit, 1 model can be equipped with one of the following:
    • 1 cluster caltrops
    • 1 grav-talon

ABILITIES
FACTION: Power from Pain
Matchless Swiftness (Pain): In your Movement phase, when you select this unit to Advance, you can spend 1 Pain token to Empower this unit. While Empowered, each time this unit Advances, do not make an Advance roll. Instead, until the end of the phase, add 8" to the Move characteristic of models in this unit.
Eviscerating Fly-by: Each time this unit ends a Normal or Advance move, you can select one enemy unit (excluding MONSTERS and VEHICLES) that it moved over during that move, then roll one 06 for each model in this unit: for each 4+, that enemy unit suffers 1 mortal wound.
WARGEAR ABILITIES
Cluster Caltrops: Each time you roll to inflict wounds using this unit’s Eviscerating Fly-by ability, you can re-roll one D6 for each model in this unit equipped with cluster caltrops.
Grav-talon: The bearer’s melee weapons have an Armour Penetration characteristic of -2 and the [LETHAL HITS] ability.
UNIT COMPOSITION
  • 1 Arena Champion
  • 2-5 Reavers
Every model is equipped with: splinter pistol; splinter rifle; bladevanes.
3 models
70
6 models
130
KEYWORDS: MOUNTED, WYCH CULT, FLY, AELDARI, REAVERS
FACTION KEYWORDS:
DRUKHARI
STRATAGEMS
COMMAND RE-ROLL
1CP
Boarding Actions – Epic Deed
BA
INSANE BRAVERY
1CP
Boarding Actions – Epic Deed
BA
EXPLOSIVE CLEARANCE
1CP
Boarding Actions – Battle Tactic
BA
COUNTER-OFFENSIVE
2CP
Boarding Actions – Strategic Ploy
BA
COMMAND RE-ROLL
1CP
Core – Battle Tactic
C
INSANE BRAVERY
1CP
Core – Epic Deed
C
FIRE OVERWATCH
1CP
Core – Strategic Ploy
C
RAPID INGRESS
1CP
Core – Strategic Ploy
C
HEROIC INTERVENTION
1CP
Core – Strategic Ploy
C
COUNTER-OFFENSIVE
2CP
Core – Strategic Ploy
C
POSTMORTALITY
1CP
Covenite Coterie – Epic Deed
CONNOISSEURS OF PAIN
1CP
Covenite Coterie – Battle Tactic
SYMPHONY OF SUFFERING
1CP
Covenite Coterie – Epic Deed
DOUBLE-CROSS
1CP
Kabalite Cartel – Strategic Ploy
TAKEN ALIVE
1CP
Kabalite Cartel – Battle Tactic
EAGER FOR THE KILL
1CP
Realspace Raiders – Battle Tactic
FIGHTING SHADOWS
1CP
Realspace Raiders – Battle Tactic
INSTINCTIVE SPITE
1CP
Realspace Raiders – Battle Tactic
RAID AND FADE
2CP
Realspace Raiders – Strategic Ploy
DARK HARVEST
1CP
Realspace Raiders – Strategic Ploy
SCINTILLATING TEMPO
1CP
Reaper’s Wager – Strategic Ploy
SHORTEN THE ODDS
1CP
Reaper’s Wager – Strategic Ploy
MALICIOUS FRENZY
1CP
Reaper’s Wager – Battle Tactic
FATEFUL ROLE
1CP
Reaper’s Wager – Strategic Ploy
MURDERER’S CIRCUS
1CP
Reaper’s Wager – Battle Tactic
FEIGNED WEAKNESS
1CP
Spectacle of Spite – Strategic Ploy
PRETERNATURAL AGILITY
1CP
Spectacle of Spite – Strategic Ploy
A CHALLENGE MET
2CP
Spectacle of Spite – Battle Tactic
ACROBATIC DISPLAY
1CP
Spectacle of Spite – Battle Tactic
BERSERK FUGUE
2CP
Spectacle of Spite – Strategic Ploy
DEADLY DEBUT
1CP
Spectacle of Spite – Battle Tactic
DETACHMENT ABILITY
Callous Competition
Combat Drugs


Scourges with Heavy Weapons
(⌀32mm)
M
14"
T
3
Sv
4+
W
1
Ld
7+
OC
1
INVULNERABLE SAVE
5+
RANGED WEAPONS
RANGE
A
BS
S
AP
D
Blast pistol pistol
Blast pistol pistol
6"
1
3+
8
-3
D3
Blaster assault
Blaster assault
18"
1
3+
8
-4
D6+1
Dark lance heavy
Dark lance heavy
36"
1
4+
12
-3
D6+2
Haywire blaster anti-vehicle 4+ devastating wounds heavy
Haywire blaster anti-vehicle 4+ devastating wounds heavy
24"
2
4+
3
-1
3
Heat lance assault heavy melta 3
Heat lance assault heavy melta 3
18"
1
4+
14
-4
D6
Shardcarbine anti-infantry 3+ assault
Shardcarbine anti-infantry 3+ assault
18"
3
3+
2
0
1
Shredder assault torrent
Shredder assault torrent
18"
D6
N/A
6
0
1
Splinter cannon anti-infantry 3+ heavy sustained hits 1
Splinter cannon anti-infantry 3+ heavy sustained hits 1
36"
3
4+
3
-1
2
Splinter pistol anti-infantry 3+ assault pistol
Splinter pistol anti-infantry 3+ assault pistol
12"
1
3+
2
0
1
MELEE WEAPONS
RANGE
A
WS
S
AP
D
Close combat weapon
Close combat weapon
Melee
2
3+
3
0
1
Power weapon anti-infantry 3+
Power weapon anti-infantry 3+
Melee
3
3+
3
-2
1
WARGEAR OPTIONS
  • The Solarite’s shardcarbine can be replaced with one of the following:
    • 1 blast pistol and 1 power weapon
    • 1 splinter pistol and 1 power weapon
  • Any number of Scourges can each replace their splinter cannon with one of the following:
    • 1 blaster
    • 1 dark lance
    • 1 haywire blaster
    • 1 heat lance
    • 1 shredder

ABILITIES
CORE: Deep Strike
FACTION: Power from Pain
Winged Strike (Pain): In your Shooting phase, when you select this unit to shoot, you can spend 1 Pain token to Empower this unit. While Empowered, each time a model in this unit makes a ranged attack, you can re-roll the Hit roll.
Airborne Evasion: In your Shooting phase, after this unit has shot, if it is not within Engagement Range of one or more enemy units, it can make a Normal move of up to 6". If it does, until the end of the turn, this unit is not eligible to declare a charge.
UNIT COMPOSITION
  • 1 Solarite
  • 4 Scourges
The Solarite is equipped with: shardcarbine; close combat weapon.

Every Scourge is equipped with: splinter cannon; close combat weapon.
5 models
130
KEYWORDS: INFANTRY, FLY, GRENADES, JUMP PACK, AELDARI, BLADES FOR HIRE, SCOURGES, SCOURGES WITH HEAVY WEAPONS
FACTION KEYWORDS:
DRUKHARI
STRATAGEMS
COMMAND RE-ROLL
1CP
Boarding Actions – Epic Deed
BA
INSANE BRAVERY
1CP
Boarding Actions – Epic Deed
BA
EXPLOSIVE CLEARANCE
1CP
Boarding Actions – Battle Tactic
BA
COUNTER-OFFENSIVE
2CP
Boarding Actions – Strategic Ploy
BA
COMMAND RE-ROLL
1CP
Core – Battle Tactic
C
INSANE BRAVERY
1CP
Core – Epic Deed
C
FIRE OVERWATCH
1CP
Core – Strategic Ploy
C
RAPID INGRESS
1CP
Core – Strategic Ploy
C
GRENADE
1CP
Core – Wargear
C
GO TO GROUND
1CP
Core – Battle Tactic
C
HEROIC INTERVENTION
1CP
Core – Strategic Ploy
C
COUNTER-OFFENSIVE
2CP
Core – Strategic Ploy
C
CONNOISSEURS OF PAIN
1CP
Covenite Coterie – Battle Tactic
SYMPHONY OF SUFFERING
1CP
Covenite Coterie – Epic Deed
TAILORED TOXINS
1CP
Kabalite Cartel – Epic Deed
DEADLY DECEIVERS
1CP
Kabalite Cartel – Strategic Ploy
DOUBLE-CROSS
1CP
Kabalite Cartel – Strategic Ploy
TAKEN ALIVE
1CP
Kabalite Cartel – Battle Tactic
EAGER FOR THE KILL
1CP
Realspace Raiders – Battle Tactic
FIGHTING SHADOWS
1CP
Realspace Raiders – Battle Tactic
INSTINCTIVE SPITE
1CP
Realspace Raiders – Battle Tactic
DARK HARVEST
1CP
Realspace Raiders – Strategic Ploy
SCINTILLATING TEMPO
1CP
Reaper’s Wager – Strategic Ploy
SHORTEN THE ODDS
1CP
Reaper’s Wager – Strategic Ploy
DANCE MACABRE
2CP
Reaper’s Wager – Strategic Ploy
MALICIOUS FRENZY
1CP
Reaper’s Wager – Battle Tactic
FATEFUL ROLE
1CP
Reaper’s Wager – Strategic Ploy
MURDERER’S CIRCUS
1CP
Reaper’s Wager – Battle Tactic
POUNCE ON THE PREY
1CP
Skysplinter Assault – Strategic Ploy
SKYBORNE ANNIHILATION
1CP
Skysplinter Assault – Battle Tactic
WRAITHLIKE RETREAT
1CP
Skysplinter Assault – Strategic Ploy
FEIGNED WEAKNESS
1CP
Spectacle of Spite – Strategic Ploy
DEADLY DEBUT
1CP
Spectacle of Spite – Battle Tactic
DETACHMENT ABILITY
Callous Competition
Murderous Agenda


Scourges with Shardcarbines
(⌀32mm)
M
14"
T
3
Sv
4+
W
1
Ld
7+
OC
1
INVULNERABLE SAVE
5+
RANGED WEAPONS
RANGE
A
BS
S
AP
D
Blast pistol pistol
Blast pistol pistol
6"
1
3+
8
-3
D3
Blaster assault
Blaster assault
18"
1
3+
8
-4
D6+1
Shardcarbine anti-infantry 3+ assault
Shardcarbine anti-infantry 3+ assault
18"
3
3+
2
0
1
Shredder assault torrent
Shredder assault torrent
18"
D6
N/A
6
0
1
Splinter pistol anti-infantry 3+ assault pistol
Splinter pistol anti-infantry 3+ assault pistol
12"
1
3+
2
0
1
MELEE WEAPONS
RANGE
A
WS
S
AP
D
Close combat weapon
Close combat weapon
Melee
2
3+
3
0
1
Power weapon anti-infantry 3+
Power weapon anti-infantry 3+
Melee
3
3+
3
-2
1
WARGEAR OPTIONS
  • The Solarite’s shardcarbine can be replaced with one of the following:
    • 1 blast pistol and 1 power weapon
    • 1 splinter pistol and 1 power weapon
  • 1 Scourge’s shardcarbine can be replaced with one of the following:
    • 1 blaster
    • 1 shredder

ABILITIES
CORE: Deep Strike
FACTION: Power from Pain
Swooping Descent (Pain): In your Movement phase, you can spend 1 Pain token to Empower this unit. While Empowered, each time a model in this unit is set up on the battlefield using the Deep Strike ability, it can be set up anywhere on the battlefield that is more than 6" horizontally away from all enemy units. When doing so, if this unit is set up within 9" of one or more enemy units, until the end of the turn, it is not eligible to declare a charge.
Murderous Crossfire: After this unit has shot, select one enemy unit hit by one or more of those attacks. Until the end of the phase, each time a friendly DRUKHARI unit makes a ranged attack that targets that enemy unit, improve the Armour Penetration characteristic of that attack by 1. The same enemy unit can only be affected by this ability once per turn.
UNIT COMPOSITION
  • 1 Solarite
  • 4 Scourges
The Solarite is equipped with: shardcarbine; close combat weapon.
5 models
80
KEYWORDS: INFANTRY, FLY, GRENADES, JUMP PACK, AELDARI, BLADES FOR HIRE, SCOURGES, SCOURGES WITH SHARDCARBINES
FACTION KEYWORDS:
DRUKHARI
STRATAGEMS
COMMAND RE-ROLL
1CP
Core – Battle Tactic
C
INSANE BRAVERY
1CP
Core – Epic Deed
C
FIRE OVERWATCH
1CP
Core – Strategic Ploy
C
RAPID INGRESS
1CP
Core – Strategic Ploy
C
GRENADE
1CP
Core – Wargear
C
GO TO GROUND
1CP
Core – Battle Tactic
C
HEROIC INTERVENTION
1CP
Core – Strategic Ploy
C
COUNTER-OFFENSIVE
2CP
Core – Strategic Ploy
C
CONNOISSEURS OF PAIN
1CP
Covenite Coterie – Battle Tactic
SYMPHONY OF SUFFERING
1CP
Covenite Coterie – Epic Deed
TAILORED TOXINS
1CP
Kabalite Cartel – Epic Deed
DEADLY DECEIVERS
1CP
Kabalite Cartel – Strategic Ploy
DOUBLE-CROSS
1CP
Kabalite Cartel – Strategic Ploy
TAKEN ALIVE
1CP
Kabalite Cartel – Battle Tactic
EAGER FOR THE KILL
1CP
Realspace Raiders – Battle Tactic
FIGHTING SHADOWS
1CP
Realspace Raiders – Battle Tactic
INSTINCTIVE SPITE
1CP
Realspace Raiders – Battle Tactic
DARK HARVEST
1CP
Realspace Raiders – Strategic Ploy
SCINTILLATING TEMPO
1CP
Reaper’s Wager – Strategic Ploy
SHORTEN THE ODDS
1CP
Reaper’s Wager – Strategic Ploy
DANCE MACABRE
2CP
Reaper’s Wager – Strategic Ploy
MALICIOUS FRENZY
1CP
Reaper’s Wager – Battle Tactic
FATEFUL ROLE
1CP
Reaper’s Wager – Strategic Ploy
MURDERER’S CIRCUS
1CP
Reaper’s Wager – Battle Tactic
POUNCE ON THE PREY
1CP
Skysplinter Assault – Strategic Ploy
SKYBORNE ANNIHILATION
1CP
Skysplinter Assault – Battle Tactic
WRAITHLIKE RETREAT
1CP
Skysplinter Assault – Strategic Ploy
FEIGNED WEAKNESS
1CP
Spectacle of Spite – Strategic Ploy
DEADLY DEBUT
1CP
Spectacle of Spite – Battle Tactic
DETACHMENT ABILITY
Callous Competition
Murderous Agenda


Talos
(⌀60mm flying base)
M
7"
T
7
Sv
3+
W
7
Ld
7+
OC
2
INVULNERABLE SAVE
6+
RANGED WEAPONS
RANGE
A
BS
S
AP
D
Stinger pod
Stinger pod
24"
2D6
3+
5
0
1
Twin haywire blaster anti-vehicle 4+ devastating wounds twin-linked
Twin haywire blaster anti-vehicle 4+ devastating wounds twin-linked
24"
2
3+
3
-1
3
Twin heat lance assault melta 3 twin-linked
Twin heat lance assault melta 3 twin-linked
18"
1
3+
14
-4
D6
Twin liquifier gun anti-infantry 3+ torrent twin-linked
Twin liquifier gun anti-infantry 3+ torrent twin-linked
12"
D6
N/A
4
-1
1
Twin splinter cannon anti-infantry 3+ sustained hits 1 twin-linked
Twin splinter cannon anti-infantry 3+ sustained hits 1 twin-linked
36"
3
3+
3
-1
2
MELEE WEAPONS
RANGE
A
WS
S
AP
D
Chain-flails
Chain-flails
Melee
8
3+
6
-1
1
Macro-scalpel
Macro-scalpel
Melee
5
3+
7
-2
2
Talos gauntlet
Talos gauntlet
Melee
5
4+
9
-2
3
Talos ichor injector extra attacks
Talos ichor injector extra attacks
Melee
1
2+
8
-2
D6
WARGEAR OPTIONS
  • Any number of models can each replace their twin splinter cannon with one of the following:
    • 1 stinger pod
    • 1 twin haywire blaster
    • 1 twin heat lance
  • Any number of models can each replace one of their macro-scalpels with one of the following:
    • 1 Talos ichor injector
    • 1 twin liquifier gun
  • Any number of models can each replace one of their macro-scalpels with one of the following:
    • 1 chain flails
    • 1 Talos gauntlet

ABILITIES
CORE: Deadly Demise 1, Feel No Pain 5+
FACTION: Power from Pain
Mindless Killing Machines (Pain): At the start of the Fight phase, you can spend 1 Pain token to Empower this unit. While Empowered, each time a model in this unit is destroyed by a melee attack, if that model has not fought this phase, roll one D6. On a 2+, do not remove it from play; that destroyed model can fight after the attacking unit has finished making its attacks, and it is then removed from play.
Devoted to Pain: If a model in this unit is equipped with 2 macro-scalpels, those weapons have the [TWIN-LINKED] ability.
Torture Device: Each time this unit destroys an enemy unit, you gain 1 additional Pain token.
UNIT COMPOSITION
  • 1-2 Talos
Every model is equipped with: twin splinter cannon; 2 macro-scalpels.
1 model
80
2 models
160
KEYWORDS: MONSTER, HAEMONCULUS COVENS, FLY, AELDARI, TALOS
FACTION KEYWORDS:
DRUKHARI
STRATAGEMS
COMMAND RE-ROLL
1CP
Boarding Actions – Epic Deed
BA
INSANE BRAVERY
1CP
Boarding Actions – Epic Deed
BA
EXPLOSIVE CLEARANCE
1CP
Boarding Actions – Battle Tactic
BA
COUNTER-OFFENSIVE
2CP
Boarding Actions – Strategic Ploy
BA
COMMAND RE-ROLL
1CP
Core – Battle Tactic
C
INSANE BRAVERY
1CP
Core – Epic Deed
C
FIRE OVERWATCH
1CP
Core – Strategic Ploy
C
RAPID INGRESS
1CP
Core – Strategic Ploy
C
HEROIC INTERVENTION
1CP
Core – Strategic Ploy
C
COUNTER-OFFENSIVE
2CP
Core – Strategic Ploy
C
CONNOISSEURS OF PAIN
1CP
Covenite Coterie – Battle Tactic
ENFOLDING NIGHTMARE
1CP
Covenite Coterie – Strategic Ploy
DISTILLERS OF FEAR
2CP
Covenite Coterie – Strategic Ploy
POISONER’S ART
1CP
Covenite Coterie – Epic Deed
SYMPHONY OF SUFFERING
1CP
Covenite Coterie – Epic Deed
DOUBLE-CROSS
1CP
Kabalite Cartel – Strategic Ploy
TAKEN ALIVE
1CP
Kabalite Cartel – Battle Tactic
EAGER FOR THE KILL
1CP
Realspace Raiders – Battle Tactic
INSENSIBLE TO PAIN
2CP
Realspace Raiders – Battle Tactic
INSTINCTIVE SPITE
1CP
Realspace Raiders – Battle Tactic
RAID AND FADE
2CP
Realspace Raiders – Strategic Ploy
DARK HARVEST
1CP
Realspace Raiders – Strategic Ploy
SCINTILLATING TEMPO
1CP
Reaper’s Wager – Strategic Ploy
SHORTEN THE ODDS
1CP
Reaper’s Wager – Strategic Ploy
MALICIOUS FRENZY
1CP
Reaper’s Wager – Battle Tactic
FATEFUL ROLE
1CP
Reaper’s Wager – Strategic Ploy
MURDERER’S CIRCUS
1CP
Reaper’s Wager – Battle Tactic
FEIGNED WEAKNESS
1CP
Spectacle of Spite – Strategic Ploy
DEADLY DEBUT
1CP
Spectacle of Spite – Battle Tactic
DETACHMENT ABILITY
Callous Competition
Stitchflesh Abominations


Voidraven Bomber
(⌀120 x 92mm flying base)
M
20+"
T
9
Sv
4+
W
12
Ld
7+
OC
0
INVULNERABLE SAVE
6+
RANGED WEAPONS
RANGE
A
BS
S
AP
D
Dark scythe
Dark scythe
24"
6
3+
8
-4
2
Void lance
Void lance
36"
2
3+
14
-4
D6+2
Voidraven missiles – implosion missiles blast
Voidraven missiles – implosion missiles blast
48"
D3
3+
9
-2
3
Voidraven missiles – shatterfield missiles blast
Voidraven missiles – shatterfield missiles blast
48"
D6
3+
7
-2
1
MELEE WEAPONS
RANGE
A
WS
S
AP
D
Bladed wings
Bladed wings
Melee
3
4+
6
-1
1
WARGEAR OPTIONS
  • This model can be equipped with 1 Voidraven missiles.
  • This model’s 2 void lances can be replaced with 2 dark scythes.

ABILITIES
CORE: Deadly Demise D3, Stealth
FACTION: Power from Pain
Nowhere to Hide (Pain): In your Shooting phase, when you select this unit to shoot, you can spend 1 Pain token to Empower this unit. While Empowered, after this unit has shot, select one enemy unit hit by one or more of those attacks. Until the end of the phase, that enemy unit cannot have the Benefit of Cover.
Void Mine: Once per battle, after this unit ends a Normal move, you can select one enemy model that it moved over during that move, then roll one D6 for each enemy unit within D6" of that model: on a 4+, that enemy unit suffers D6 mortal wounds.
UNIT COMPOSITION
  • 1 Voidraven Bomber
This model is equipped with: 2 void lances; bladed wings.
1 model
245
DAMAGED: 1-4 WOUNDS REMAINING
While this model has 1-4 wounds remaining, each time this model makes an attack, subtract 1 from the Hit roll.
KEYWORDS: VEHICLE, AIRCRAFT, FLY, AELDARI, VOIDRAVEN BOMBER
FACTION KEYWORDS:
DRUKHARI
STRATAGEMS
COMMAND RE-ROLL
1CP
Boarding Actions – Epic Deed
BA
INSANE BRAVERY
1CP
Boarding Actions – Epic Deed
BA
EXPLOSIVE CLEARANCE
1CP
Boarding Actions – Battle Tactic
BA
COUNTER-OFFENSIVE
2CP
Boarding Actions – Strategic Ploy
BA
COMMAND RE-ROLL
1CP
Core – Battle Tactic
C
INSANE BRAVERY
1CP
Core – Epic Deed
C
FIRE OVERWATCH
1CP
Core – Strategic Ploy
C
RAPID INGRESS
1CP
Core – Strategic Ploy
C
TANK SHOCK
1CP
Core – Strategic Ploy
C
COUNTER-OFFENSIVE
2CP
Core – Strategic Ploy
C
CONNOISSEURS OF PAIN
1CP
Covenite Coterie – Battle Tactic
SYMPHONY OF SUFFERING
1CP
Covenite Coterie – Epic Deed
TAKEN ALIVE
1CP
Kabalite Cartel – Battle Tactic
EAGER FOR THE KILL
1CP
Realspace Raiders – Battle Tactic
FIGHTING SHADOWS
1CP
Realspace Raiders – Battle Tactic
INSTINCTIVE SPITE
1CP
Realspace Raiders – Battle Tactic
DARK HARVEST
1CP
Realspace Raiders – Strategic Ploy
SCINTILLATING TEMPO
1CP
Reaper’s Wager – Strategic Ploy
SHORTEN THE ODDS
1CP
Reaper’s Wager – Strategic Ploy
MALICIOUS FRENZY
1CP
Reaper’s Wager – Battle Tactic
FATEFUL ROLE
1CP
Reaper’s Wager – Strategic Ploy
MURDERER’S CIRCUS
1CP
Reaper’s Wager – Battle Tactic
NIGHT SHIELD
1CP
Skysplinter Assault – Wargear
FEIGNED WEAKNESS
1CP
Spectacle of Spite – Strategic Ploy
DEADLY DEBUT
1CP
Spectacle of Spite – Battle Tactic
DETACHMENT ABILITY
Callous Competition


Skyweavers
(⌀60mm flying base)
M
14"
T
4
Sv
4+
W
3
Ld
6+
OC
2
INVULNERABLE SAVE
4+
RANGED WEAPONS
RANGE
A
BS
S
AP
D
Shuriken cannon lethal hits
Shuriken cannon lethal hits
24"
3
3+
6
-1
2
Skyweaver haywire cannon anti-vehicle 4+ devastating wounds
Skyweaver haywire cannon anti-vehicle 4+ devastating wounds
24"
2
3+
3
-1
3
Star bolas
Star bolas
12"
D3
3+
7
-2
2
MELEE WEAPONS
RANGE
A
WS
S
AP
D
Close combat weapon
Close combat weapon
Melee
4
3+
3
0
1
Zephyrglaive
Zephyrglaive
Melee
4
3+
6
-2
2
WARGEAR OPTIONS
  • Any number of models can each have their shuriken cannon replaced with 1 Skyweaver haywire cannon.
  • Any number of models can each have their star bolas replaced with 1 zephyrglaive.

ABILITIES
FACTION: Battle Focus, Disparate Paths
Acrobatic Grace: Each time an attack targets this unit, subtract 1 from the Hit roll.
UNIT COMPOSITION
  • 2-4 Skyweavers
Every model is equipped with: shuriken cannon; star bolas; close combat weapon.
2 models
95
4 models
190
KEYWORDS: MOUNTED, AELDARI, FLY, SMOKE, SKYWEAVERS
FACTION KEYWORDS:
HARLEQUINS
STRATAGEMS
COMMAND RE-ROLL
1CP
Core – Battle Tactic
C
INSANE BRAVERY
1CP
Core – Epic Deed
C
FIRE OVERWATCH
1CP
Core – Strategic Ploy
C
RAPID INGRESS
1CP
Core – Strategic Ploy
C
SMOKESCREEN
1CP
Core – Wargear
C
HEROIC INTERVENTION
1CP
Core – Strategic Ploy
C
COUNTER-OFFENSIVE
2CP
Core – Strategic Ploy
C
SCINTILLATING TEMPO
1CP
Reaper’s Wager – Strategic Ploy
SHORTEN THE ODDS
1CP
Reaper’s Wager – Strategic Ploy
MALICIOUS FRENZY
1CP
Reaper’s Wager – Battle Tactic
FATEFUL ROLE
1CP
Reaper’s Wager – Strategic Ploy
MURDERER’S CIRCUS
1CP
Reaper’s Wager – Battle Tactic
DETACHMENT ABILITY
Callous Competition


Troupe
(⌀25mm)
M
8"
T
3
Sv
6+
W
1
Ld
6+
OC
1
INVULNERABLE SAVE
4+
RANGED WEAPONS
RANGE
A
BS
S
AP
D
Fusion pistol assault melta 2 pistol
Fusion pistol assault melta 2 pistol
6"
1
3+
8
-4
D6
Neuro disruptor anti-infantry 2+ assault pistol
Neuro disruptor anti-infantry 2+ assault pistol
12"
1
3+
4
-2
1
Shuriken pistol assault pistol
Shuriken pistol assault pistol
12"
1
3+
4
-1
1
MELEE WEAPONS
RANGE
A
WS
S
AP
D
Harlequin’s blade devastating wounds
Harlequin’s blade devastating wounds
Melee
5
3+
3
-1
1
Harlequin’s special weapon devastating wounds
Harlequin’s special weapon devastating wounds
Melee
4
3+
4
-1
1
Power sword devastating wounds
Power sword devastating wounds
Melee
5
3+
4
-2
1
WARGEAR OPTIONS
  • Any number of models can each have their Harlequin’s blade replaced with 1 Harlequin’s special weapon.
  • The Lead Player’s Harlequin’s blade can be replaced with 1 power sword.
  • If this unit contains 9 or fewer models:
    • Up to 2 models can each have their shuriken pistol replaced with 1 neuro disruptor
    • Up to 2 models can each have their shuriken pistol replaced with 1 fusion pistol
  • If this unit contains 10 or more models:
    • Up to 4 models can each have their shuriken pistol replaced with 1 neuro disruptor
    • Up to 4 models can each have their shuriken pistol replaced with 1 fusion pistol

ABILITIES
FACTION: Battle Focus, Disparate Paths
Dance of Death: At the start of the Fight phase, select one of the following abilities for this unit to gain until the end of the phase:
  • Hero’s Prowess: Each time a model in this unit makes an attack, re-roll a Hit roll of 1.
  • Villain’s Doom: Each time a model in this unit makes an attack, add 1 to the Wound roll.
  • Trickster’s Grace: Each time an attack targets this unit, subtract 1 from the Hit roll.
WARGEAR ABILITIES
Flip Belt: Each time the bearer’s unit makes a Normal, Advance, Fall Back or Charge move, ignore any vertical distance when determining the total distance the bearer can be moved during that move.
UNIT COMPOSITION
  • 1 Lead Player
  • 4-11 Players
Every model is equipped with: shuriken pistol; Harlequin’s blade, flip belt.
5 models
85
6 models
100
11 models
190
12 models
205
KEYWORDS: INFANTRY, AELDARI, GRENADES, TROUPE
FACTION KEYWORDS:
HARLEQUINS
STRATAGEMS
COMMAND RE-ROLL
1CP
Core – Battle Tactic
C
INSANE BRAVERY
1CP
Core – Epic Deed
C
FIRE OVERWATCH
1CP
Core – Strategic Ploy
C
RAPID INGRESS
1CP
Core – Strategic Ploy
C
GRENADE
1CP
Core – Wargear
C
GO TO GROUND
1CP
Core – Battle Tactic
C
HEROIC INTERVENTION
1CP
Core – Strategic Ploy
C
COUNTER-OFFENSIVE
2CP
Core – Strategic Ploy
C
SCINTILLATING TEMPO
1CP
Reaper’s Wager – Strategic Ploy
SHORTEN THE ODDS
1CP
Reaper’s Wager – Strategic Ploy
DANCE MACABRE
2CP
Reaper’s Wager – Strategic Ploy
MALICIOUS FRENZY
1CP
Reaper’s Wager – Battle Tactic
FATEFUL ROLE
1CP
Reaper’s Wager – Strategic Ploy
MURDERER’S CIRCUS
1CP
Reaper’s Wager – Battle Tactic
LED BY
This unit can be led by the following units:
DETACHMENT ABILITY
Callous Competition


Voidweaver
(⌀65mm)
M
14"
T
6
Sv
4+
W
6
Ld
6+
OC
2
INVULNERABLE SAVE
4+
RANGED WEAPONS
RANGE
A
BS
S
AP
D
Prismatic cannon – dispersed pulse blast
Prismatic cannon – dispersed pulse blast
24"
2D6
3+
4
0
1
Prismatic cannon – focused lances
Prismatic cannon – focused lances
24"
2
3+
12
-3
4
Shuriken cannon lethal hits
Shuriken cannon lethal hits
24"
3
3+
6
-1
2
Voidweaver haywire cannon anti-vehicle 4+ devastating wounds
Voidweaver haywire cannon anti-vehicle 4+ devastating wounds
24"
3
3+
4
-1
3
MELEE WEAPONS
RANGE
A
WS
S
AP
D
Close combat weapon
Close combat weapon
Melee
4
3+
3
0
1
WARGEAR OPTIONS
  • This model’s Voidweaver haywire cannon can be replaced with 1 prismatic cannon.

ABILITIES
CORE: Deadly Demise 1, Stealth
FACTION: Battle Focus, Disparate Paths
Polychromatic Camouflage: This unit can only be selected as the target of a ranged attack if the attacking model is within 18".
UNIT COMPOSITION
  • 1 Voidweaver
This model is equipped with: 2 shuriken cannons; Voidweaver haywire cannon; close combat weapon.
1 model
125
KEYWORDS: VEHICLE, AELDARI, FLY, VOIDWEAVER
FACTION KEYWORDS:
HARLEQUINS
STRATAGEMS
COMMAND RE-ROLL
1CP
Core – Battle Tactic
C
INSANE BRAVERY
1CP
Core – Epic Deed
C
FIRE OVERWATCH
1CP
Core – Strategic Ploy
C
RAPID INGRESS
1CP
Core – Strategic Ploy
C
TANK SHOCK
1CP
Core – Strategic Ploy
C
COUNTER-OFFENSIVE
2CP
Core – Strategic Ploy
C
SCINTILLATING TEMPO
1CP
Reaper’s Wager – Strategic Ploy
SHORTEN THE ODDS
1CP
Reaper’s Wager – Strategic Ploy
MALICIOUS FRENZY
1CP
Reaper’s Wager – Battle Tactic
FATEFUL ROLE
1CP
Reaper’s Wager – Strategic Ploy
MURDERER’S CIRCUS
1CP
Reaper’s Wager – Battle Tactic
DETACHMENT ABILITY
Callous Competition


Court of the Archon
(⌀25mmSslyth 40mm)
M
7"
T
3
Sv
5+
W
2
Ld
7+
OC
1
INVULNERABLE SAVE
5+
RANGED WEAPONS
RANGE
A
BS
S
AP
D
Eyeburst pistol torrent
Eyeburst pistol torrent
12"
D6
N/A
6
-2
1
Shardcarbine anti-infantry 3+ assault
Shardcarbine anti-infantry 3+ assault
18"
3
3+
2
0
1
Splinter pistol anti-infantry 3+ assault pistol
Splinter pistol anti-infantry 3+ assault pistol
12"
1
3+
2
0
1
MELEE WEAPONS
RANGE
A
WS
S
AP
D
Close combat weapon
Close combat weapon
Melee
2
3+
3
0
1
Shaimeshi blade anti-infantry 2+
Shaimeshi blade anti-infantry 2+
Melee
4
3+
4
-2
1
Sslyth battle-blade
Sslyth battle-blade
Melee
3
3+
5
-2
2
Ur-ghul talons sustained hits 1
Ur-ghul talons sustained hits 1
Melee
6
3+
4
0
1
WARGEAR OPTIONS
  • None

COURT OF THE ARCHON
This unit can be led by an ARCHON. Alternatively, in the Declare Battle Formations step, this unit can join one KABALITE WARRIORS or HAND OF THE ARCHON unit from your army that is being led by an ARCHON (a unit cannot have more than one COURT OF THE ARCHON unit joined to it). If it does, until the end of the battle, every model in this unit counts as part of that KABALITE WARRIORS or HAND OF THE ARCHON unit, and its Starting Strength is increased accordingly.
ABILITIES
FACTION: Power from Pain
Deadly Retinue (Pain): At the start of your Shooting phase or at the start of the Fight phase, you can spend 1 Pain token to Empower this unit. While this unit is Empowered:
  • If it contains one or more Lhamaean models, melee weapons equipped by models in this unit have the [LETHAL HITS] ability.
  • If it contains one or more Medusae models, ranged weapons equipped by models in this unit have the [IGNORES COVER] ability.
  • If it contains one or more Sslyth models, each time a melee attack targets this unit, subtract 1 from the Wound roll.
  • If this unit contains one or more Ur-ghul models, this unit has the Fights First ability.
Court of the Archon: While a CHARACTER model is leading a unit that contains one or more Lhamaean, Medusae, Sslyth and/or Ur-ghul models, that CHARACTER model has the Feel No Pain 4+ ability.
UNIT COMPOSITION
  • 1 Lhamaean
  • 1 Medusae
  • 1 Sslyth
  • 1 Ur-ghul
A Lhamaean is equipped with: shaimeshi blade.

A Medusae is equipped with: eyeburst; close combat weapon.

A Sslyth is equipped with: shardcarbine; splinter pistol; Sslyth battle-blade.

An Ur-ghul is equipped with: Ur-ghul talons.
4 models
95
KEYWORDS: INFANTRY, KABAL, AELDARI, COURT OF THE ARCHON
FACTION KEYWORDS:
DRUKHARI
STRATAGEMS
COMMAND RE-ROLL
1CP
Boarding Actions – Epic Deed
BA
INSANE BRAVERY
1CP
Boarding Actions – Epic Deed
BA
EXPLOSIVE CLEARANCE
1CP
Boarding Actions – Battle Tactic
BA
COUNTER-OFFENSIVE
2CP
Boarding Actions – Strategic Ploy
BA
COMMAND RE-ROLL
1CP
Core – Battle Tactic
C
INSANE BRAVERY
1CP
Core – Epic Deed
C
FIRE OVERWATCH
1CP
Core – Strategic Ploy
C
RAPID INGRESS
1CP
Core – Strategic Ploy
C
GO TO GROUND
1CP
Core – Battle Tactic
C
HEROIC INTERVENTION
1CP
Core – Strategic Ploy
C
COUNTER-OFFENSIVE
2CP
Core – Strategic Ploy
C
CONNOISSEURS OF PAIN
1CP
Covenite Coterie – Battle Tactic
SYMPHONY OF SUFFERING
1CP
Covenite Coterie – Epic Deed
TAILORED TOXINS
1CP
Kabalite Cartel – Epic Deed
DEADLY DECEIVERS
1CP
Kabalite Cartel – Strategic Ploy
DOUBLE-CROSS
1CP
Kabalite Cartel – Strategic Ploy
TAKEN ALIVE
1CP
Kabalite Cartel – Battle Tactic
DECKPLATE SWEEPERS
1CP
Kabalite Corsairs – Battle Tactic
TAKE THEM ALIVE
1CP
Kabalite Corsairs – Strategic Ploy
ELUSIVE DUELLISTS
1CP
Kabalite Corsairs – Battle Tactic
OPPORTUNISTIC THIEVES
1CP
Kabalite Corsairs – Strategic Ploy
EAGER FOR THE KILL
1CP
Realspace Raiders – Battle Tactic
FIGHTING SHADOWS
1CP
Realspace Raiders – Battle Tactic
INSTINCTIVE SPITE
1CP
Realspace Raiders – Battle Tactic
RAID AND FADE
2CP
Realspace Raiders – Strategic Ploy
DARK HARVEST
1CP
Realspace Raiders – Strategic Ploy
SCINTILLATING TEMPO
1CP
Reaper’s Wager – Strategic Ploy
SHORTEN THE ODDS
1CP
Reaper’s Wager – Strategic Ploy
DANCE MACABRE
2CP
Reaper’s Wager – Strategic Ploy
MALICIOUS FRENZY
1CP
Reaper’s Wager – Battle Tactic
FATEFUL ROLE
1CP
Reaper’s Wager – Strategic Ploy
MURDERER’S CIRCUS
1CP
Reaper’s Wager – Battle Tactic
POUNCE ON THE PREY
1CP
Skysplinter Assault – Strategic Ploy
SKYBORNE ANNIHILATION
1CP
Skysplinter Assault – Battle Tactic
WRAITHLIKE RETREAT
1CP
Skysplinter Assault – Strategic Ploy
FEIGNED WEAKNESS
1CP
Spectacle of Spite – Strategic Ploy
DEADLY DEBUT
1CP
Spectacle of Spite – Battle Tactic
DETACHMENT ABILITY
Callous Competition
Murderous Agenda
Rain Of Cruelty
Raid and Pillage


Grotesques
(⌀40mm)
M
7"
T
5
Sv
6+
W
4
Ld
7+
OC
1
INVULNERABLE SAVE
6+
RANGED WEAPONS
RANGE
A
BS
S
AP
D
Liquifier gun anti-infantry 3+ torrent
Liquifier gun anti-infantry 3+ torrent
12"
D6
N/A
4
-1
1
MELEE WEAPONS
RANGE
A
WS
S
AP
D
Monstrous weapons
Monstrous weapons
Melee
4
3+
5
-2
2
Paired monstrous weapons twin-linked
Paired monstrous weapons twin-linked
Melee
4
3+
5
-2
2
WARGEAR OPTIONS
  • Any number of models can each replace their paired monstrous weapons with 1 monstrous weapon and 1 liquifier gun.

MONSTROUS HULKS
This unit cannot embark within a VENOM, but it can embark within other DRUKHARI TRANSPORTS; when doing so, each GROTESQUE model takes up the space of 3 models.
ABILITIES
CORE: Feel No Pain 5+
FACTION: Power from Pain
Macro-steroids (Pain): In the Fight phase, when you select this unit to fight, you can spend 1 of your Pain tokens to Empower this unit. While Empowered, melee weapons equipped by models in this unit have a Strength characteristic of 8 and the [LETHAL HITS] ability.
Monstrous Charge: Each time this unit ends a Charge move, select one enemy unit within Engagement Range of it, then roll one D6 for each model in this unit that is within Engagement Range of that enemy unit: for each 4+, that enemy unit suffers D3 mortal wounds.
UNIT COMPOSITION
  • 3-6 Grotesques
Every model is equipped with: paired monstrous weapons.
3 models
80
6 models
170
KEYWORDS: INFANTRY, HAEMONCULUS COVENS, AELDARI, GROTESQUES
FACTION KEYWORDS:
DRUKHARI
STRATAGEMS
COMMAND RE-ROLL
1CP
Boarding Actions – Epic Deed
BA
INSANE BRAVERY
1CP
Boarding Actions – Epic Deed
BA
EXPLOSIVE CLEARANCE
1CP
Boarding Actions – Battle Tactic
BA
COUNTER-OFFENSIVE
2CP
Boarding Actions – Strategic Ploy
BA
COMMAND RE-ROLL
1CP
Core – Battle Tactic
C
INSANE BRAVERY
1CP
Core – Epic Deed
C
FIRE OVERWATCH
1CP
Core – Strategic Ploy
C
RAPID INGRESS
1CP
Core – Strategic Ploy
C
GO TO GROUND
1CP
Core – Battle Tactic
C
HEROIC INTERVENTION
1CP
Core – Strategic Ploy
C
COUNTER-OFFENSIVE
2CP
Core – Strategic Ploy
C
CONNOISSEURS OF PAIN
1CP
Covenite Coterie – Battle Tactic
ENFOLDING NIGHTMARE
1CP
Covenite Coterie – Strategic Ploy
DISTILLERS OF FEAR
2CP
Covenite Coterie – Strategic Ploy
POISONER’S ART
1CP
Covenite Coterie – Epic Deed
SYMPHONY OF SUFFERING
1CP
Covenite Coterie – Epic Deed
DOUBLE-CROSS
1CP
Kabalite Cartel – Strategic Ploy
TAKEN ALIVE
1CP
Kabalite Cartel – Battle Tactic
HORRIFYING FORM
1CP
Painbringers – Strategic Ploy
TERRIFYING AURA
1CP
Painbringers – Strategic Ploy
MOULDED MUSCULATURE
1CP
Painbringers – Battle Tactic
UNFEELING ABOMINATIONS
1CP
Painbringers – Battle Tactic
EAGER FOR THE KILL
1CP
Realspace Raiders – Battle Tactic
INSENSIBLE TO PAIN
2CP
Realspace Raiders – Battle Tactic
INSTINCTIVE SPITE
1CP
Realspace Raiders – Battle Tactic
RAID AND FADE
2CP
Realspace Raiders – Strategic Ploy
DARK HARVEST
1CP
Realspace Raiders – Strategic Ploy
SCINTILLATING TEMPO
1CP
Reaper’s Wager – Strategic Ploy
SHORTEN THE ODDS
1CP
Reaper’s Wager – Strategic Ploy
DANCE MACABRE
2CP
Reaper’s Wager – Strategic Ploy
MALICIOUS FRENZY
1CP
Reaper’s Wager – Battle Tactic
FATEFUL ROLE
1CP
Reaper’s Wager – Strategic Ploy
MURDERER’S CIRCUS
1CP
Reaper’s Wager – Battle Tactic
POUNCE ON THE PREY
1CP
Skysplinter Assault – Strategic Ploy
SKYBORNE ANNIHILATION
1CP
Skysplinter Assault – Battle Tactic
WRAITHLIKE RETREAT
1CP
Skysplinter Assault – Strategic Ploy
FEIGNED WEAKNESS
1CP
Spectacle of Spite – Strategic Ploy
DEADLY DEBUT
1CP
Spectacle of Spite – Battle Tactic
DETACHMENT ABILITY
Callous Competition
Stitchflesh Abominations
Rain Of Cruelty
Regenerative Agony


Raven Strike Fighter
(⌀120 x 92mm flying base)
M
20+"
T
8
Sv
4+
W
10
Ld
7+
OC
0
INVULNERABLE SAVE
5+
RANGED WEAPONS
RANGE
A
BS
S
AP
D
Dark lance
Dark lance
36"
1
3+
12
-3
D6+2
Splinterstorm cannon anti-infantry 3+ sustained hits 2
Splinterstorm cannon anti-infantry 3+ sustained hits 2
36"
8
3+
3
-1
2
MELEE WEAPONS
RANGE
A
WS
S
AP
D
Bladed wings
Bladed wings
Melee
3
4+
6
-1
1
WARGEAR OPTIONS
  • None

ABILITIES
CORE: Deadly Demise D3, Stealth
FACTION: Power from Pain
Shredding Fire (Pain): In your Shooting phase, when you select this unit to shoot, you can spend 1 Pain token to Empower this unit. While Empowered, the Armour Penetration characteristic of its ranged weapons is increased by 1.
Ground-attack Craft: Each time a model in this unit makes a ranged attack that targets an enemy unit (excluding units that can FLY), add 1 to the Hit roll.
UNIT COMPOSITION
  • 1 Raven Strike Fighter
This model is equipped with: 2 dark lances; splinterstorm cannon; Bladed wings.
1 model
170
KEYWORDS: VEHICLE, FLY, AIRCRAFT, AELDARI, RAVEN STRIKE FIGHTER
FACTION KEYWORDS:
DRUKHARI
STRATAGEMS
COMMAND RE-ROLL
1CP
Boarding Actions – Epic Deed
BA
INSANE BRAVERY
1CP
Boarding Actions – Epic Deed
BA
EXPLOSIVE CLEARANCE
1CP
Boarding Actions – Battle Tactic
BA
COUNTER-OFFENSIVE
2CP
Boarding Actions – Strategic Ploy
BA
COMMAND RE-ROLL
1CP
Core – Battle Tactic
C
INSANE BRAVERY
1CP
Core – Epic Deed
C
FIRE OVERWATCH
1CP
Core – Strategic Ploy
C
RAPID INGRESS
1CP
Core – Strategic Ploy
C
TANK SHOCK
1CP
Core – Strategic Ploy
C
COUNTER-OFFENSIVE
2CP
Core – Strategic Ploy
C
CONNOISSEURS OF PAIN
1CP
Covenite Coterie – Battle Tactic
SYMPHONY OF SUFFERING
1CP
Covenite Coterie – Epic Deed
TAKEN ALIVE
1CP
Kabalite Cartel – Battle Tactic
EAGER FOR THE KILL
1CP
Realspace Raiders – Battle Tactic
FIGHTING SHADOWS
1CP
Realspace Raiders – Battle Tactic
INSTINCTIVE SPITE
1CP
Realspace Raiders – Battle Tactic
DARK HARVEST
1CP
Realspace Raiders – Strategic Ploy
SCINTILLATING TEMPO
1CP
Reaper’s Wager – Strategic Ploy
SHORTEN THE ODDS
1CP
Reaper’s Wager – Strategic Ploy
MALICIOUS FRENZY
1CP
Reaper’s Wager – Battle Tactic
FATEFUL ROLE
1CP
Reaper’s Wager – Strategic Ploy
MURDERER’S CIRCUS
1CP
Reaper’s Wager – Battle Tactic
NIGHT SHIELD
1CP
Skysplinter Assault – Wargear
FEIGNED WEAKNESS
1CP
Spectacle of Spite – Strategic Ploy
DEADLY DEBUT
1CP
Spectacle of Spite – Battle Tactic
DETACHMENT ABILITY
Callous Competition


Reaper
(⌀Use model)
M
14"
T
9
Sv
4+
W
11
Ld
7+
OC
3
INVULNERABLE SAVE
6+
RANGED WEAPONS
RANGE
A
BS
S
AP
D
Storm vortex projector – beam
Storm vortex projector – beam
36"
3
3+
12
-3
D6
Storm vortex projector – blast blast
Storm vortex projector – blast blast
24"
D6+3
3+
6
-2
2
MELEE WEAPONS
RANGE
A
WS
S
AP
D
Bladevanes
Bladevanes
Melee
3
4+
6
-1
1
Prow blade extra attacks lance sustained hits 3
Prow blade extra attacks lance sustained hits 3
Melee
1
4+
8
-2
2
WARGEAR OPTIONS
  • None

ABILITIES
CORE: Deadly Demise D3, Deep Strike
FACTION: Power from Pain
Electromagentic Cascade (Pain): In your Shooting phase, when you select this model to shoot, you can spend 1 Pain token to Empower this model. While Empowered:
  • Each time this model makes a ranged attack that targets a VEHICLE unit, that attack has the [SUSTAINED HITS 2] ability.
  • Each time this model makes a ranged attack that targets a non-VEHICLE unit, that attack has the [SUSTAINED HITS 1] ability.
Eradicate the Foe: Each time this model makes an attack that targets an enemy unit that is at its Starting Strength, re-roll a Hit roll of 1. If the target unit has a Starting Strength of 1, this ability only applies if that unit has its starting number of wounds.
UNIT COMPOSITION
  • 1 Reaper
This model is equipped with: storm vortex projector; bladevanes; prow blade.
1 model
115
DAMAGED: 1-4 WOUNDS REMAINING
While this model has 1-4 wounds remaining, each time it makes an attack, subtract 1 from the Hit roll.
KEYWORDS: VEHICLE, KABAL, FLY, AELDARI, REAPER
FACTION KEYWORDS:
DRUKHARI
STRATAGEMS
COMMAND RE-ROLL
1CP
Boarding Actions – Epic Deed
BA
INSANE BRAVERY
1CP
Boarding Actions – Epic Deed
BA
EXPLOSIVE CLEARANCE
1CP
Boarding Actions – Battle Tactic
BA
COUNTER-OFFENSIVE
2CP
Boarding Actions – Strategic Ploy
BA
COMMAND RE-ROLL
1CP
Core – Battle Tactic
C
INSANE BRAVERY
1CP
Core – Epic Deed
C
FIRE OVERWATCH
1CP
Core – Strategic Ploy
C
RAPID INGRESS
1CP
Core – Strategic Ploy
C
TANK SHOCK
1CP
Core – Strategic Ploy
C
COUNTER-OFFENSIVE
2CP
Core – Strategic Ploy
C
CONNOISSEURS OF PAIN
1CP
Covenite Coterie – Battle Tactic
SYMPHONY OF SUFFERING
1CP
Covenite Coterie – Epic Deed
TAILORED TOXINS
1CP
Kabalite Cartel – Epic Deed
DEADLY DECEIVERS
1CP
Kabalite Cartel – Strategic Ploy
DOUBLE-CROSS
1CP
Kabalite Cartel – Strategic Ploy
TAKEN ALIVE
1CP
Kabalite Cartel – Battle Tactic
EAGER FOR THE KILL
1CP
Realspace Raiders – Battle Tactic
FIGHTING SHADOWS
1CP
Realspace Raiders – Battle Tactic
INSTINCTIVE SPITE
1CP
Realspace Raiders – Battle Tactic
RAID AND FADE
2CP
Realspace Raiders – Strategic Ploy
DARK HARVEST
1CP
Realspace Raiders – Strategic Ploy
SCINTILLATING TEMPO
1CP
Reaper’s Wager – Strategic Ploy
SHORTEN THE ODDS
1CP
Reaper’s Wager – Strategic Ploy
MALICIOUS FRENZY
1CP
Reaper’s Wager – Battle Tactic
FATEFUL ROLE
1CP
Reaper’s Wager – Strategic Ploy
MURDERER’S CIRCUS
1CP
Reaper’s Wager – Battle Tactic
NIGHT SHIELD
1CP
Skysplinter Assault – Wargear
FEIGNED WEAKNESS
1CP
Spectacle of Spite – Strategic Ploy
DEADLY DEBUT
1CP
Spectacle of Spite – Battle Tactic
DETACHMENT ABILITY
Callous Competition
Murderous Agenda


Tantalus
(⌀Use model)
M
16"
T
10
Sv
4+
W
18
Ld
7+
OC
5
INVULNERABLE SAVE
5+
RANGED WEAPONS
RANGE
A
BS
S
AP
D
Pulse disintegrators assault
Pulse disintegrators assault
36"
12
3+
10
-2
2
MELEE WEAPONS
RANGE
A
WS
S
AP
D
Dire scythe blades devastating wounds
Dire scythe blades devastating wounds
Melee
9
4+
8
-1
2
WARGEAR OPTIONS
  • None

ABILITIES
CORE: Deadly Demise D6, Deep Strike, Firing Deck 16
FACTION: Power from Pain
Engine of Destruction (Pain): In your Shooting phase, when you select this model to shoot, you can spend 1 Pain token to Empower this model. While Empowered, this model’s pulse disintegrators have the [RAPID FIRE 8] ability.
Scything Charge: Each time this model ends a Charge move, select one enemy unit within Engagement Range of it and roll one D6: on a 2-3, that enemy unit suffers D3 mortal wounds; on a 4-5, that enemy unit suffers 3 mortal wounds; on a 6, that enemy unit suffers D3+3 mortal wounds.
UNIT COMPOSITION
  • 1 Tantalus
This model is equipped with: pulse disintegrators; dire scythe blades.
1 model
230
DAMAGED: 1-6 WOUNDS REMAINING
While this model has 1-6 wounds remaining, each time it makes an attack, subtract 1 from the Hit roll.
TRANSPORT
This model has a transport capacity of 16 DRUKHARI INFANTRY models. Each GROTESQUE model takes up the space of 3 models. This model cannot transport models that can FLY.
KEYWORDS: VEHICLE, TRANSPORT, FLY, AELDARI, TANTALUS
FACTION KEYWORDS:
DRUKHARI
STRATAGEMS
COMMAND RE-ROLL
1CP
Boarding Actions – Epic Deed
BA
INSANE BRAVERY
1CP
Boarding Actions – Epic Deed
BA
EXPLOSIVE CLEARANCE
1CP
Boarding Actions – Battle Tactic
BA
COUNTER-OFFENSIVE
2CP
Boarding Actions – Strategic Ploy
BA
COMMAND RE-ROLL
1CP
Core – Battle Tactic
C
INSANE BRAVERY
1CP
Core – Epic Deed
C
FIRE OVERWATCH
1CP
Core – Strategic Ploy
C
RAPID INGRESS
1CP
Core – Strategic Ploy
C
TANK SHOCK
1CP
Core – Strategic Ploy
C
COUNTER-OFFENSIVE
2CP
Core – Strategic Ploy
C
CONNOISSEURS OF PAIN
1CP
Covenite Coterie – Battle Tactic
SYMPHONY OF SUFFERING
1CP
Covenite Coterie – Epic Deed
TAKEN ALIVE
1CP
Kabalite Cartel – Battle Tactic
EAGER FOR THE KILL
1CP
Realspace Raiders – Battle Tactic
FIGHTING SHADOWS
1CP
Realspace Raiders – Battle Tactic
INSTINCTIVE SPITE
1CP
Realspace Raiders – Battle Tactic
RAID AND FADE
2CP
Realspace Raiders – Strategic Ploy
DARK HARVEST
1CP
Realspace Raiders – Strategic Ploy
SCINTILLATING TEMPO
1CP
Reaper’s Wager – Strategic Ploy
SHORTEN THE ODDS
1CP
Reaper’s Wager – Strategic Ploy
MALICIOUS FRENZY
1CP
Reaper’s Wager – Battle Tactic
FATEFUL ROLE
1CP
Reaper’s Wager – Strategic Ploy
MURDERER’S CIRCUS
1CP
Reaper’s Wager – Battle Tactic
SWOOPING MOCKERY
1CP
Skysplinter Assault – Strategic Ploy
NIGHT SHIELD
1CP
Skysplinter Assault – Wargear
VICIOUS BLADES
1CP
Skysplinter Assault – Strategic Ploy
FEIGNED WEAKNESS
1CP
Spectacle of Spite – Strategic Ploy
DEADLY DEBUT
1CP
Spectacle of Spite – Battle Tactic
DETACHMENT ABILITY
Callous Competition
Destroyed
Throughout a battle, models will suffer damage and be destroyed. When a model is destroyed, it is removed from the battlefield. When every model in a unit has been destroyed, that unit is destroyed.
LEADER

Mighty heroes fight at the forefront of battle.

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

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

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

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

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

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

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

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

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

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

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

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

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

Example: At the start of your Charge phase, you spend 1 Pain token to Empower a unit of Wyches. The unit becomes Empowered, and so its Acrobatic Gladiators ability takes effect until the end of the phase. A Succubus is leading the unit, and so its Lithe Agility ability also takes effect until the end of the phase (no additional Pain token is required to activate that ability as well).
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.
2. Battle-shock
In this step, you must take a Battle-shock test for each of your units on the battlefield that is Below Half-strength. To do so, roll 2D6: if the result is greater than or equal to the best Leadership characteristic in that unit, the test is passed; otherwise, the test is failed and, until the start of your next Command phase, that unit is Battle-shocked.

While a unit is Battle-shocked:

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

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

  • Take a Battle-shock test for each unit from your army on the battlefield that is Below Half-strength.
  • Roll 2D6: if the result is greater than or equal to the unit’s Leadership, the test is passed. Otherwise, the unit is Battle-shocked until the start of your next Command phase.
  • Battle-shocked units have an OC of 0 and their controlling player cannot use Stratagems to affect them.
  • Battle-shocked units must take Desperate Escape tests if they Fall Back.
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.
Before selecting targets for this weapon, select one of its profiles to make attacks with.
Pistol

Pistols can be wielded even at point-blank range.

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

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

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

Certain weapons are the bane of a particular foe.

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

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

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

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

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

  • Can be shot even if the bearer’s unit Advanced.
Devastating Wounds
Weapons with [DEVASTATING WOUNDS] in their profile are known as Devastating Wounds weapons. Each time an attack is made with such a weapon, if that attack scores a Critical Wound, no saving throw of any kind can be made against that attack (including invulnerable saving throws). Such attacks are only allocated to models after all other attacks made by the attacking unit have been allocated and resolved. After that attack is allocated and after any modifiers are applied, it inflicts a number of mortal wounds on the target equal to the Damage characteristic of that attack, instead of inflicting damage normally.

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

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

The KABAL keyword is used in the following Drukhari datasheets:

The ARCHON keyword is used in the following Drukhari datasheets:

Attached Units
Some CHARACTER units have the Leader ability, which lets them merge with other units (known as Bodyguard units) to form an Attached unit.

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

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

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

Example: If a rule awards you with 1VP each time an enemy unit is destroyed, and you target an Attached unit, you would gain 1VP if the Bodyguard unit is destroyed and 1VP if the Leader unit is destroyed (for a total of 2VP).
BATTLEFIELD COMMAND
1CP
Boarding Actions – Strategic Ploy Stratagem
The commander's authoritative tone cuts through the din of battle, guiding the actions of nearby troops.
WHEN: Start or end of any phase.

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

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

RESTRICTIONS: Once you target a unit with this Stratagem, that unit cannot be targeted with it again until your next Command phase.
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.
Saving Throw
The player controlling the target unit then makes one saving throw. By default, this will be an armour saving throw using their model’s Save (Sv) characteristic, but some models have invulnerable saves that can be used instead (see below). To make an armour saving throw, roll one D6, then modify the result by the Armour Penetration (AP) characteristic of the attack. For example, if the attack has an AP of -1, then 1 is subtracted from the saving throw.

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

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

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

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

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

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

  • After a unit shoots or fights, roll one Hazardous test (one D6) for each Hazardous weapon used. For each 1, a model equipped with a hazardous weapon suffers 3 mortal wounds, that must be allocated to the selected model.
COMMAND RE-ROLL
1CP
Boarding Actions – Epic Deed Stratagem
A great commander can bend even the vagaries of fate and fortune to their will, the better to ensure victory.
WHEN: Any phase, just after you have made a Hit roll, a Wound roll, a Damage roll, a saving throw, an Advance roll, a Charge roll, a Desperate Escape test, a Hazardous test, or just after you have rolled the dice to determine the number of attacks made with a weapon, for an attack, model or unit from your army.

TARGET: That unit or model from your army.

EFFECT: You re-roll that roll, test or saving throw.
INSANE BRAVERY
1CP
Boarding Actions – Epic Deed Stratagem
Indifferent to their own survival, these warriors hold their ground against seemingly impossible odds.
WHEN: Battle-shock step of your Command phase, just after you have failed a Battle-shock test taken for a unit from your army.

TARGET: The unit from your army that Battle-shock test was just taken for (even though your Battle-shocked units cannot normally be affected by your Stratagems).

EFFECT: Your unit is treated as having passed that test instead, and is not Battle-shocked as a result.
Blast

High-explosives can fell several warriors in a single blast, but firing them where your comrades will get caught in the ensuing detonation is simply unwise.

Weapons with [BLAST] in their profile are known as Blast weapons, and they make a random number of attacks. Each time you determine how many attacks are made with a Blast weapon, add 1 to the result for every five models that were in the target unit when you selected it as the target (rounding down). Blast weapons can never be used to make attacks against a unit that is within Engagement Range of one or more units from the attacking model’s army (including its own unit).

Example: If a weapon with the [BLAST] ability and an Attacks characteristic of 2D6 targets a unit that contains 11 models, and the roll to determine how many attacks are made is a 9, a total of 11 attacks would be made against that unit.

  • Add 1 to the Attacks characteristic for every five models in the target unit (rounding down).
  • Can never be used against a target that is within Engagement Range of any units from the attacking model’s army (including its own).
EXPLOSIVE CLEARANCE
1CP
Boarding Actions – Battle Tactic Stratagem
A well-placed explosive munition in confined shipboard spaces can cause bloody carnage.
WHEN: Your Shooting phase.

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

EFFECT: Select one model in your unit that is equipped with a weapon with the [BLAST] ability. Until the end of the phase, when determining how many models are in the target unit for the purpose of that ability, include models that are not visible to the attacking model. In addition, attacks made with that weapon can be allocated to models that are not visible to the attacking model.
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.
COUNTER-OFFENSIVE
2CP
Boarding Actions – Strategic Ploy Stratagem
In close-quarters combat, the slightest hesitation can leave an opening for a swift foe to exploit.
WHEN: Fight phase, just after an enemy unit has fought.

TARGET: One unit from your army that is within Engagement Range of one or more enemy units and that has not already been selected to fight this phase.

EFFECT: Your unit fights next.
Re-rolls
Some rules allow you to re-roll a dice roll, which means you get to roll some or all of the dice again. If a rule allows you to re-roll a dice roll that was made by adding several dice together (e.g. 2D6, 3D6, etc.) then, unless otherwise stated, you must re-roll all of those dice again.

You can never re-roll a dice more than once, and re-rolls happen before modifiers (if any) are applied. Rules that refer to the value of an ‘unmodified’ dice roll are referring to the dice result after any re-rolls, but before any modifiers are applied.

  • Unmodified Dice: the result after re-rolls, but before any modifiers.
  • A dice can never be re-rolled more than once.
  • You must re-roll all dice if several need adding together (e.g. 2D6).
  • Re-rolls are applied before any modifiers.
COMMAND RE-ROLL
1CP
Core – Battle Tactic Stratagem
A great commander can bend even the vagaries of fate and fortune to their will, the better to ensure victory.
WHEN: Any phase, just after you make an Advance roll, a Charge roll, a Desperate Escape test or a Hazardous test for a unit from your army, or a Hit roll, a Wound roll, a Damage roll or a saving throw for a model in that unit, or a roll to determine the number of attacks made with a weapon equipped by a model in that unit. If you are using fast dice rolling, this Stratagem can still be used after rolling multiple rolls or saving throws at once.

TARGET: That unit or model from your army.

EFFECT: You re-roll that roll, test or saving throw. If you are using fast dice rolling, select one of those rolls or saving throws to re-roll.
INSANE BRAVERY
1CP
Core – Epic Deed Stratagem
Indifferent to their own survival, these warriors hold their ground against seemingly impossible odds.
WHEN: Battle-shock step of your Command phase, just before you take a Battle-shock test for a unit from your army.

TARGET: That unit from your army.

EFFECT: Your unit automatically passes that Battle-shock test.

RESTRICTIONS: You cannot use this Stratagem more than once per battle.
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.
Unit Visible
If one or more models in a unit is visible to the observing model, then that model’s unit is visible to the observing model.

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

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

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

RESTRICTIONS: You cannot target a TITANIC unit with this Stratagem. Until the end of the phase, each time a model in your unit makes a ranged attack, an unmodified Hit roll of 6 is required to score a hit, irrespective of the attacking weapon’s Ballistic Skill or any modifiers. You can only use this Stratagem once per turn.
DEEP STRIKE

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

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

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

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

RESTRICTIONS: You cannot use this Stratagem to enable a unit to arrive on the battlefield during a battle round it would not normally be able to do so in.
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.
GO TO GROUND
1CP
Core – Battle Tactic Stratagem
Seeking salvation from incoming fire, warriors hurl themselves into whatever cover they can find.
WHEN: Your opponent’s Shooting phase, just after an enemy unit has selected its targets.

TARGET: One INFANTRY 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, all models in your unit have a 6+ invulnerable save and have the Benefit of Cover.
Charge Bonus

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

Each time a unit makes a Charge move, until the end of the turn, that unit has the Fights First ability.
HEROIC INTERVENTION
1CP
Core – Strategic Ploy Stratagem
Voices raised in furious war cries, your warriors surge forth to meet the enemy’s onslaught head-on.
WHEN: Your opponent’s Charge phase, just after an enemy unit ends a Charge move.

TARGET: One unit from your army that is within 6" of that enemy unit and would be eligible to declare a charge against that enemy unit if it were your Charge phase.

EFFECT: Your unit now declares a charge that targets only that enemy unit, and you resolve that charge as if it were your Charge phase.

RESTRICTIONS: You can only select a VEHICLE unit from your army if it is a WALKER. Note that even if this charge is successful, your unit does not receive any Charge bonus this turn.
COUNTER-OFFENSIVE
2CP
Core – Strategic Ploy Stratagem
In close-quarters combat, the slightest hesitation can leave an opening for a swift foe to exploit.
WHEN: Fight phase, just after an enemy unit has fought.

TARGET: One unit from your army that is within Engagement Range of one or more enemy units and that has not already been selected to fight this phase.

EFFECT: Your unit fights next.
Precision

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

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

  • When targeting an Attached unit, the attacking model’s player can have the attack allocated to a CHARACTER model in that unit visible to the bearer.
EPIC CHALLENGE
1CP
Core – Epic Deed Stratagem
The legends of the 41st Millennium are replete with deadly duels between mighty champions.
WHEN: Fight phase, when a CHARACTER unit from your army that is within Engagement Range of one or more Attached units is selected to fight.

TARGET: One CHARACTER model in your unit.

EFFECT: Until the end of the phase, all melee attacks made by that model have the [PRECISION] ability.

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

Battleline
CONNOISSEURS OF PAIN
1CP
Covenite Coterie – Battle Tactic Stratagem
These epicureans of extreme sensation revel in their agonies as much as those of the foe.
WHEN: Your opponent’s Shooting phase or the Fight phase, just after an enemy unit has selected its targets.

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

EFFECT: Spend 1 Pain token. Until the end of the phase, each time an attack is allocated to a model in your unit, worsen the Armour Penetration characteristic of that attack by 1. At the end of the phase, if your unit is still on the battlefield and it is a HAEMONCULUS COVENS unit, you gain 1 Pain token.
SYMPHONY OF SUFFERING
1CP
Covenite Coterie – Epic Deed Stratagem
So extreme are the foe's agonies that they spread a shock wave of terror through their comrades.
WHEN: Fight phase, just after a unit from your army destroys an enemy unit.

TARGET: That unit.

EFFECT: Each enemy unit within 9" of and visible to your unit must take a Battle-shock test, subtracting 1 from that test if your unit is a HAEMONCULUS COVENS unit.

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

Characters
Murderous Agenda
Kabalite Cartel Detachment

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

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

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

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

Show of Strength
Contract: One MONSTER or VEHICLE unit.
Ability: Each time a KABAL or BLADES FOR HIRE model in this unit makes an attack that targets a MONSTER or VEHICLE unit, that attack has the [lethal hits] ability.
ENEMIES WITHOUT NUMBER
1CP
Kabalite Cartel – Epic Deed Stratagem
This Archon’s personal kill list of rivals, nemeses and victims is virtually never-ending.
WHEN: Your Command phase, just after you complete a Contract.

TARGET: One ARCHON WARLORD from your army.

EFFECT: Select one new Contract (this can be one you have already completed), then select one unit from your opponent’s army that is on the battlefield and matches the ‘Contract’ description in that Contract. Until that Contract is completed, that unit is your Contract unit and the Murderous Agenda Detachment rule applies as normal.
TAILORED TOXINS
1CP
Kabalite Cartel – Epic Deed Stratagem
Specially prepared for their chosen prey, these malignant poisons are the anathema of their targets.
WHEN: Your Shooting phase or the Fight phase.

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

EFFECT: Until the end of the phase, each time a model in your unit makes an attack that targets your Contract unit, an unmodified Hit roll of 5+ scores a Critical Hit.
DEADLY DECEIVERS
1CP
Kabalite Cartel – Strategic Ploy Stratagem
A life lived amidst the shadowed spires of Commorragh teaches many ways to creep up on your enemies, unseen and unsuspected.
WHEN: Your opponent’s Shooting phase, just after an enemy unit has selected its targets.

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

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

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

Some rules inflict mortal wounds on units. Each time mortal wounds are inflicted on a unit, each of those mortal wounds inflicts one point of damage to that unit, and they are always applied one at a time. Each mortal wound is allocated to a model in the same manner as allocating an attack. Excess damage from mortal wounds is not lost if the damage can be allocated to another model. Instead, keep allocating damage to another model in the target unit until either all the damage has been allocated or the target unit is destroyed.

If an attack inflicts mortal wounds in addition to any normal damage, do not make a Wound roll or saving throw (including invulnerable saving throws) against those mortal wounds. If those mortal wounds are inflicted by an attack that has the [PRECISION] ability, the attacking model’s controlling player can allocate those mortal wounds to a CHARACTER model in that unit.

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

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

  • Each mortal wound inflicted on a unit causes one model in that unit to lose one wound.
  • Unless the source of the mortal wounds is the [HAZARDOUS] ability or an attack with the [DEVASTATING WOUNDS] ability, damage from mortal wounds is not lost if it can be allocated to another model.
  • No saving throws can be made against mortal wounds.
  • Mortal wounds inflicted by attacks always apply after any normal damage, even if that damage was saved.
DOUBLE-CROSS
1CP
Kabalite Cartel – Strategic Ploy Stratagem
What better way to eliminate rivals than tricking them into taking the blade meant for your ribs?
WHEN: Fight phase, just after an enemy unit has selected its targets.

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

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

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

EFFECT: Until the end of the phase, each time a model in your unit makes an attack, add 1 to the Hit roll. If your Contract unit is destroyed as a result of those attacks, every unit in your opponent’s army must take a Battle-shock test. You cannot gain more than 3 Pain tokens as a result of failed Battle-shock tests caused by this Stratagem.
DECKPLATE SWEEPERS
1CP
Kabalite Corsairs – Battle Tactic Stratagem
Indiscriminate hails of splinter fire fill chambers and corridors, leaving nowhere to hide in the enclosed space.
WHEN: Your Shooting phase.

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

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

TARGET: That KABAL unit.

EFFECT: Select one enemy unit hit by one or more of your unit’s attacks this phase (excluding those made with Pistols). That enemy unit must take a Battle-shock test, subtracting 1 from the result if your unit is within 6” of it.
ELUSIVE DUELLISTS
1CP
Kabalite Corsairs – Battle Tactic Stratagem
These warriors delight in the close-quarters blade-duels of boarding actions, weaving around their enemies' blows and cutting them down in droves.
WHEN: Fight phase, just after an enemy unit has selected its targets.

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

EFFECT: Until the end of the phase, each time an attack targets your unit, subtract 1 from the Hit roll and, if your unit has the INCUBI keyword, models in your unit have a 4+ invulnerable save.
OPPORTUNISTIC THIEVES
1CP
Kabalite Corsairs – Strategic Ploy Stratagem
Any undefended source of riches or power is fair game to these fast-moving raiders.
WHEN: End of your Fight phase.

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

EFFECT: Select one objective marker you do not control that is visible to your unit. Your unit can make a Normal move of up to D6", but if it does, every model in that unit must end that move as close as possible to that objective marker.
EAGER FOR THE KILL
1CP
Realspace Raiders – Battle Tactic Stratagem
The exhilarating promise of bloodshed goads these warriors into battle with preternatural haste.
WHEN: Start of your Movement phase.

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

EFFECT: Until the end of the phase, each time one of those units Advances, do not make an Advance roll for it. Instead, until the end of the phase, add 6" to the Move characteristic of models in that unit (this is not cumulative with the REAVERS’ Matchless Swiftness ability).
FIGHTING SHADOWS
1CP
Realspace Raiders – Battle Tactic Stratagem
Even attempting to strike the Drukhari is like trying to lay a blade to smoke, so sly and swift are they.
WHEN: Your opponent’s Shooting phase or the Fight phase, just after an enemy unit has selected its targets.

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

EFFECT: Until the end of the phase, each time an attack targets your unit, subtract 1 from the Hit roll.

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

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.
INSTINCTIVE SPITE
1CP
Realspace Raiders – Battle Tactic Stratagem
It is hardwired into the Drukhari psyche to prey upon weakened and suffering victims.
WHEN: Start of your Shooting phase or the start of the Fight phase.

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

EFFECT: You can spend 1 Pain token. Until the end of the phase, each time a model in each of those units makes an attack that targets an enemy unit that is Below Half-strength, add 1 to the Hit roll. If you spent 1 Pain token, add 1 to the Wound roll as well.

The SCOURGES keyword is used in the following Drukhari datasheets:

The AIRCRAFT keyword is used in the following Drukhari datasheets:

RAID AND FADE
2CP
Realspace Raiders – Strategic Ploy Stratagem
The Drukhari are masters at using hit-and-run tactics, engaging a target with a flurry of shots before quickly manoeuvring into cover or out of sight.
WHEN: End of your Shooting phase.

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

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

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

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

Weapons with [LETHAL HITS] in their profile are known as Lethal Hits weapons. Each time an attack is made with such a weapon, a Critical Hit automatically wounds the target.
DARK HARVEST
1CP
Realspace Raiders – Strategic Ploy Stratagem
Wicked sickles and serrated blades hack through writhing flesh as the Drukhari harvest agony and suffering.
WHEN: Start of the Fight phase.

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

EFFECT: Until the end of the phase, melee weapons equipped by models in each of those units have the [LETHAL HITS] ability.

The HARLEQUINS keyword is used in the following Drukhari datasheets:

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

TARGET: That unit.

EFFECT: Until the end of the turn, enemy units cannot use the Fire Overwatch Stratagem to shoot at your unit.
SHORTEN THE ODDS
1CP
Reaper’s Wager – Strategic Ploy Stratagem
Having selected their victims, these killers strive to complete the kill with speed and brutality whilst moving ever closer to winning their macabre wager.
WHEN: Your Movement phase, just after a or HARLEQUINS unit from your army has Advanced.

TARGET: That unit.

EFFECT: Until the end of the turn, your unit is eligible to shoot and declare a charge in a turn in which it Advanced.

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

Other
DANCE MACABRE
2CP
Reaper’s Wager – Strategic Ploy Stratagem
The saedath’s victims become unwitting partners in a frantic dance of ghastly slaughter.
WHEN: Your opponent’s Movement phase, just after an enemy unit ends a Normal, Advance or Fall Back move.

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

EFFECT: Your unit can make a Normal move of up to D6". If your unit is currently losing the wager, it can make a Normal move of up to 6" instead.
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.
MALICIOUS FRENZY
1CP
Reaper’s Wager – Battle Tactic Stratagem
Jealous competition descends into frenzied carnage as the kill count climbs higher and the intoxicating screams of the dying fill the air.
WHEN: Your Shooting phase or the Fight phase.

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

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

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

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

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

EFFECT: Until the end of the phase, each time an attack targets your unit, subtract 1 from the Hit roll.
Disembark
If a unit from your army starts your Movement phase embarked within a TRANSPORT model, that unit can disembark in that phase.

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

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

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

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

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

The TRANSPORT keyword is used in the following Drukhari datasheets:

Dedicated Transports
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 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 unit from your army that has not been selected to shoot this phase and that disembarked from a TRANSPORT this turn.

EFFECT: Until the end of the phase, ranged weapons equipped by models in your unit have the [SUSTAINED HITS 1] ability, or the [SUSTAINED HITS 2] ability if your unit is a KABALITE WARRIORS or HAND OF THE ARCHON unit.

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

Dedicated Transports
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.
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 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 TRANSPORT and must embark within that TRANSPORT at the end of that move (otherwise, it cannot make that move).
SHIPBOARD SHADES
1CP
Space Lane Raiders – Battle Tactic Stratagem
Amidst the strobing lumens and gouting steam of voidship combat, the Drukhari flicker and flit like malevolent, half-seen shadows.
WHEN: Your opponent’s Shooting phase or the Fight phase, just after an enemy unit has selected its targets.

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

EFFECT: Until the end of the phase, each time an attack targets your unit, subtract 1 from the Hit roll.
FEIGNED WEAKNESS
1CP
Spectacle of Spite – Strategic Ploy Stratagem
Employing a common ruse from the arenas, the Drukhari appear to cower, wounded and exhausted, before surging back at their overconfident opponents with blades and fangs bared.
WHEN: Your Movement phase, just after a unit from your army Falls Back.

TARGET: That unit.

EFFECT: Until the end of the turn, your unit is eligible to shoot and declare a charge in turn in which it Fell Back.
DEADLY DEBUT
1CP
Spectacle of Spite – Battle Tactic Stratagem
Imitating Lelith Hesperax, these warriors begin their gladiatorial bout with an opening so spectacularly violent that none can fail to be impressed.
WHEN: Fight phase.

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

EFFECT: Until the end of the phase, melee weapons equipped by models in your unit have the [LETHAL HITS] ability. If your unit is a WYCHES unit, until the end of the phase, improve the Armour Penetration characteristic of melee weapons equipped by models in your unit by 1 as well.
Callous Competition
Reaper’s Wager Detachment

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

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

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

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

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

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

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

No HARLEQUINS models from your army can be your WARLORD.

The SUCCUBUS keyword is used in the following Drukhari datasheets:

The HAEMONCULUS keyword is used in the following Drukhari datasheets:

Alliance of Agony
Realspace Raiders Detachment

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

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

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

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 unit from your army disembarks from a TRANSPORT, until the end of the turn:
  • Ranged weapons equipped by models in that disembarking unit have the [ignores cover] ability.
  • Melee weapons equipped by models in that disembarking unit have the [lance] ability.
Commorrite Rivalries
Space Lane Raiders Detachment

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 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.
Raid and Pillage
Kabalite Corsairs Detachment

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 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.

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

Dedicated Transports
SCOUTS

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

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

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

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

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

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

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

  • Webway Walker
    15 pts
Reaper’s Wager Detachment

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

HARLEQUINS or 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.

  • Conductor of Torment
    20 pts
Reaper’s Wager Detachment

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.

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

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

  • Dark Vitality
    25 pts
Realspace Raiders Detachment

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

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

  • Labyrinthine Cunning
    25 pts
Realspace Raiders Detachment

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

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

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

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.
  • Spiteful Raider
    10 pts
Skysplinter Assault Detachment

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.

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.

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.
  • Phantasmal Smoke
    15 pts
Skysplinter Assault Detachment

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

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

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

  • Sadistic Fulcrum
    15 pts
Skysplinter Assault Detachment

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.

model only. Each time you spend 1 Pain token to Empower the bearer’s unit in the Shooting phase, select one friendly 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.

  • Nightmare Shroud
    20 pts
Skysplinter Assault Detachment

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.

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.

  • Towering Arrogance
    20 pts
Kabalite Cartel Detachment

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.

  • Webway Awl
    25 pts
Kabalite Cartel Detachment

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.

INFILTRATORS

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

During deployment, if every model in a unit has this ability, then when you set it up, it can be set up anywhere on the battlefield that is more than 9" horizontally away from the enemy deployment zone and all enemy models.
  • Informant Network
    30 pts
Kabalite Cartel Detachment

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.

  • Leechbite Plate
    5 pts
Kabalite Cartel Detachment

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.

Power and Greed
Space Lane Raiders Detachment

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
Space Lane Raiders Detachment

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.

Dark Charisma
Kabalite Corsairs Detachment

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
Kabalite Corsairs Detachment

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.

Pile In
When a unit Piles In, you can move each model in that unit that is not already in base-to-base contact with an enemy model up to 3" – this is a Pile-in move. For a Pile In to be possible, a unit must be able to end these moves within Engagement Range of one or more enemy units and in Unit Coherency. If these conditions cannot be met, no models in the unit can make Pile-in moves this phase and you progress to making melee attacks with that unit. Otherwise, the unit can make Pile-in moves.

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

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

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

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

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

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

Characters
Feel No Pain
FEEL NO PAIN

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

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

  • Feel No Pain x+: Each time this model would lose a wound, roll one D6: if the result equals or exceeds ‘x’, that wound is not lost.

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

Battleline

The HAEMONCULUS keyword is used in the following Drukhari datasheets:

ENFOLDING NIGHTMARE
1CP
Covenite Coterie – Strategic Ploy Stratagem
Even as the prey seek to drive the covenites back with hails of firepower, the horrors lurch closer.
WHEN: Your opponent’s Shooting phase, just after an enemy unit has shot.

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

EFFECT: Roll one D6: your unit can be moved a number of inches up to the result, but it must end that move as close as possible to the closest enemy unit (excluding AIRCRAFT). When doing so, those models can be moved within Engagement Range of that enemy unit.
DISTILLERS OF FEAR
2CP
Covenite Coterie – Strategic Ploy Stratagem
By arcane syringe and unholy invocation, the enemy's terror is syphoned out of their bodies, leaving them as little more than contorted husks.
WHEN: Fight phase.

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

EFFECT: Until the end of the phase, each time a model in your unit makes an attack that targets an enemy unit that is Battle-shocked, that attack has the [DEVASTATING WOUNDS] ability.
POISONER’S ART
1CP
Covenite Coterie – Epic Deed Stratagem
The venoms wielded by these warriors are potent enough to impress Shaimesh himself.
WHEN: Fight phase, just after a HAEMONCULUS COVENS unit from your army has fought.

TARGET: That HAEMONCULUS COVENS unit.

EFFECT: Select one enemy unit (excluding VEHICLES) hit by one or more of your unit’s attacks this phase. Until the end of the battle, that enemy unit is poisoned. At the start of each Command phase, roll one D6 for each poisoned unit on the battlefield: on a 4+, that unit suffers D3 mortal wounds.
HORRIFYING FORM
1CP
Painbringers – Strategic Ploy Stratagem
The hulking monsters of the Haemonculus Covens are terrifying indeed, cowing enemy warriors with their grotesque and intimidating forms.
WHEN: End of any phase, when an objective marker Secured by your army would be Seized by an enemy unit.

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

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

RESTRICTIONS: You can only use this Stratagem once per battle round.
Leadership Tests
If a rule requires you to take a Leadership test for a unit, roll 2D6: if the total is greater than or equal to the best Leadership characteristic in that unit, that test is passed. Otherwise, it is failed.
TERRIFYING AURA
1CP
Painbringers – Strategic Ploy Stratagem
The disturbing nature of these creatures causes weapons to quiver, even in the hands of veteran soldiers.
WHEN: Your opponent's Shooting phase, just after an enemy unit has selected its targets.

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

EFFECT: That enemy unit must take a Leadership test, subtracting 1 if it is within 3" of your unit: if failed, until the end of the phase, each time a model in that enemy unit makes an attack that targets your unit, an unmodified Hit roll of 6 is required to score a hit, irrespective of the attacking weapon’s Ballistic Skill or any modifiers.
MOULDED MUSCULATURE
1CP
Painbringers – Battle Tactic Stratagem
The muscular fleshcraft monstrosities fielded by the Haemonculi can punch through hatchways and bulkheads to reach their cowering victims.
WHEN: Fight phase.

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

EFFECT: Select any number of models in your unit. Until the end of the phase, improve the Strength and Armour Penetration characteristics of melee weapons equipped by the selected models by 1, and each time you select targets for attacks made by those models, they must target an enemy unit that is wholly on the opposite side of a Hatchway from them.
UNFEELING ABOMINATIONS
1CP
Painbringers – Battle Tactic Stratagem
The creations of the Haemonculi are capable of enduring terrible wounds and continuing to fight.
WHEN: Fight phase, just after an enemy unit has selected its targets.

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

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

RESTRICTIONS: If your unit has the GROTESQUES keyword, until the end of the phase, it loses the Mindless Killing Machines ability.
INSENSIBLE TO PAIN
2CP
Realspace Raiders – Battle Tactic Stratagem
The twisted creations of the haemonculus covens are uncaring of all but the most mortal injuries.
WHEN: Your opponent’s Shooting phase or the Fight phase, just after an enemy unit has selected its targets.

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

EFFECT: Until the end of the phase, each time an attack is allocated to a model in your unit, subtract 1 from the Damage characteristic of that attack.
Stitchflesh Abominations
Covenite Coterie Detachment

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.
Regenerative Agony
Painbringers Detachment

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.
  • Crucible of Malediction
    20 pts
Realspace Raiders Detachment

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.

  • Master Repugnomancer (Aura)
    15 pts
Covenite Coterie Detachment

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 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.

  • Master Artisan
    20 pts
Covenite Coterie Detachment

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

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

  • Master Regenesist
    25 pts
Covenite Coterie Detachment

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

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

  • Master Nemesine
    5 pts
Covenite Coterie Detachment

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.

Rending Chain-Flails
Painbringers Detachment

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
Painbringers Detachment

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.

Extra Attacks

Some warriors ride to battle atop trusty mounts that gore and trample nearby foes. Others wield combat weapons that deliver a frenzy of additional blows.

Weapons with [EXTRA ATTACKS] in their profile are known as Extra Attacks weapons. Each time the bearer of one or more Extra Attacks weapons fights, it makes attacks with each of the Extra Attacks melee weapons it is equipped with and it makes attacks with one of the melee weapons it is equipped with that does not have the [EXTRA ATTACKS] ability (if any). The number of attacks made with an Extra Attacks weapon cannot be modified by other rules, unless that weapon’s name is explicitly specified in that rule.

  • The bearer can attack with this weapon in addition to any other weapons it can make attacks with.
Alternative models by Artel W:

FIGHTS FIRST

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

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

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

Battleline

The SUCCUBUS keyword is used in the following Drukhari datasheets:

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

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

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

RESTRICTIONS: You cannot use this Stratagem if you have 0 Pain tokens, and you cannot target the same HAEMONCULUS model with this Stratagem more than once per battle.
PHANTASM GRENADES
1CP
Ship-killer Cult – Wargear Stratagem
These hallucinogenic atomisers spew clouds of nightmare-inducing gasses that leave the foe glassy-eyed and reeling.
WHEN: Your Movement phase, just after a WYCH CULT unit from your army ends a Normal move, before any enemy units fire Overwatch.

TARGET: That WYCH CULT unit.

EFFECT: Select one enemy unit within 9" of and visible to your unit. That enemy unit must take a Battle-shock test, subtracting 1 from the result: if failed, until the end of the turn, that enemy unit cannot fire Overwatch.
HYPERAGILITY
1CP
Ship-killer Cult – Battle Tactic Stratagem
Driven by combat drugs and the elation of their victims'fear and pain, the Wyches weave around their enemies' blades with easy scorn.
WHEN: Your opponent's Shooting phase or the Fight phase, just after an enemy unit has selected its targets.

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

EFFECT: Until the end of the phase, each time an attack targets your unit, subtract 1 from the Hit roll and subtract 1 from the Wound roll.
NO OBSTACLE
1CP
Ship-killer Cult – Strategic Ploy Stratagem
Scenting their prey's fear sweat, tracking their fluttering heartbeats, the Wyches beardown unerringly on their victims through corridors and chambers.
WHEN: Your Charge phase.

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

EFFECT: Until the end of the phase, your unit can declare a charge that includes one or more targets that are not visible to it, provided each of those units that are not visible to it are wholly on the opposite side of that Hatchway from your unit.
TOYING WITH THE PREY
1CP
Ship-killer Cult – Strategic Ploy Stratagem
More than simply besting their victims in combat, the Wyches slowly take them apart, one perfectly placed cut and slice at a time, making a terrifying example to shatter enemy morale.
WHEN: Fight phase, just after a WYCH CULT unit from your army has fought.

TARGET: That WYCH CULT unit.

EFFECT: If your unit destroyed one or more enemy models this phase, select one of those enemy models. Until the end of your opponent’s next turn, subtract 1 from the Objective Control characteristic of models in that enemy model's unit (to a minimum of l).
PRETERNATURAL AGILITY
1CP
Spectacle of Spite – Strategic Ploy Stratagem
Bounding and weaving, the Wyches cross the battlefield with unmatched acrobatic agility.
WHEN: Start of your Movement or Charge phase.

TARGET: One WYCH CULT unit from your army.

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

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

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

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

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

EFFECT: Until the end of the phase, models in your unit have a 5+ invulnerable save.
BERSERK FUGUE
2CP
Spectacle of Spite – Strategic Ploy Stratagem
The cult's gladiators enter a killing trance when combat is joined, allowing them to fight on through the most grievous hurts with undimmed ferocity.
WHEN: Fight phase, just after an enemy unit has selected its targets.

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

EFFECT: Until the end of the phase, each time a model in your unit is destroyed, if that model has not fought this phase, do not remove it from play. The destroyed model can fight after the attacking unit has finished making its attacks, and is then removed from play.
Combat Drugs
Spectacle of Spite Detachment

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

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

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

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

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

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

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

6. Splintermind
Improve the Leadership characteristic of WYCH CULT models from your army by 1, and improve the Ballistic Skill characteristic of ranged weapons equipped by WYCH CULT models from your army by 1.
Appetite for Adulation
Ship-killer Cult Detachment

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 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.
  • Eye of Spite
    15 pts
Realspace Raiders Detachment

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.

  • Chronoshard
    15 pts
Spectacle of Spite Detachment

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.

  • Pharmacophex
    15 pts
Spectacle of Spite Detachment

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.

  • Morghenna’s Curse
    20 pts
Spectacle of Spite Detachment

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.

  • Periapt of Torments
    25 pts
Spectacle of Spite Detachment

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.

Blood-Drenched Champion
Ship-killer Cult Detachment

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.

Stimm-Fervour
Ship-killer Cult Detachment

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.

LONE OPERATIVE

Assassins and other covert agents are difficult to track and pinpoint in the swirling maelstrom of battle.

Unless part of an Attached unit (see Leader), this unit can only be selected as the target of a ranged attack if the attacking model is within 12".
Battle Focus

In war, as in all things, the Aeldari bring the full might of their intellect, skill and agility to bear upon the task. Coupled with their exceptional technology, this ensures they move with swiftness and grace that is impossible for the foe to match.

If your Army Faction is ASURYANI, at the start of the battle round, you receive a number of Battle Focus tokens based on the battle size, as shown in the table below.

BATTLE SIZEBATTLE FOCUS TOKENS
Incursion2
Strike Force4
Onslaught6

Each time one of the triggers shown in the Agile Manoeuvres section below occurs, you can spend one Battle Focus token to enable the relevant eligible unit to perform that Agile Manoeuvre. A unit is eligible to perform an Agile Manoeuvre if it has this ability and has not already performed an Agile Manoeuvre in the same phase. Unless otherwise stated, you cannot trigger the same Agile Manoeuvre more than once per phase. At the end of the battle round, all unspent Battle Focus tokens are lost.

AGILE MANOEUVRES

SWIFT AS THE WIND

TRIGGER: When an eligible unit from your army is selected to make a Normal, Advance or Fall Back move. You can trigger this Agile Manoeuvre more than once per phase (provided a different unit performs it each time).

EFFECT: Until the end of the phase, add 2" to the Move characteristic of models in that unit.

FLITTING SHADOWS

TRIGGER: When an eligible unit from your army is selected to make a Normal, Advance or Fall Back move, is set up on the battlefield, or declares a charge.

EFFECT: Until the end of the turn, enemy units cannot use the Fire Overwatch Stratagem to shoot at that unit.

STAR ENGINES

TRIGGER: When an eligible VEHICLE unit from your army is selected to make a Normal move.

EFFECT: Until the end of the phase, add D6+l" to the Move characteristic of models in that unit.

SUDDEN STRIKE

TRIGGER: When an eligible unit from your army is selected to fight.

EFFECT: Until the end of the phase, each time a model in that unit makes a Pile-in or Consolidation move, it can move up to 6" instead of up to 3".

OPPORTUNITY SEIZED

TRIGGER: When an enemy unit ends a Fall Back move.

EFFECT: One eligible unit from your army (excluding TITANIC units) that started the phase within Engagement Range of that enemy unit can make a Normal move of up to D6+1".

FADE BACK

TRIGGER: In your opponent’s Shooting phase, just after an enemy unit has shot.

EFFECT: One eligible unit from your army (excluding TITANIC units) that was hit by one or more of those attacks can make a Normal move of up to D6+1".

The HARLEQUINS keyword is used in the following Aeldari datasheets:

Dedicated Transports

The YNNARI keyword is used in the following Aeldari datasheets:

Dedicated Transports
Disparate Paths
When mustering your army, you can include HARLEQUINS units in your army, even though they do not have the ASURYANI Faction keyword. Unless otherwise stated, you cannot select HARLEQUINS or YNNARI as your Army Faction.
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.

The HARLEQUINS keyword is used in the following Drukhari datasheets:

Dedicated Transports
  • Reaper’s Cowl
    25 pts
Reaper’s Wager Detachment

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.

Psychic Weapons and Abilities
Some weapons and abilities can only be used by PSYKERS. Such weapons and abilities are tagged with the word ‘Psychic’. If a Psychic weapon or ability causes any unit to suffer one or more wounds, each of those wounds is considered to have been inflicted by a Psychic Attack.

The GRENADES keyword is used in the following Drukhari datasheets:

Battleline
GRENADE
1CP
Core – Wargear Stratagem
Priming their hand-held projectiles, these warriors draw back and hurl death into the enemy’s midst.
WHEN: Your Shooting phase.

TARGET: One GRENADES unit from your army (excluding units that Advanced, Fell Back or have shot this turn) that is not within Engagement Range of one or more enemy units.

EFFECT: Select one GRENADES model in your unit and one enemy unit that is not within Engagement Range of any units from your army and is within 8" of and visible to your GRENADES model. Roll six D6: for each 4+, that enemy unit suffers 1 mortal wound.
Melta

Melta weapons are powerful heat rays whose fury is magnified at close range.

Weapons with [MELTA X] in their profile are known as Melta weapons. Each time an attack made with such a weapon targets a unit within half that weapon’s range, that attack’s Damage characteristic is increased by the amount denoted by ‘x’.

Example: A model targets a unit that is within half range of a weapon with a Damage characteristic of D6 and the [MELTA 2] ability. If that attack inflicts damage on the target, it inflicts D6+2 damage.

  • [MELTA X]: Increase the Damage by ‘x’ when targeting units within half range.
Twin-linked

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

Weapons with [TWIN-LINKED] in their profile are known as Twin-linked weapons. Each time an attack is made with such a weapon, you can re-roll that attack’s Wound roll.
Flying
If a model can FLY, then when it makes a Normal, Advance or Fall Back move, it can be moved over enemy models as if they were not there, and can be moved within Engagement Range of enemy models when making such a move. Note this also means that MONSTER and VEHICLE models that can FLY can be moved over other MONSTER and VEHICLE models when making such a move. However, models that can FLY cannot end their move on top of any other models or within Engagement Range of any enemy models.

When a model that can FLY starts or ends a move on a terrain feature, instead of measuring the path it has moved across the battlefield, you instead measure its path ‘through the air’, as shown in the diagram below.

  • FLY models can move over enemy models when they make a Normal, Advance or Fall Back move.
  • FLY models that start or end a move on a terrain feature measure distance moved through the air when they make a Normal, Advance or Fall Back move.

The MOUNTED keyword is used in the following Drukhari datasheets:

Characters
Alternative models by Artel W:

Torrent

Torrent weapons shoot clouds of fire, gas or other lethal substances that few foes can hope to evade.

Weapons with [TORRENT] in their profile are known as Torrent weapons. Each time an attack is made with such a weapon, that attack automatically hits the target.

The SMOKE keyword is used in the following Drukhari datasheets:

Dedicated Transports
Heavy

Heavy weapons are amongst the biggest guns on the battlefield, but require bracing to fire at full effect and are unwieldy to bring to bear at close quarters.

Weapons with [HEAVY] in their profile are known as Heavy weapons. Each time an attack is made with such a weapon, if the attacking model’s unit Remained Stationary this turn, add 1 to that attack’s Hit roll.

  • Add 1 to Hit rolls if the bearer’s unit Remained Stationary this turn.

The BATTLELINE keyword is used in the following Drukhari datasheets:

MAKING A POINT
1CP
Kabalite Cartel – Battle Tactic Stratagem
Whether seeking to impress a watching Archon, show up rivals or revel in their supremacy, these marksmen fire for spiteful effect.
WHEN: Your Shooting phase.

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

EFFECT: Until the end of the phase, improve the Ballistic Skill and Armour Penetration characteristics of ranged weapons equipped by models in your unit by 1.
VETERAN PIRATES
1CP
Space Lane Raiders – Strategic Ploy Stratagem
No strangers to shipboard warfare, these warriors are skilled in loosing volleys then vanishing swiftly back behind corners and bulkheads to avoid reprisals.
WHEN: Your Shooting phase, just after a KABALITE WARRIORS unit from your army has shot.

TARGET: That KABALITE WARRIORS unit.

EFFECT: Your unit can make a Normal move of up to 3".
Alternative models by Artel W:

CREW-THIEVES
1CP
Space Lane Raiders – Battle Tactic Stratagem
The fast-acting incapacitation toxins on the blades of these Wracks allow them to lay low the defenders, before dragging them away, alive but powerless, to a far more horrible fate than death.
WHEN: Fight phase.

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

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

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

EFFECT: Roll one D6: on a 2+, until the end of the turn, enemy units cannot fire Overwatch at your unit.
DEADLY DEMISE

From detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat.

Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6").

Example: A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly.

  • Deadly Demise x: When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds.
FIRING DECK

Some transports have firing hatches, ports or platforms from which embarked passengers can shoot.

Some TRANSPORT models have ‘Firing Deck x’ listed in their abilities. Each time such a model is selected to shoot in the Shooting phase, you can select up to ‘x’ models embarked within it whose units have not already shot this phase. Then, for each of those embarked models, you can select one ranged weapon that embarked model is equipped with (excluding weapons with the [ONE SHOT] ability). Until that TRANSPORT model has resolved all of its attacks, it counts as being equipped with all of the weapons you selected in this way, in addition to its other weapons. Until the end of the phase, those selected models’ units are not eligible to shoot.

  • Firing Deck ‘x’: Each time this TRANSPORT shoots, select one weapon (excluding weapons with the [ONE SHOT] ability) from up to ‘x’ models embarked within it whose units have not shot this phase; this TRANSPORT counts as being equipped with those weapons as well. Until the end of the phase, those selected models’ units are not eligible to shoot.
Emergency Disembarkation
If a TRANSPORT model is destroyed and it is not possible to set up a disembarking unit wholly within 3" of that TRANSPORT model and not within Engagement Range of any enemy models, that unit must instead perform an Emergency Disembarkation. This is performed as described for disembarking from a destroyed TRANSPORT model, except that a unit that does so must be set up wholly within 6" of the destroyed TRANSPORT model (instead of wholly within 3") and not within Engagement Range of any enemy models, and when rolling for each disembarking model, that unit suffers 1 mortal wound for each roll of 1-3 (instead of for each roll of 1). If, for any reason, a disembarking model still cannot be set up, that model is destroyed.

  • Units disembarking a destroyed TRANSPORT that cannot be set up wholly within 3" of it must perform an Emergency Disembarkation:
    • Must be set up wholly within 6" of it instead of wholly within 3".
    • Suffer 1 mortal wound for each roll of 1-3, instead of each roll of 1.
    • Any disembarking model that cannot be set up is destroyed.
Transport Capacity
All TRANSPORT models have a transport capacity listed on their datasheet. This determines the type and maximum number of friendly models that can embark within them.

Units can start the battle embarked within a TRANSPORT model instead of being set up separately – declare which units are embarked within a TRANSPORT model before you set it up.

FIRING DECK

Some transports have firing hatches, ports or platforms from which embarked passengers can shoot.

Some TRANSPORT models have ‘Firing Deck x’ listed in their abilities. Each time such a model is selected to shoot in the Shooting phase, you can select up to ‘x’ models embarked within it whose units have not already shot this phase. Then, for each of those embarked models, you can select one ranged weapon that embarked model is equipped with (excluding weapons with the [ONE SHOT] ability). Until that TRANSPORT model has resolved all of its attacks, it counts as being equipped with all of the weapons you selected in this way, in addition to its other weapons. Until the end of the phase, those selected models’ units are not eligible to shoot.

  • Firing Deck ‘x’: Each time this TRANSPORT shoots, select one weapon (excluding weapons with the [ONE SHOT] ability) from up to ‘x’ models embarked within it whose units have not shot this phase; this TRANSPORT counts as being equipped with those weapons as well. Until the end of the phase, those selected models’ units are not eligible to shoot.

The JUMP PACK keyword is used in the following Drukhari datasheets:

The VEHICLE keyword is used in the following Drukhari datasheets:

Dedicated Transports

The TRANSPORT keyword is used in the following Drukhari datasheets:

Dedicated Transports

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

Dedicated Transports
TANK SHOCK
1CP
Core – Strategic Ploy Stratagem
Ramming the foe with a speeding vehicle may be an unsubtle tactic, but it is a murderously effective one.
WHEN: Your Charge phase, just after a VEHICLE unit from your army ends a Charge move.

TARGET: That VEHICLE unit.

EFFECT: Select one enemy unit within Engagement Range of your unit, and select one VEHICLE model in your unit that is within Engagement Range of that enemy unit. Roll a number of D6 equal to the Toughness characteristic of the selected VEHICLE model. For each 5+, that enemy unit suffers 1 mortal wound (to a maximum of 6 mortal wounds).
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 TRANSPORT from your army that is within 9" of that enemy unit.

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

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

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

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

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

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

  • [RAPID FIRE X]: Increase the Attacks by ‘x’ when targeting units within half range.

The SMOKE keyword is used in the following Drukhari datasheets:

Dedicated Transports
SMOKESCREEN
1CP
Core – Wargear Stratagem
Even the most skilled marksmen struggle to hit targets veiled by billowing screens of smoke.
WHEN: Your opponent’s Shooting phase, just after an enemy unit has selected its targets.

TARGET: One SMOKE 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, all models in your unit have the Benefit of Cover and the Stealth ability.

The MONSTER keyword is used in the following Drukhari datasheets:

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 AIRCRAFT keyword is used in the following Drukhari datasheets:

Alternative models by Artel W:

The JUMP PACK keyword is used in the following Drukhari datasheets:

The SCOURGES keyword is used in the following Drukhari datasheets:

Alternative models by Artel W:

Alternative models by Artel W:

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

Disable Ads



Boosty subscribers may disable ads:
1. Enter e-mail you have used to login on Boosty.
2. Press Get new pin code button (if you don’t have it already)
3. Enter pin code.

Note that login database updated once a day. So, if you are a new booster - try tomorrow. And thank you!
© Vyacheslav Maltsev 2013-2025