RANGED WEAPONS | RANGE | A | BS | S | AP | D | |
| Blast pistol pistol | |||||||
| Blast pistol pistol | 6" | 1 | 3+ | 8 | -3 | D3 | |
| Blaster assault | |||||||
| Blaster assault | 18" | 1 | 3+ | 8 | -4 | D6+1 | |
| Dark lance heavy | |||||||
| Dark lance heavy | 36" | 1 | 4+ | 12 | -3 | D6+2 | |
| Haywire blaster anti-vehicle 4+ devastating wounds heavy | |||||||
| Haywire blaster anti-vehicle 4+ devastating wounds heavy | 24" | 2 | 4+ | 3 | -1 | 3 | |
| Heat lance assault heavy melta 3 | |||||||
| Heat lance assault heavy melta 3 | 18" | 1 | 4+ | 14 | -4 | D6 | |
| Shardcarbine anti-infantry 3+ assault | |||||||
| Shardcarbine anti-infantry 3+ assault | 18" | 3 | 3+ | 2 | 0 | 1 | |
| Shredder assault torrent | |||||||
| Shredder assault torrent | 18" | D6 | N/A | 6 | 0 | 1 | |
| Splinter cannon anti-infantry 3+ heavy sustained hits 1 | |||||||
| Splinter cannon anti-infantry 3+ heavy sustained hits 1 | 36" | 3 | 4+ | 3 | -1 | 2 | |
| Splinter pistol anti-infantry 3+ assault pistol | |||||||
| Splinter pistol anti-infantry 3+ assault pistol | 12" | 1 | 3+ | 2 | 0 | 1 | |
MELEE WEAPONS | RANGE | A | WS | S | AP | D | |
| Close combat weapon | |||||||
| Close combat weapon | Melee | 2 | 3+ | 3 | 0 | 1 | |
| Power weapon anti-infantry 3+ | |||||||
| Power weapon anti-infantry 3+ | Melee | 3 | 3+ | 3 | -2 | 1 | |

| YOUR 1ST TO 2ND UNITS COST | |
| 5 models | 110 |
| YOUR 3RD + UNIT COSTS | |
| 5 models | 120 |
| WARGEAR OPTIONS | |
| per Haywire blaster | 5 |
| per Dark lance | 5 |








The AELDARI keyword is used in the following Drukhari datasheets:
The BLADES FOR HIRE keyword is used in the following Drukhari datasheets:
The DRUKHARI keyword is used in the following Drukhari datasheets:
The FLY keyword is used in the following Drukhari datasheets:
The GRENADES keyword is used in the following Drukhari datasheets:
The HAEMONCULUS COVENS keyword is used in the following Drukhari datasheets:
The HARLEQUINS keyword is used in the following Drukhari datasheets:
The INFANTRY keyword is used in the following Drukhari datasheets:
The JUMP PACK keyword is used in the following Drukhari datasheets:
The KABAL keyword is used in the following Drukhari datasheets:
The SCOURGES keyword is used in the following Drukhari datasheets:
The TRANSPORT keyword is used in the following Drukhari datasheets:
The Drukhari feed on suffering and terror. Every arc of blood that jets from a blade-slit artery, every scream of agonised horror, every vertiginous moment of shock or despair experienced by their prey surges through the Drukhari like an intoxicant. As the battle rages, the denizens of the Dark City drink deep of the floodtide of pain. Sinews singing with stolen strength, motions blurred to preternatural swiftness, they howl in exhilarated bloodlust and fight all the harder to extract yet sweeter agonies from those who dare resist them.

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Many deadly weapons can inflict fatal injuries on any foe, no matter their resilience.
Each time an attack made with a [LETHAL HITS] weapon results in a critical hit, you can choose for that attack to automatically wound the target.
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The DRUKHARI and BATTLELINE keywords are used in the following Drukhari datasheets:
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The most potent weapons strike with such power that they make a mockery of armour and can cleave through several foes.
Each time an attack made with a [DEVASTATING WOUNDS] weapon results in a critical wound, the attack sequence for that attack ends and the target unit suffers a number of mortal wounds equal to the D characteristic of that weapon. These are inflicted after resolving any normal damage inflicted by those attacks.
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The DRUKHARI and INFANTRY keywords are used in the following Drukhari datasheets:
Some weapons possess a punishing rate of fire, or can land devastating flurries of blows, tearing the foe apart with relentless ferocity.
This ability always takes the form [SUSTAINED HITS X]. Each time an attack made with a [SUSTAINED HITS] weapon results in a critical hit, that attack results in a number of additional hits on the target as denoted by X.The DRUKHARI and VEHICLE keywords are used in the following Drukhari datasheets:
Those possessed of lightning-fast reactions may strike before the opponent can react.
While every model in a unit has this ability, that unit is a Fights First unit.Certain weapons are the bane of particular foes.
This ability always takes the form [ANTI-X Y+]. Each time an attack is made with an [ANTI] weapon, if the target unit has the keyword denoted by X, an unmodified wound roll of Y+ is a critical wound.The KABAL tag is used in the following Drukhari detachments:
Some units make their way to battle via tunnelling, teleportation, high-altitude descent or other extraordinary means that allow them to appear suddenly in the thick of the fighting.
During the Declare Battle Formations step, if every model in a unit has this ability, you can set it up in Reserves instead of setting it up on the battlefield. If you do, in the Reinforcements step of one of your Movement phases you can set up this unit anywhere on the battlefield that is more than 9" horizontally away from all enemy models. If a unit with the Deep Strike ability arrives from Strategic Reserves, the controlling player can choose for that unit to be set up either using the rules for Strategic Reserves or using the Deep Strike ability.Kabalite forces often prize particular targets amongst the enemy ranks, whether as a macabre trophy, the target of a contract killing, or for some other devious reason.
At the start of the first battle round, select one of the Contracts below, then select one unit from your opponent’s army that matches the ‘Contract’ description in that Contract. Until that Contract is completed, that unit is your Contract unit and KABAL and BLADES FOR HIRE units from your army have the ability stated in that Contract. At the start of your Command phase, if your Contract unit is destroyed, that Contract is completed and you gain 3 Pain tokens.The HARLEQUINS and INFANTRY keywords are used in the following Drukhari datasheets:
Weapons powered by unstable and dangerous energy sources pose a substantial risk to the wielder and those that stand beside them.
Each time a unit is selected to shoot or selected to fight, after that unit has resolved all of its attacks, make a number of hazard rolls (06.03) for that unit equal to the number of [HAZARDOUS] weapons you selected in the Select Weapons step.Folding stocks, shortened barrels or lightweight construction enable some weapons to be easily fired on the move.
Units containing one or more models with an [ASSAULT] weapon can shoot using assault shooting (10.05).High-explosive rounds can fell several warriors in a single blast, but firing them too close to comrades is unwise.
Each time you gather attack dice for a [BLAST] weapon, add one additional attack dice for every five models that were in the target unit in the Select Targets step (rounding down).Weapons designed for close-quarters fighting can be wielded effectively even in the press of melee combat.
Units containing one or more models with a [CLOSE-QUARTERS] weapon can shoot using close-quarters shooting (10.06).Pistols can be wielded even at point-blank range.
[PISTOL] and [CLOSE-QUARTERS] are identical for all rules purposes. See [CLOSE-QUARTERS].Heavy weapons are amongst the biggest guns on the battlefield, but require bracing to fire at full effect.
In your Shooting phase, each time an attack is made with a [HEAVY] weapon, add 1 to the hit roll if all of the following apply to the attacking unit:Torrent weapons project clouds of fire, gas or other lethal substances that few foes can hope to evade.
Each time an attack is made with a [TORRENT] weapon, that attack automatically hits the target.In this saedath, the Harlequins embody the Reaper, whilst their Drukhari companions are mortal killers.
At the start of the battle, DRUKHARI units from your army are winning the wager.Melta weapons are powerful heat rays whose fury is magnified at close range.
This ability always takes the form [MELTA X]. Each time a model makes an attack with a [MELTA] weapon, if the target unit was within half range of that weapon in the Select Targets step, until the attacking unit’s attacks have been resolved, add X to that weapon’s D characteristic.Directed to inflict as much suffering as possible amongst the enemy’s soldiers – on pain of their own torment – a kabal’s vicious warriors spare no opportunity to unleash deluges of painful firepower.
Friendly BLADES FOR HIRE/KABAL units’ ranged attacks have [SUSTAINED HITS 1: non-MONSTER/VEHICLE].