Drukhari – Datasheets
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Characters


Archon
(⌀25mm)
M
8"
T
3
Sv
4+
W
4
Ld
6+
OC
1
INVULNERABLE SAVE*
2+
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
Huskblade [anti-infantry 3+]
Huskblade [anti-infantry 3+]
Melee
5
2+
3
-2
2
WARGEAR OPTIONS
  • This model’s splinter pistol can be replaced with 1 blast pistol.

ABILITIES
CORE: Leader
FACTION: Power From Pain
Overlord: While this model is leading a unit, each time a model in that unit makes an attack, re-roll a Wound roll of 1. While that unit is Empowered, each time a model in that unit makes an attack, you can re-roll the Wound roll instead.
Devious Mastermind: Once per battle, after your opponent uses a Stratagem, if this model is your Warlord and is on the battlefield, it can use this ability. If it does, until the end of the battle, increase the cost of that Stratagem to your opponent by 1CP.
UNIT COMPOSITION
  • 1 Archon
This model is equipped with: splinter pistol; huskblade.
1 model
75
LEADER
This model can be attached to the following units:
KEYWORDS: INFANTRY, KABAL, CHARACTER, AELDARI, ARCHON
FACTION KEYWORDS:


Beastmaster
M
12"
T
4
Sv
6+
W
3
Ld
6+
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]
Splinter pods [anti-infantry 3+, assault]
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
-1
1
Clawed Fiend fists [devastating wounds]
Clawed Fiend fists [devastating wounds]
Melee
5
4+
5
-1
2
Khymerae talons [lethal hits]
Khymerae talons [lethal hits]
Melee
4
4+
5
0
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
Beastmaster: While this unit contains a Beastmaster model, you can re-roll Charge rolls made for this unit, and each time a BEAST model in this unit makes an attack, re-roll a Hit roll of 1.
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
105
KEYWORDS – ALL MODELS: BEASTS, AELDARIRAZORWING FLOCKS: FLYBEASTMASTER: MOUNTED, CHARACTER, FLY, BEASTMASTER
FACTION KEYWORDS:


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
The Executioner’s demiklaives – single blade [devastating wounds]
The Executioner’s demiklaives – single blade [devastating wounds]
Melee
5
2+
6
-2
3
The Executioner’s demiklaives – dual blades [twin-linked]
The Executioner’s demiklaives – dual blades [twin-linked]
Melee
7
2+
5
-2
2
WARGEAR OPTIONS
  • None

ABILITIES
CORE: Leader
FACTION: Power From Pain
Master of Blades: While this model is leading a unit, each time a model in that unit makes a melee attack, add 1 to the Wound roll.
Vicious Execution: Once per battle, when this model’s unit is selected to fight, it can use this ability. If it does, until the end of the phase, melee weapons equipped by this model have the [PRECISION] ability, and each time an enemy CHARACTER model is destroyed by this model, you gain D3 Pain tokens. If that destroyed CHARACTER model was the enemy Warlord, you gain 3 Pain tokens instead.
UNIT COMPOSITION
  • 1 Drazhar – EPIC HERO
This model is equipped with: the Executioner’s demiklaives.
1 model
75
LEADER
This model can be attached to the following unit:
KEYWORDS: INFANTRY, CHARACTER, EPIC HERO, AELDARI, DRAZHAR
FACTION KEYWORDS:


Haemonculus
(⌀25mm)
M
7"
T
4
Sv
6+
W
5
Ld
6+
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
WARGEAR OPTIONS
  • None

ABILITIES
CORE: Feel No Pain 5+, Leader
FACTION: Power From Pain
Master of Pain: While this model is leading a unit, models in that unit have the Feel No Pain 4+ ability.
Fear Incarnate (Aura): While an enemy unit is within 6" of this model, each time a Battle-shock or Leadership test is taken for that enemy unit, subtract 1 from that test.
UNIT COMPOSITION
  • 1 Haemonculus
This model is equipped with: stinger pistol; Haemonculus tools and scissorhands.
1 model
60
LEADER
This model can be attached to the following unit:
KEYWORDS: INFANTRY, HAEMONCULUS COVENS, CHARACTER, AELDARI, HAEMONCULUS
FACTION KEYWORDS:


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+, sustained hits 2]
Lelith’s blades [anti-infantry 2+, sustained hits 2]
Melee
8
2+
3
-2
1
WARGEAR OPTIONS
  • None

ABILITIES
CORE: Fights First, Leader
FACTION: Power From Pain
Thrilling Spectacle: Once per battle, at the start of the Fight phase, this model can use this ability. When it does, until the end of the phase, the Attacks characteristic of Lelith’s blades is increased to 12 and this model’s invulnerable save is increased to 3+.
Brides of Death: While this model is leading a unit, models in that unit have the Fights First ability, and each time a model in that unit makes a melee attack, add 1 to the Strength characteristic of that attack and improve the Armour Penetration characteristic of that attack by 1.
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:


Succubus
(⌀25mm)
M
8"
T
3
Sv
6+
W
4
Ld
6+
OC
1
INVULNERABLE SAVE
4+
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
Succubus weapons [anti-infantry 3+]
Succubus weapons [anti-infantry 3+]
Melee
6
2+
3
-2
1
WARGEAR OPTIONS
  • This model can be equipped with one of the following:
    • 1 blast pistol
    • 1 splinter pistol

ABILITIES
CORE: Leader
FACTION: Power From Pain
Storm of Blades: While this model is leading a unit, melee weapons equipped by models in that unit have the [SUSTAINED HITS 1] ability.
Combat Drugs: If this model is Empowered in the Fight phase, then until the end of the phase, models in this model’s unit, have the Fights First ability.
UNIT COMPOSITION
  • 1 Succubus
This model is equipped with: Succubus weapons.
1 model
45
LEADER
This model can be attached to the following unit:
KEYWORDS: INFANTRY, WYCH CULT, CHARACTER, AELDARI, SUCCUBUS
FACTION KEYWORDS:


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
Fleshcraft: At the end of your Movement phase, this model can heal one friendly CRONOS, TALOS, GROTESQUES or WRACKS unit within 6". If it does, one model in that unit regains up to 3 lost wounds (if you selected a WRACKS unit, up to 3 destroyed models are returned to that unit instead).
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:

Battleline


Kabalite Warriors
(⌀25mm)
M
8"
T
3
Sv
4+
W
1
Ld
6+
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
Sybarite weapon [anti-infantry 3+]
Sybarite weapon [anti-infantry 3+]
Melee
3
3+
3
-1
1
Close combat weapon
Close combat weapon
Melee
2
3+
3
0
1
WARGEAR OPTIONS
  • The Sybarite’s close combat weapon can be replaced with 1 Sybarite weapon.
  • The Sybarite can be equipped with 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: If you control an objective marker at the end of your Command phase, and this unit (or any TRANSPORT it is embarked within) is within range of that objective marker, that objective marker remains under you control, even if you have no models within range of it, until your opponent controls it at the start or end of any turn.
WARGEAR ABILITIES
Phantasm Grenade Launcher: The bearer’s unit has the Grenades keyword.
UNIT COMPOSITION
  • 1 Sybarite
  • 9 Kabalite Warriors
Every model is equipped with: splinter rifle; close combat weapon.
10 models
110
KEYWORDS: INFANTRY, KABAL, BATTLELINE, AELDARI, KABALITE WARRIORS
FACTION KEYWORDS:


Wracks
(⌀25mm)
M
7"
T
4
Sv
6+
W
1
Ld
6+
OC
2
INVULNERABLE SAVE
6+
RANGED WEAPONS
RANGE
A
BS
S
AP
D
Liquifier gun [torrent]
Liquifier gun [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
Hexrifle [heavy, precision]
Hexrifle [heavy, precision]
36"
1
3+
6
-2
3
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
Wrack blades [anti-infantry 4+]
Wrack blades [anti-infantry 4+]
Melee
2
3+
3
0
1
WARGEAR OPTIONS
  • For every 5 models in the unit:
    • 1 model can be equipped with 1 hexrifle*
    • 1 model can be equipped with 1 liquifier gun*
    • 1 model can be equipped with 1 ossefactor*
    • 1 model can be equipped with 1 stinger pistol*

* Each model cannot be equipped with more than 1 ranged weapon.
ABILITIES
CORE: Feel No Pain 5+
FACTION: Power From Pain
The Torturer’s Craft: Each time this unit destroys an enemy unit, you gain 1 Pain token. When this unit is destroyed, you gain 1 Pain token.
UNIT COMPOSITION
  • 1 Acothyst
  • 4-9 Wracks
Every model is equipped with: Wrack blades.
5 models
60
10 models
120
KEYWORDS: INFANTRY, BATTLELINE, HAEMONCULUS COVENS, AELDARI, WRACKS
FACTION KEYWORDS:


Wyches
(⌀25mm)
M
8"
T
3
Sv
6+
W
1
Ld
6+
OC
2
INVULNERABLE SAVE*
6+
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
Hekatarii blade
Hekatarii blade
Melee
3
3+
3
-1
1
WARGEAR OPTIONS
  • The Hekatrix can be equipped with 1 phantasm grenade launcher.
  • The Hekatrix’s splinter pistol can be replaced with 1 blast pistol.

ABILITIES
FACTION: Power From Pain
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 is selected to Fall Back, models in that enemy unit must take Desperate Escape tests as if their unit was Battle-shocked. When doing so, if that enemy unit is also Battle-shocked by other means, subtract 1 from each of those Desperate Escape tests.
WARGEAR ABILITIES
Phantasm Grenade Launcher: The bearer’s unit has the Grenades keyword.
UNIT COMPOSITION
  • 1 Hekatrix
  • 9 Wyches
Every model is equipped with: splinter pistol; Hekatarii blade.
10 models
90
KEYWORDS: INFANTRY, BATTLELINE, WYCH CULT, AELDARI, WYCHES
FACTION KEYWORDS:

Dedicated Transports


Raider
(⌀60mm flying base)
M
14"
T
8
Sv
4+
W
10
Ld
6+
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+
5
-2
2
MELEE WEAPONS
RANGE
A
WS
S
AP
D
Bladevanes
Bladevanes
Melee
3
4+
6
0
1
WARGEAR OPTIONS
  • This model’s dark lance can be replaced with 1 disintegrator cannon.

ABILITIES
CORE: Deadly Demise D3, Deep Strike, Firing Deck 11
FACTION: Power From Pain
Aethersails: Each time this model Advances, do not make an Advance roll for it. Instead, until the end of the phase, add 6" to the Move characteristic of this model.
UNIT COMPOSITION
  • 1 Raider
This model is equipped with: dark lance; bladevanes.
1 model
80
TRANSPORT
This model has a transport capacity of 11 INFANTRY models. Each GROTESQUE model takes up the space of 3 models. This model cannot transport models that can FLY.
KEYWORDS: VEHICLE, TRANSPORT, DEDICATED TRANSPORT, FLY, AELDARI, RAIDER
FACTION KEYWORDS:


Venom
(⌀60mm flying base)
M
14"
T
6
Sv
4+
W
6
Ld
6+
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 1, twin-linked]
Twin splinter rifle [anti-infantry 3+, assault, rapid fire 1, twin-linked]
24"
2
3+
2
0
1
MELEE WEAPONS
RANGE
A
WS
S
AP
D
Bladevanes
Bladevanes
Melee
3
4+
5
0
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
Athletic Aerialists: At the end of the Fight phase, if there are no models currently embarked within this Transport, you can select one friendly INFANTRY unit that has 6 or fewer models that is wholly within 6" of this TRANSPORT (you cannot select a GROTESQUES unit or a unit that can FLY). Unless that unit is within Engagement Range of one or more enemy units, it can embark within this Transport.
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 INFANTRY models. This model cannot transport GROTESQUE models or models that can FLY.

Before the battle, at the start of the Declare Battle Formations step, you can select one KABALITE WARRIORS or WYCHES unit from your army. 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 TRANSPORT; 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:

Other


Court Of The Archon
(⌀25mm)
M
8"
T
3
Sv
5+
W
2
Ld
6+
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

ABILITIES
FACTION: Power From Pain
Lhamaean: While this unit contains one or more Lhamaean models, weapons equipped by models in this unit have the [LETHAL HITS] ability.
Medusae: In your Shooting phase, after this unit has shot, if any of those attacks made with its eyeburst scored a hit against an enemy INFANTRY unit, that INFANTRY unit must take a Battle-shock test.
Sslyth: While this unit contains one or more Sslyth models, each time an attack targets this unit, subtract 1 from the Wound roll.
Ur-ghul: While this unit contains one or more Ur-ghul models, this unit has the Fights First 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
85
COURT OF THE ARCHON
In the Declare Battle Formations step, this unit can join one KABALITE WARRIORS unit from your army that is being led by an ARCHON (a KABALITE WARRIORS 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 unit, and its Starting Strength is increased accordingly.
KEYWORDS: INFANTRY, KABAL, AELDARI, COURT OF THE ARCHON
FACTION KEYWORDS:


Cronos
(⌀60mm flying base)
M
7"
T
7
Sv
3+
W
7
Ld
6+
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
Spirit-leech tentacles
Melee
4
4+
5
0
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 (Aura): Each time a Pain token is removed from your Pain token pool to Empower a unit, if that Empowered unit is within 9" of this unit, roll one D6: on a 4+, you gain 1 Pain token.
UNIT COMPOSITION
  • 1-2 Cronos
Every Cronos is equipped with: spirit syphon; spirit-leech tentacles.
1 model
50
2 models
100
KEYWORDS: MONSTER, HAEMONCULUS COVENS, FLY, AELDARI, CRONOS
FACTION KEYWORDS:


Grotesques
(⌀40mm)
M
7"
T
5
Sv
6+
W
4
Ld
6+
OC
1
INVULNERABLE SAVE
6+
RANGED WEAPONS
RANGE
A
BS
S
AP
D
Liquifier gun [torrent]
Liquifier gun [torrent]
12"
D6
N/A
4
-1
1
MELEE WEAPONS
RANGE
A
WS
S
AP
D
Monstrous weapons
Monstrous weapons
Melee
4
3+
5
-1
2
WARGEAR OPTIONS
  • Any number of models can each be equipped with 1 liquifier gun.

ABILITIES
CORE: Feel No Pain 5+
FACTION: Power From Pain
Mindless Killing Machines: 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 4+, do not remove it from play; that destroyed model can fight after the attacking model’s unit has finished making its attacks, and it is then removed from play.
UNIT COMPOSITION
  • 3-6 Grotesques
Every model is equipped with: monstrous weapons.
3 models
90
6 models
180
KEYWORDS: INFANTRY, HAEMONCULUS COVENS, AELDARI, GROTESQUES
FACTION KEYWORDS:


Hellions
(⌀32mm flying base)
M
14"
T
4
Sv
5+
W
2
Ld
6+
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
Helliarch weapon [anti-infantry 3+, sustained hits 1]
Helliarch weapon [anti-infantry 3+, sustained hits 1]
Melee
5
3+
3
-1
1
Hellglaive [sustained hits 1]
Hellglaive [sustained hits 1]
Melee
3
3+
4
-1
2
WARGEAR OPTIONS
  • The Helliarch can be equipped with 1 phantasm grenade launcher.
  • The Helliarch’s hellglaive can be replaced with 1 splinter pistol and 1 Helliarch weapon.

ABILITIES
FACTION: Power From Pain
Hit and Run: This unit is eligible to shoot and declare a charge in a turn in which it Fell Back.
WARGEAR ABILITIES
Phantasm Grenade Launcher: The bearer’s unit has the Grenades keyword.
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:


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
3
3+
4
-2
2
Demiklaives – dual blades [twin-linked]
Demiklaives – dual blades [twin-linked]
Melee
6
3+
4
-1
1
Klaive
Klaive
Melee
3
3+
4
-2
2
WARGEAR OPTIONS
  • The Klaivex’s klaive can be replaced with 1 demilklaives.

ABILITIES
FACTION: Power From Pain
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.
UNIT COMPOSITION
  • 1 Klaivex
  • 4-9 Incubi
Every model is equipped with: klaive.
5 models
75
10 models
150
KEYWORDS: INFANTRY, AELDARI, INCUBI
FACTION KEYWORDS:


Mandrakes
(⌀25mm)
M
8"
T
3
Sv
7+
W
1
Ld
6+
OC
1
INVULNERABLE SAVE
5+
RANGED WEAPONS
RANGE
A
BS
S
AP
D
Baleblast [assault, devastating wounds]
Baleblast [assault, devastating wounds]
18"
2
3+
5
0
1
MELEE WEAPONS
RANGE
A
WS
S
AP
D
Glimmersteel blade
Glimmersteel blade
Melee
3
3+
5
0
1
WARGEAR OPTIONS
  • None

ABILITIES
CORE: Infiltrators, Stealth
FACTION: Power From Pain
Fade Away: At the end of your opponent’s turn, if this unit is not within Engagement Range of one or more enemy units, you can remove this unit from the battlefield. In the Reinforcements step of your next Movement phase, set it up anywhere on the battlefield that is more than 9" horizontally away from all enemy models. If the battle ends and this unit is not on the battlefield, it is destroyed.
UNIT COMPOSITION
  • 1 Nightfiend
  • 4-9 Mandrakes
Every model is equipped with: baleblast; glimmersteel blade.
5 models
65
10 models
130
KEYWORDS: INFANTRY, AELDARI, MANDRAKES
FACTION KEYWORDS:


Ravager
(⌀Use model)
M
14"
T
9
Sv
4+
W
11
Ld
6+
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+
5
-2
2
MELEE WEAPONS
RANGE
A
WS
S
AP
D
Bladevanes
Bladevanes
Melee
3
4+
6
0
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
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 a unit has a Starting Strength of 1, this ability only applies if the target has its starting number of wounds.
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:


Razorwing Jetfighter
(⌀120 x 92mm flying base)
M
20+"
T
8
Sv
4+
W
10
Ld
6+
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
Disintegrator
36"
3
3+
5
-2
2
Razorwing missiles – monoscythe missiles [blast]
Razorwing missiles – monoscythe missiles [blast]
48"
D6
3+
6
-1
2
Razorwing missiles – nuerotoxin missiles [anti-infantry 2+, blast]
Razorwing missiles – nuerotoxin 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
-1
1
Twin splinter rifle [anti-infantry 3+, assault, rapid fire 1, twin-linked]
Twin splinter rifle [anti-infantry 3+, assault, rapid fire 1, twin-linked]
24"
1
3+
2
0
1
Splinter cannon [anti-infantry 3+, sustained hits 1]
Splinter cannon [anti-infantry 3+, sustained hits 1]
36"
3
3+
3
-1
2
MELEE WEAPONS
RANGE
A
WS
S
AP
D
Bladed wings
Bladed wings
Melee
3
4+
6
0
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
Ground Attack Craft: Each time this model 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:


Reavers
(⌀32mm flying base)
M
16"
T
4
Sv
4+
W
2
Ld
6+
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
Agoniser [anti-infantry 3+]
Agoniser [anti-infantry 3+]
Melee
4
3+
3
-1
1
Bladevanes
Bladevanes
Melee
3
3+
4
0
1
WARGEAR OPTIONS
  • For every 3 models in this unit, 1 model can be equipped with one of the following:
    • 1 grav-talon
    • 1 cluster caltrops
  • 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
  • The Arena Champion can be equipped with 1 agoniser.

ABILITIES
FACTION: Power From Pain
Eviscerating Fly-by: Each time this unit ends a Normal move, you can select one enemy unit (excluding MONSTER and VEHICLE units) that it moved over during that move. If you do, roll one D6 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 the [LANCE] ability.
UNIT COMPOSITION
  • 1 Arena Champion
  • 2-5 Reavers
Every model is equipped with: splinter pistol; splinter rifle; bladevanes.
3 models
60
6 models
120
KEYWORDS: MOUNTED, WYCH CULT, FLY, AELDARI, REAVERS
FACTION KEYWORDS:


Scourges
(⌀32mm)
M
14"
T
3
Sv
4+
W
1
Ld
6+
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
Drukhari haywire blaster [anti-vehicle 4+, devastating wounds, heavy]
Drukhari 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
Solarite weapon [anti-infantry 3+]
Solarite weapon [anti-infantry 3+]
Melee
3
3+
3
-1
1
Close combat weapon
Close combat weapon
Melee
2
3+
3
0
1
WARGEAR OPTIONS
  • The Solarite can be equipped with 1 Solarite weapon.
  • The Solarite can replace its shardcarbine with one of the following:
    • 1 blast pistol
    • 1 splinter pistol
  • Up to 4 Scourges can each replace their shardcarbine with one of the following:
    • 1 blaster
    • 1 dark lance
    • 1 Drukhari haywire blaster
    • 1 heat lance
    • 1 shredder
    • 1 splinter cannon

ABILITIES
CORE: Deep Strike
FACTION: Power From Pain
Winged Strike: In your Shooting phase, after this unit has shot, if it is not within Engagement Range of any 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
  • 4-9 Scourges
Every model is equipped with: shardcarbine; close combat weapon.
5 models
110
10 models
220
KEYWORDS: INFANTRY, FLY, GRENADES, JUMP PACK, AELDARI, SCOURGES
FACTION KEYWORDS:


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

ABILITIES
CORE: Deadly Demise 1, Feel No Pain 5+
FACTION: Power From Pain
Pain Engine: If this unit destroys an enemy unit, until the end of the battle, it is Empowered.
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:


Voidraven Bomber
(⌀120 x 92mm flying base)
M
20+"
T
9
Sv
4+
W
12
Ld
6+
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
-1
1
MELEE WEAPONS
RANGE
A
WS
S
AP
D
Bladed wings
Bladed wings
Melee
3
4+
6
0
1
WARGEAR OPTIONS
  • The model’s 2 void lances can be replaced with 2 dark scythes.
  • This model can be equipped with 1 Voidraven missiles.

ABILITIES
CORE: Deadly Demise D3, Stealth
FACTION: Power From Pain
Void Mine: Once per battle, after this unit ends a Normal move, you can select one enemy model it moved over during that move and roll one D6 for each enemy unit within D6" of that enemy 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
215
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:


Tantalus
(⌀Use model)
M
16"
T
10
Sv
4+
W
18
Ld
6+
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
Dire scythe blades
Melee
6
4+
8
-1
2
WARGEAR OPTIONS
  • None

ABILITIES
CORE: Deadly Demise D6, Deep Strike, Firing Deck 16
FACTION: Power From Pain
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 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:


Raven Strike Fighter
(⌀120 x 92mm flying base)
M
20+"
T
8
Sv
4+
W
10
Ld
6+
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
1
MELEE WEAPONS
RANGE
A
WS
S
AP
D
Bladed wings
Bladed wings
Melee
3
4+
6
0
1
WARGEAR OPTIONS
  • None

ABILITIES
CORE: Deadly Demise D3, Stealth
FACTION: Power From Pain
Strafing Run: Each time this model makes a ranged attack that targets a unit that cannot 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
130
KEYWORDS: VEHICLE, FLY, AIRCRAFT, AELDARI, RAVEN STRIKE FIGHTER
FACTION KEYWORDS:


Reaper
(⌀Use model)
M
14"
T
9
Sv
4+
W
11
Ld
6+
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
-1
1
MELEE WEAPONS
RANGE
A
WS
S
AP
D
Bladevanes
Bladevanes
Melee
3
4+
6
0
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
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
95
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:
Alternative models by Artel W:

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 (pg 12), 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.

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

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

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

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

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

MOVEMENT PHASE or CHARGE PHASE

SHOOTING PHASE or FIGHT PHASE
  • Empowered in the Shooting or Fight phase:
    • Each time a model in that unit makes an attack, you can re-roll the Hit roll and, if it is a melee attack, improve the Armour Penetration characteristic of that attack by 1.
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.
6. Select Warlord
Select one CHARACTER model from your army to be your Warlord – this will be the leader of your army – and make a note of this on your Army Roster. Your Warlord gains the WARLORD keyword.
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.

The KABAL keyword is used in the following Drukhari datasheets:

Characters

The CHARACTER keyword is used in the following Drukhari datasheets:

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, if one or more models attack with Hazardous weapons, then after that unit has resolved all of its attacks, you must take one Hazardous test for each Hazardous weapon that was just used by rolling one D6. For each roll of 1, that test is failed and one model in that unit equipped with a Hazardous weapon is destroyed (selected by the controlling player), unless that model is a CHARACTER, MONSTER or VEHICLE, in which case it suffers 3 mortal wounds instead. Note that if you selected a CHARACTER model in an Attached unit, the mortal wounds suffered must be allocated to that model first, even if there is another model in that unit that has lost one or more wounds or has had attacks allocated to it this phase.

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 as no models in the unit are CHARACTERS, MONSTERS or VEHICLES, one of those models is destroyed.

  • After a unit shoots or fights, roll one Hazardous test (one D6) for each Hazardous weapon used. For each 1, one model equipped with a Hazardous weapon is destroyed (CHARACTERS, MONSTERS and VEHICLES suffer 3 mortal wounds instead).
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.
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.
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.

TARGET: That unit from your army.

EFFECT: You re-roll that roll, test or saving throw.
2. Battle-shock
In this step, you must take a Battle-shock test for each of your units on the battlefield that is Below Half-strength. To do so, roll 2D6: if the result is greater than or equal to the best Leadership characteristic in that unit, the test is passed; otherwise, the test is failed and, until the start of your next Command phase, that unit is Battle-shocked.

While a unit is Battle-shocked:

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

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

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, Fall Back or Charge move.

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

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

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

  • 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.
Invulnerable Saves

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

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

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

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

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

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

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

  • Benefit of Cover: Add 1 to armour saving throws against ranged attacks.
  • Does not apply to models with a Save of 3+ or better against attacks with an AP of 0.
  • Multiple instances are not cumulative.
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
2CP
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.
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
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.
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).
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 SUCCUBUS keyword is used in the following Drukhari datasheets:

The HAEMONCULUS keyword is used in the following Drukhari datasheets:

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

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

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

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

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

Battleline
QUICKSILVER REACTIONS
1CP
Realspace Raiders – Battle Tactic Stratagem
The hyper-fast reflexes of the Drukhari allow them to duck and weave to avoid all but the swiftest enemy strikes.
WHEN: Your opponent’s Shooting phase or the Fight phase, just after an enemy unit has selected its targets.

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

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

RESTRICTIONS: You cannot target a HAEMONCULUS COVENS unit from your army for this Stratagem.
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.
PREY ON THE WEAK
1CP
Realspace Raiders – Battle Tactic Stratagem
The scent of a foe in pain draws Drukhari to it like hungry predators to an injured beast, their senses sharpening at its tang.
WHEN: Your Shooting phase.

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

EFFECT: Until the end of the phase, each time a model in your unit makes an attack that targets that enemy unit, you can re-roll the Wound roll.

The AIRCRAFT keyword is used in the following Drukhari datasheets:

Embark
If a unit makes a Normal, Advance or Fall Back move, and every model in that unit ends that move within 3" of a friendly TRANSPORT model, they can embark within it. A unit cannot embark if it has already disembarked from a TRANSPORT model in the same phase. Remove the unit from the battlefield and place it to one side – it is now embarked within that TRANSPORT model. Unless otherwise stated, units cannot do anything or be affected in any way while they are embarked.

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

The TRANSPORT keyword is used in the following Drukhari datasheets:

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

TARGET: One unit from your army (excluding AIRCRAFT).

EFFECT: Your unit can immediately make a Normal move.

RESTRICTIONS: Until the end of the turn, your unit is not eligible to declare a charge and that unit cannot embark within a TRANSPORT at the end of this move.
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.
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.
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.
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 disembarked from a TRANSPORT this turn and has not been selected to shoot this phase.

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

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

Dedicated Transports
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.
Realspace Raiders
Rеalspace Raiders Detachment

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

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

Designer’s Note: These are all cumulative, so if your army contains at least one Archon, at least one Succubus and at least one Haemonculus, you would start the battle with an additional 3 Pain tokens.
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, that unit’s ranged weapons have the [IGNORES COVER] ability and that unit’s melee weapons have the [LANCE] ability.
  • The Art of Pain
    25 pts
Rеalspace Raiders Detachment

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

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

  • Labyrinthine Cunning
    30 pts
Rеalspace Raiders Detachment

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

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

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.

  • Sadistic Fulcrum
    15 pts
Skysplinter Assault Detachment

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

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

  • Nightmare Shroud
    20 pts
Skysplinter Assault Detachment

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

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.

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
    20 pts
Skysplinter Assault Detachment

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

model only. While the bearer’s unit is wholly within 6" of a friendly TRANSPORT, models in the bearer’s unit have the Benefit of Cover and the Stealth ability.

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" as if it were your Movement phase – as can any DEDICATED TRANSPORT model such a unit starts the battle embarked within (provided only models with this ability are embarked within that DEDICATED TRANSPORT model). 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.
Devastating Wounds

Some weapons can inflict strikes of such power that they make a mockery of armour

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.

  • Saving throws cannot be made against Critical Wounds scored by this weapon (including invulnerable saving throws).
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.

The FLY keyword is used in the following Drukhari datasheets:

Characters
Dedicated Transports

The MOUNTED keyword is used in the following Drukhari datasheets:

Characters
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.
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.

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

Mortal Wounds

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

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

Unlike damage inflicted by normal attacks, excess damage from mortal wounds is not lost if the damage can be allocated to another model. Instead, keep allocating damage to another model in the target unit until either all the damage has been allocated or the target unit is destroyed.

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

  • Each mortal wound inflicted on a unit causes one model in that unit to lose one wound.
  • No saving throws can be made against mortal wounds.
  • Mortal wounds inflicted by attacks always apply after any normal damage, even if that damage was saved.
Feel No Pain
FEEL NO PAIN

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

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

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

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

Battleline

The HAEMONCULUS keyword is used in the following Drukhari datasheets:

INSENSIBLE TO PAIN
1CP
Realspace Raiders – Battle Tactic Stratagem
The twisted creations of the Haemonculus Covens are insensible to all but the most mortal injuries.
WHEN: Your opponent’s Shooting phase or the Fight phase, just after an enemy unit has selected its targets.

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

EFFECT: Until the end of the phase, each time an attack targets your unit, subtract 1 from the Wound roll.
  • Crucible of Malediction
    10 pts
Rеalspace Raiders Detachment

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

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

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:

ACROBATIC DISPLAY
1CP
Realspace Raiders – Epic Deed Stratagem
Many Wych Cults favour spectacular gymnastic displays. Their fighters are never still, springing from one foot to the other at blinding speed.
WHEN: Your Charge phase.

TARGET: One WYCH CULT unit from your army.

EFFECT: Until the end of the phase, your unit is eligible to declare a charge even if it Fell Back or Advanced this turn.
  • Blood Dancer
    20 pts
Rеalspace Raiders Detachment

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

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

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.
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 that is not within Engagement Range of any enemy units and has not been selected to shoot this phase.

EFFECT: Select 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 unit. Roll six D6: for each 4+, that enemy unit suffers 1 mortal wound.
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:

Alternative models by Artel W:

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. Then, for each of those embarked models, you can select one ranged weapon that embarked model is equipped with. 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.

  • Firing Deck ‘x’: Each time this TRANSPORT shoots, select one weapon from up to ‘x’ models embarked within it; this TRANSPORT counts as being equipped with those weapons as well.

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.

TARGET: One VEHICLE unit from your army.

EFFECT: Until the end of the phase, after your unit ends a Charge move, select one enemy unit within Engagement Range of it, then select one melee weapon your unit is equipped with. Roll a number of D6 equal to that weapon’s Strength characteristic. If that Strength characteristic is greater than that enemy unit’s Toughness characteristic, roll two additional D6. 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 not within Engagement Range of one or more enemy units and is within 9" of the enemy unit that just ended that move.

EFFECT: Your TRANSPORT can make a Normal move of up to 6".

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

Dedicated Transports
NIGHT SHIELD
1CP
Skysplinter Assault – Wargear Stratagem
These powerful Drukhari devices occlude their raiding vehicles not only from physical sight but also targeting sensors and even psychic senses.
WHEN: Your opponent’s Shooting phase, just after an enemy unit has selected its targets.

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

EFFECT: Until the end of the phase, your unit has a 4+ invulnerable save.
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.
Starting Strength
The number of models a unit contains when it is added to your army is known as its Starting Strength.
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.
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).

The MONSTER keyword is used in the following Drukhari datasheets:

Alternative models by Artel W:

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.
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 AIRCRAFT 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.
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.
Alternative models by Artel W:

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 such a weapon fights, it can make attacks with that weapon in addition to the one it chooses to fight with. The number of attacks made with an Extra Attacks weapon cannot be modified by other rules.

  • The bearer can attack with this weapon in addition to any other weapons it can make attacks with.

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