Drukhari – Datasheets
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Infantry Epic Hero


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


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


Lelith Hesperax
(⌀32mm)
M
8"
T
3
SV
6+
W
4
LD
6+
OC
1
INSV
4+
MELEE WEAPONS
RANGE
A
WS
S
AP
D
Lelith’s blades anti-infantry 2+ precision sustained hits 2
Lelith’s blades anti-infantry 2+ precision sustained hits 2
Melee
8
2+
3
-2
1
ABILITIES
CORE: Fights First, Leader
FACTION: Power from Pain
Brides of Death (Pain): In the Fight phase, when you select this model’s unit to fight, you can spend 1 Pain token to Empower that unit. While that unit is Empowered, each time a model in that unit makes a melee attack, improve the Strength and Armour Penetration characteristics of that attack by 1.
Blur of Blades: While this model is leading a unit, models in that unit have the Fights First ability.
Thrilling Spectacle: Once per battle, at the start of the Fight phase, this model can use this ability. If it does, until the end of the phase, this model has a 3+ invulnerable save and change the Attacks characteristic of melee weapons equipped by this model to 12.
UNIT COMPOSITION
  • 1 Lelith Hesperax – EPIC HERO
This model is equipped with: Lelith’s blades.
YOUR UNIT COSTS
1 model
80
LEADER
This model can be attached to the following unit:
KEYWORDS: INFANTRY; WYCH CULT; CHARACTER; EPIC HERO; AELDARI; SUCCUBUS; LELITH HESPERAX
FACTION KEYWORDS:
DRUKHARI
STRATAGEMS
COMMAND RE-ROLL
1CP
Core
C
INSANE BRAVERY
1CP
Core
C
FIRE OVERWATCH
1CP
Core
C
RAPID INGRESS
1CP
Core
C
HEROIC INTERVENTION
1CP
Core
C
EPIC CHALLENGE
1CP
Core
C
COUNTEROFFENSIVE
2CP
Core
C
BATTLEFIELD COMMAND
1CP
Boarding Actions – Strategic Ploy
BA
COMMAND RE-ROLL
1CP
Boarding Actions – Epic Deed
BA
INSANE BRAVERY
1CP
Boarding Actions – Epic Deed
BA
EXPLOSIVE CLEARANCE
1CP
Boarding Actions – Battle Tactic
BA
COUNTER-OFFENSIVE
2CP
Boarding Actions – Strategic Ploy
BA
POSTMORTALITY
1CP
Covenite Coterie – Epic Deed
CONNOISSEURS OF PAIN
1CP
Covenite Coterie – Battle Tactic
SYMPHONY OF SUFFERING
1CP
Covenite Coterie – Epic Deed
SCULPTING THE STAGE
1CP
Exhibition of Slaughter Stratagem
ACROBATIC DISPLAY
1CP
Exhibition of Slaughter Stratagem
PLANNED STRIKES
1CP
Exhibition of Slaughter Stratagem
DOUBLE-CROSS
1CP
Kabalite Cartel – Strategic Ploy
TAKEN ALIVE
1CP
Kabalite Cartel – Battle Tactic
EAGER FOR THE KILL
1CP
Realspace Raiders – Battle Tactic
FIGHTING SHADOWS
1CP
Realspace Raiders – Battle Tactic
INSTINCTIVE SPITE
1CP
Realspace Raiders – Battle Tactic
RAID AND FADE
2CP
Realspace Raiders – Strategic Ploy
DARK HARVEST
1CP
Realspace Raiders – Strategic Ploy
SCINTILLATING TEMPO
1CP
Reaper’s Wager – Strategic Ploy
SHORTEN THE ODDS
1CP
Reaper’s Wager – Strategic Ploy
DANCE MACABRE
2CP
Reaper’s Wager – Strategic Ploy
MALICIOUS FRENZY
1CP
Reaper’s Wager – Battle Tactic
FATEFUL ROLE
1CP
Reaper’s Wager – Strategic Ploy
MURDERER’S CIRCUS
1CP
Reaper’s Wager – Battle Tactic
PHANTASM GRENADES
1CP
Ship-killer Cult – Wargear
HYPERAGILITY
1CP
Ship-killer Cult – Battle Tactic
NO OBSTACLE
1CP
Ship-killer Cult – Strategic Ploy
TOYING WITH THE PREY
1CP
Ship-killer Cult – Strategic Ploy
POUNCE ON THE PREY
1CP
Skysplinter Assault – Strategic Ploy
SKYBORNE ANNIHILATION
1CP
Skysplinter Assault – Battle Tactic
WRAITHLIKE RETREAT
1CP
Skysplinter Assault – Strategic Ploy
SHIPBOARD SHADES
1CP
Space Lane Raiders – Battle Tactic
FEIGNED WEAKNESS
1CP
Spectacle of Spite – Strategic Ploy
PRETERNATURAL AGILITY
1CP
Spectacle of Spite – Strategic Ploy
A CHALLENGE MET
2CP
Spectacle of Spite – Battle Tactic
ACROBATIC DISPLAY
1CP
Spectacle of Spite – Battle Tactic
BERSERK FUGUE
2CP
Spectacle of Spite – Strategic Ploy
DEADLY DEBUT
1CP
Spectacle of Spite – Battle Tactic
DETACHMENT ABILITY
Callous Competition
Alliance of Agony
Combat Drugs
Exacting Cruelty
Rain Of Cruelty
Commorrite Rivalries
Appetite for Adulation


Kharseth
(⌀32mm)
M
7"
T
3
SV
6+
W
4
LD
6+
OC
1
INSV
4+
RANGED WEAPONS
RANGE
A
BS
S
AP
D
Dread of the Deep Void anti-infantry 2+ blast hazardous ignores cover psychic
Dread of the Deep Void anti-infantry 2+ blast hazardous ignores cover psychic
24"
D6+2
3+
3
-2
1
MELEE WEAPONS
RANGE
A
WS
S
AP
D
Waystave anti-infantry 2+ psychic
Waystave anti-infantry 2+ psychic
Melee
3
2+
3
0
3
WARGEAR OPTIONS
  • None

ABILITIES
CORE: Leader, Scouts 7"
FACTION: Battle Focus
Aethersense (Psychic): Enemy units that are set up on the battlefield from Reserves cannot be set up within 12" of this model.
Fury of the Void (Psychic): In your Shooting phase, after this model’s unit has shot, select one enemy unit hit by one or more attacks made with this model’s Dread of the Deep Void. Until the end of the turn, that unit is riven. Each time an AELDARI model from your army makes an attack that targets a riven unit, add 1 to the Strength characteristic of that attack.
UNIT COMPOSITION
  • 1 Kharseth – EPIC HERO
This model is equipped with: Dread of the Deep Void; Waystave.
YOUR UNIT COSTS
1 model
85
LEADER
This model can be attached to the following units:
KEYWORDS: INFANTRY; AELDARI; CHARACTER; EPIC HERO; PSYKER; ANHRATHE; KHARSETH
FACTION KEYWORDS:
DRUKHARI; ASURYANI
STRATAGEMS
COMMAND RE-ROLL
1CP
Core
C
INSANE BRAVERY
1CP
Core
C
FIRE OVERWATCH
1CP
Core
C
RAPID INGRESS
1CP
Core
C
HEROIC INTERVENTION
1CP
Core
C
EPIC CHALLENGE
1CP
Core
C
COUNTEROFFENSIVE
2CP
Core
C
BATTLEFIELD COMMAND
1CP
Boarding Actions – Strategic Ploy
BA
COMMAND RE-ROLL
1CP
Boarding Actions – Epic Deed
BA
INSANE BRAVERY
1CP
Boarding Actions – Epic Deed
BA
EXPLOSIVE CLEARANCE
1CP
Boarding Actions – Battle Tactic
BA
COUNTER-OFFENSIVE
2CP
Boarding Actions – Strategic Ploy
BA
CONNOISSEURS OF PAIN
1CP
Covenite Coterie – Battle Tactic
SYMPHONY OF SUFFERING
1CP
Covenite Coterie – Epic Deed
DOUBLE-CROSS
1CP
Kabalite Cartel – Strategic Ploy
TAKEN ALIVE
1CP
Kabalite Cartel – Battle Tactic
EAGER FOR THE KILL
1CP
Realspace Raiders – Battle Tactic
FIGHTING SHADOWS
1CP
Realspace Raiders – Battle Tactic
INSTINCTIVE SPITE
1CP
Realspace Raiders – Battle Tactic
RAID AND FADE
2CP
Realspace Raiders – Strategic Ploy
DARK HARVEST
1CP
Realspace Raiders – Strategic Ploy
SCINTILLATING TEMPO
1CP
Reaper’s Wager – Strategic Ploy
SHORTEN THE ODDS
1CP
Reaper’s Wager – Strategic Ploy
DANCE MACABRE
2CP
Reaper’s Wager – Strategic Ploy
MALICIOUS FRENZY
1CP
Reaper’s Wager – Battle Tactic
FATEFUL ROLE
1CP
Reaper’s Wager – Strategic Ploy
MURDERER’S CIRCUS
1CP
Reaper’s Wager – Battle Tactic
POUNCE ON THE PREY
1CP
Skysplinter Assault – Strategic Ploy
SKYBORNE ANNIHILATION
1CP
Skysplinter Assault – Battle Tactic
WRAITHLIKE RETREAT
1CP
Skysplinter Assault – Strategic Ploy
FEIGNED WEAKNESS
1CP
Spectacle of Spite – Strategic Ploy
DEADLY DEBUT
1CP
Spectacle of Spite – Battle Tactic
DETACHMENT ABILITY
Callous Competition
Rain Of Cruelty


Prince Yriel
(⌀40mm)
M
7"
T
3
SV
3+
W
5
LD
6+
OC
1
INSV
4+
RANGED WEAPONS
RANGE
A
BS
S
AP
D
Eye of Wrath assault pistol
Eye of Wrath assault pistol
6"
3
2+
6
-2
2
Shuriken pistol assault pistol
Shuriken pistol assault pistol
12"
1
2+
4
-1
1
MELEE WEAPONS
RANGE
A
WS
S
AP
D
Spear of Twilight lance
Spear of Twilight lance
Melee
5
2+
7
-3
3
WARGEAR OPTIONS
  • None

ABILITIES
CORE: Leader, Scouts 7"
FACTION: Battle Focus
Piratical Hero: While this model is leading a unit, each time a model in that unit makes an attack, that attack has the [SUSTAINED HITS 1] ability and add 1 to the Hit roll.
Prince of Corsairs: After both players have deployed their armies, if this unit is on the battlefield (or any TRANSPORT it is embarked within is on the battlefield), select up to three AELDARI units from your army and redeploy them. When doing so, you can set those units up in Strategic Reserves, regardless of how many units are already in Strategic Reserves.
UNIT COMPOSITION
  • 1 Prince Yriel – EPIC HERO
This model is equipped with: Eye of Wrath; shuriken pistol; Spear of Twilight.
YOUR UNIT COSTS
1 model
95
LEADER
This model can be attached to the following units:
KEYWORDS: INFANTRY; AELDARI; CHARACTER; EPIC HERO; ANHRATHE; PRINCE YRIEL
FACTION KEYWORDS:
DRUKHARI; ASURYANI
STRATAGEMS
COMMAND RE-ROLL
1CP
Core
C
INSANE BRAVERY
1CP
Core
C
FIRE OVERWATCH
1CP
Core
C
RAPID INGRESS
1CP
Core
C
HEROIC INTERVENTION
1CP
Core
C
EPIC CHALLENGE
1CP
Core
C
COUNTEROFFENSIVE
2CP
Core
C
BATTLEFIELD COMMAND
1CP
Boarding Actions – Strategic Ploy
BA
COMMAND RE-ROLL
1CP
Boarding Actions – Epic Deed
BA
INSANE BRAVERY
1CP
Boarding Actions – Epic Deed
BA
EXPLOSIVE CLEARANCE
1CP
Boarding Actions – Battle Tactic
BA
COUNTER-OFFENSIVE
2CP
Boarding Actions – Strategic Ploy
BA
CONNOISSEURS OF PAIN
1CP
Covenite Coterie – Battle Tactic
SYMPHONY OF SUFFERING
1CP
Covenite Coterie – Epic Deed
DOUBLE-CROSS
1CP
Kabalite Cartel – Strategic Ploy
TAKEN ALIVE
1CP
Kabalite Cartel – Battle Tactic
EAGER FOR THE KILL
1CP
Realspace Raiders – Battle Tactic
FIGHTING SHADOWS
1CP
Realspace Raiders – Battle Tactic
INSTINCTIVE SPITE
1CP
Realspace Raiders – Battle Tactic
RAID AND FADE
2CP
Realspace Raiders – Strategic Ploy
DARK HARVEST
1CP
Realspace Raiders – Strategic Ploy
SCINTILLATING TEMPO
1CP
Reaper’s Wager – Strategic Ploy
SHORTEN THE ODDS
1CP
Reaper’s Wager – Strategic Ploy
DANCE MACABRE
2CP
Reaper’s Wager – Strategic Ploy
MALICIOUS FRENZY
1CP
Reaper’s Wager – Battle Tactic
FATEFUL ROLE
1CP
Reaper’s Wager – Strategic Ploy
MURDERER’S CIRCUS
1CP
Reaper’s Wager – Battle Tactic
POUNCE ON THE PREY
1CP
Skysplinter Assault – Strategic Ploy
SKYBORNE ANNIHILATION
1CP
Skysplinter Assault – Battle Tactic
WRAITHLIKE RETREAT
1CP
Skysplinter Assault – Strategic Ploy
FEIGNED WEAKNESS
1CP
Spectacle of Spite – Strategic Ploy
DEADLY DEBUT
1CP
Spectacle of Spite – Battle Tactic
DETACHMENT ABILITY
Callous Competition
Rain Of Cruelty


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


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

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

Beast Character


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

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

Every Clawed Fiend is equipped with: Clawed Fiend fists.

Every Khymerae is equipped with: Khymerae talons.

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

Infantry Character


Archon
(⌀32mm)
M
7"
T
3
SV
4+
W
4
LD
6+
OC
1
INSV*
2+
* See Shadowfield ability (below)
RANGED WEAPONS
RANGE
A
BS
S
AP
D
Blast pistol pistol
Blast pistol pistol
6"
1
2+
8
-3
D3
Splinter pistol anti-infantry 3+ assault pistol
Splinter pistol anti-infantry 3+ assault pistol
12"
1
2+
2
0
1
MELEE WEAPONS
RANGE
A
WS
S
AP
D
Agoniser anti-infantry 3+
Agoniser anti-infantry 3+
Melee
6
2+
3
-2
1
Huskblade devastating wounds
Huskblade devastating wounds
Melee
4
2+
3
-2
3
Master-crafted power weapon
Master-crafted power weapon
Melee
5
2+
4
-2
2
WARGEAR OPTIONS
  • This model's splinter pistol can be replaced with one of the following:
    • 1 blast pistol
    • 1 soul trap
  • This model’s huskblade can be replaced with one of the following:
    • 1 agoniser
    • 1 master-crafted power weapon

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


Haemonculus
(⌀25mm)
M
7"
T
4
SV
5+
W
5
LD
7+
OC
1
INSV
6+
RANGED WEAPONS
RANGE
A
BS
S
AP
D
Stinger pistol anti-infantry 2+ pistol precision
Stinger pistol anti-infantry 2+ pistol precision
12"
1
2+
2
-1
D3
MELEE WEAPONS
RANGE
A
WS
S
AP
D
Haemonculus tools and scissorhands anti-infantry 2+ precision
Haemonculus tools and scissorhands anti-infantry 2+ precision
Melee
5
2+
3
-1
D3
ABILITIES
CORE: Feel No Pain 5+, Leader
FACTION: Power from Pain
Fleshcraft (Pain): In your Command phase, you can spend 1 Pain token to Empower this model’s unit. Each time you do, you can return up to D3+1 destroyed Bodyguard models to that unit.
Fear Incarnate (Aura): While an enemy unit is within 6" of this model, worsen the Leadership characteristic of models in that unit by 1. In addition, in the Battle-shock step of your opponent’s Command phase, if such an enemy unit is below its Starting Strength, it must take a Battle-shock test.
Pain Adept: In your Command phase, if one or more models from your army with this ability are on the battlefield, roll one D6: on a 4+, you gain 1 Pain token.
UNIT COMPOSITION
  • 1 Haemonculus
This model is equipped with: stinger pistol; Haemonculus tools and scissorhands.
YOUR UNIT COSTS
1 model
50
LEADER
This model can be attached to the following unit:
KEYWORDS: INFANTRY; HAEMONCULUS COVENS; CHARACTER; AELDARI; HAEMONCULUS
FACTION KEYWORDS:
DRUKHARI
STRATAGEMS
COMMAND RE-ROLL
1CP
Core
C
INSANE BRAVERY
1CP
Core
C
FIRE OVERWATCH
1CP
Core
C
RAPID INGRESS
1CP
Core
C
HEROIC INTERVENTION
1CP
Core
C
EPIC CHALLENGE
1CP
Core
C
COUNTEROFFENSIVE
2CP
Core
C
BATTLEFIELD COMMAND
1CP
Boarding Actions – Strategic Ploy
BA
COMMAND RE-ROLL
1CP
Boarding Actions – Epic Deed
BA
INSANE BRAVERY
1CP
Boarding Actions – Epic Deed
BA
EXPLOSIVE CLEARANCE
1CP
Boarding Actions – Battle Tactic
BA
COUNTER-OFFENSIVE
2CP
Boarding Actions – Strategic Ploy
BA
CONNOISSEURS OF PAIN
1CP
Covenite Coterie – Battle Tactic
ENFOLDING NIGHTMARE
1CP
Covenite Coterie – Strategic Ploy
DISTILLERS OF FEAR
2CP
Covenite Coterie – Strategic Ploy
POISONER’S ART
1CP
Covenite Coterie – Epic Deed
SYMPHONY OF SUFFERING
1CP
Covenite Coterie – Epic Deed
DOUBLE-CROSS
1CP
Kabalite Cartel – Strategic Ploy
TAKEN ALIVE
1CP
Kabalite Cartel – Battle Tactic
HORRIFYING FORM
1CP
Painbringers – Strategic Ploy
TERRIFYING AURA
1CP
Painbringers – Strategic Ploy
MOULDED MUSCULATURE
1CP
Painbringers – Battle Tactic
UNFEELING ABOMINATIONS
1CP
Painbringers – Battle Tactic
EAGER FOR THE KILL
1CP
Realspace Raiders – Battle Tactic
INSENSIBLE TO PAIN
2CP
Realspace Raiders – Battle Tactic
INSTINCTIVE SPITE
1CP
Realspace Raiders – Battle Tactic
RAID AND FADE
2CP
Realspace Raiders – Strategic Ploy
DARK HARVEST
1CP
Realspace Raiders – Strategic Ploy
SCINTILLATING TEMPO
1CP
Reaper’s Wager – Strategic Ploy
SHORTEN THE ODDS
1CP
Reaper’s Wager – Strategic Ploy
DANCE MACABRE
2CP
Reaper’s Wager – Strategic Ploy
MALICIOUS FRENZY
1CP
Reaper’s Wager – Battle Tactic
FATEFUL ROLE
1CP
Reaper’s Wager – Strategic Ploy
MURDERER’S CIRCUS
1CP
Reaper’s Wager – Battle Tactic
POUNCE ON THE PREY
1CP
Skysplinter Assault – Strategic Ploy
SKYBORNE ANNIHILATION
1CP
Skysplinter Assault – Battle Tactic
WRAITHLIKE RETREAT
1CP
Skysplinter Assault – Strategic Ploy
SHIPBOARD SHADES
1CP
Space Lane Raiders – Battle Tactic
FEIGNED WEAKNESS
1CP
Spectacle of Spite – Strategic Ploy
DEADLY DEBUT
1CP
Spectacle of Spite – Battle Tactic
URGENT METAMORPHOSIS
1CP
Tools of Torment Stratagem
DIVIDENDS OF AGONY
1CP
Tools of Torment Stratagem
DETACHMENT ABILITY
Callous Competition
Alliance of Agony
Stitchflesh Abominations
Rain Of Cruelty
Commorrite Rivalries
Regenerative Agony
ENHANCEMENTS
Archraider
15
Webway Walker
15
Conductor of Torment
20
Crucible of Malediction
15
Dark Vitality
20
Spiteful Raider
10
Phantasmal Smoke
15
Sadistic Fulcrum
15
Nightmare Shroud
20
Master Repugnomancer (Aura)
15
Master Artisan
20
Master Regenesist
25
Master Nemesine
5
Gnarlskin Experimentor
20
Power and Greed
Spiteful Demise
Rending Chain-Flails
Vile Surgeon


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


Death Jester
(⌀25mm)
M
8"
T
3
SV
6+
W
4
LD
6+
OC
1
INSV
4+
RANGED WEAPONS
RANGE
A
BS
S
AP
D
Shrieker cannon
Shrieker cannon
24"
3
2+
6
-2
2
MELEE WEAPONS
RANGE
A
WS
S
AP
D
Jester’s blade
Jester’s blade
Melee
4
2+
4
0
1
TRAVELLING PLAYERS
Unless otherwise stated, you cannot include more than one of this model in your army.
ABILITIES
CORE: Lone Operative
FACTION: Battle Focus, Disparate Paths
Death is Not Enough: In your Shooting phase, after this model has shot, select one enemy unit (excluding MONSTERS and VEHICLES) hit by one or more of those attacks. That enemy unit must take a Battle-shock test. If one or more of those attacks destroyed a model in that enemy unit, subtract 1 from that test.
Cruel Amusement: In your Shooting phase, each time this model is selected to shoot, select one of the abilities below. Until the end of the phase, this model’s shrieker cannon has that ability.
  • [IGNORES COVER]
  • [PRECISION]
  • [SUSTAINED HITS 3]
WARGEAR ABILITIES
Flip Belt: Each time the bearer’s unit makes a Normal, Advance, Fall Back or Charge move, ignore any vertical distance when determining the total distance the bearer can be moved during that move.
UNIT COMPOSITION
  • 1 Death Jester
This model is equipped with: shrieker cannon; Jester’s blade; flip belt.
YOUR UNIT COSTS
1 model
70
KEYWORDS: INFANTRY; CHARACTER; AELDARI; DEATH JESTER
FACTION KEYWORDS:
HARLEQUINS
STRATAGEMS
COMMAND RE-ROLL
1CP
Core
C
INSANE BRAVERY
1CP
Core
C
FIRE OVERWATCH
1CP
Core
C
RAPID INGRESS
1CP
Core
C
HEROIC INTERVENTION
1CP
Core
C
EPIC CHALLENGE
1CP
Core
C
COUNTEROFFENSIVE
2CP
Core
C
BATTLEFIELD COMMAND
1CP
Boarding Actions – Strategic Ploy
BA
COMMAND RE-ROLL
1CP
Boarding Actions – Epic Deed
BA
INSANE BRAVERY
1CP
Boarding Actions – Epic Deed
BA
EXPLOSIVE CLEARANCE
1CP
Boarding Actions – Battle Tactic
BA
COUNTER-OFFENSIVE
2CP
Boarding Actions – Strategic Ploy
BA
SCINTILLATING TEMPO
1CP
Reaper’s Wager – Strategic Ploy
SHORTEN THE ODDS
1CP
Reaper’s Wager – Strategic Ploy
DANCE MACABRE
2CP
Reaper’s Wager – Strategic Ploy
MALICIOUS FRENZY
1CP
Reaper’s Wager – Battle Tactic
FATEFUL ROLE
1CP
Reaper’s Wager – Strategic Ploy
MURDERER’S CIRCUS
1CP
Reaper’s Wager – Battle Tactic
DETACHMENT ABILITY
Callous Competition
ENHANCEMENTS
Archraider
15
Webway Walker
15
Reaper’s Cowl
25


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

TRAVELLING PLAYERS
Unless otherwise stated, you cannot include more than one of this model in your army.
ABILITIES
CORE: Leader, Stealth
FACTION: Battle Focus, Disparate Paths
Fog of Dreams (Psychic): While this model is leading a unit, that unit can only be selected as the target of a ranged attack if the attacking model is within 18".
Treacherous Illusion (Psychic): Melee weapons equipped by enemy models have the [HAZARDOUS] ability while targeting this model’s unit.
WARGEAR ABILITIES
Flip Belt: Each time the bearer’s unit makes a Normal, Advance, Fall Back or Charge move, ignore any vertical distance when determining the total distance the bearer can be moved during that move.
UNIT COMPOSITION
  • 1 Shadowseer
This model is equipped with: shuriken pistol; miststave; flip belt.
YOUR UNIT COSTS
1 model
50
LEADER
This model can be attached to the following unit:
KEYWORDS: INFANTRY; CHARACTER; AELDARI; PSYKER; GRENADES; SHADOWSEER
FACTION KEYWORDS:
HARLEQUINS
STRATAGEMS
COMMAND RE-ROLL
1CP
Core
C
INSANE BRAVERY
1CP
Core
C
FIRE OVERWATCH
1CP
Core
C
RAPID INGRESS
1CP
Core
C
EXPLOSIVES
1CP
Core
C
HEROIC INTERVENTION
1CP
Core
C
EPIC CHALLENGE
1CP
Core
C
COUNTEROFFENSIVE
2CP
Core
C
BATTLEFIELD COMMAND
1CP
Boarding Actions – Strategic Ploy
BA
COMMAND RE-ROLL
1CP
Boarding Actions – Epic Deed
BA
INSANE BRAVERY
1CP
Boarding Actions – Epic Deed
BA
EXPLOSIVE CLEARANCE
1CP
Boarding Actions – Battle Tactic
BA
COUNTER-OFFENSIVE
2CP
Boarding Actions – Strategic Ploy
BA
SCINTILLATING TEMPO
1CP
Reaper’s Wager – Strategic Ploy
SHORTEN THE ODDS
1CP
Reaper’s Wager – Strategic Ploy
DANCE MACABRE
2CP
Reaper’s Wager – Strategic Ploy
MALICIOUS FRENZY
1CP
Reaper’s Wager – Battle Tactic
FATEFUL ROLE
1CP
Reaper’s Wager – Strategic Ploy
MURDERER’S CIRCUS
1CP
Reaper’s Wager – Battle Tactic
DETACHMENT ABILITY
Callous Competition
ENHANCEMENTS
Archraider
15
Webway Walker
15
Reaper’s Cowl
25


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

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

Battleline


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

ABILITIES
FACTION: Power from Pain
Sadistic Raiders (Pain): In your Shooting phase or the Fight phase, when you select this unit to shoot or fight, you can spend 1 Pain token to Empower this unit. While Empowered, each time a model in this unit makes an attack, re-roll a Wound roll of 1. If the target is within range of an objective marker, you can re-roll the Wound roll instead.
Cruel Enforcers: At the end of your Command phase, if this unit is within range of an objective marker you control, that objective marker remains under your control until your opponent’s Level of Control over that objective marker is greater than yours at the end of a phase.
WARGEAR ABILITIES
Kabalite Icon: While the bearer’s unit is not Battle-shocked, add 1 to the bearer’s Objective Control characteristic.
Phantasm Grenade Launcher: The bearer’s unit has the SMOKE and GRENADES keywords.
UNIT COMPOSITION
  • 1 Sybarite
  • 9 Kabalite Warriors
Every model is equipped with: splinter rifle; close combat weapon.
YOUR UNIT COSTS
10 models
110
KEYWORDS: INFANTRY; KABAL; BATTLELINE; AELDARI; KABALITE WARRIORS
FACTION KEYWORDS:
DRUKHARI
STRATAGEMS
COMMAND RE-ROLL
1CP
Core
C
INSANE BRAVERY
1CP
Core
C
FIRE OVERWATCH
1CP
Core
C
RAPID INGRESS
1CP
Core
C
HEROIC INTERVENTION
1CP
Core
C
COUNTEROFFENSIVE
2CP
Core
C
COMMAND RE-ROLL
1CP
Boarding Actions – Epic Deed
BA
INSANE BRAVERY
1CP
Boarding Actions – Epic Deed
BA
EXPLOSIVE CLEARANCE
1CP
Boarding Actions – Battle Tactic
BA
COUNTER-OFFENSIVE
2CP
Boarding Actions – Strategic Ploy
BA
CONNOISSEURS OF PAIN
1CP
Covenite Coterie – Battle Tactic
SYMPHONY OF SUFFERING
1CP
Covenite Coterie – Epic Deed
PRIORITISED VICTIM
1CP
Kabalite Agonysts Stratagem
KILLERS FROM THE DARK SPIRES
1CP
Kabalite Agonysts Stratagem
SHADOWS’ REACH
1CP
Kabalite Agonysts Stratagem
TAILORED TOXINS
1CP
Kabalite Cartel – Epic Deed
MAKING A POINT
1CP
Kabalite Cartel – Battle Tactic
DEADLY DECEIVERS
1CP
Kabalite Cartel – Strategic Ploy
DOUBLE-CROSS
1CP
Kabalite Cartel – Strategic Ploy
TAKEN ALIVE
1CP
Kabalite Cartel – Battle Tactic
DECKPLATE SWEEPERS
1CP
Kabalite Corsairs – Battle Tactic
TAKE THEM ALIVE
1CP
Kabalite Corsairs – Strategic Ploy
ELUSIVE DUELLISTS
1CP
Kabalite Corsairs – Battle Tactic
OPPORTUNISTIC THIEVES
1CP
Kabalite Corsairs – Strategic Ploy
EAGER FOR THE KILL
1CP
Realspace Raiders – Battle Tactic
FIGHTING SHADOWS
1CP
Realspace Raiders – Battle Tactic
INSTINCTIVE SPITE
1CP
Realspace Raiders – Battle Tactic
RAID AND FADE
2CP
Realspace Raiders – Strategic Ploy
DARK HARVEST
1CP
Realspace Raiders – Strategic Ploy
SCINTILLATING TEMPO
1CP
Reaper’s Wager – Strategic Ploy
SHORTEN THE ODDS
1CP
Reaper’s Wager – Strategic Ploy
DANCE MACABRE
2CP
Reaper’s Wager – Strategic Ploy
MALICIOUS FRENZY
1CP
Reaper’s Wager – Battle Tactic
FATEFUL ROLE
1CP
Reaper’s Wager – Strategic Ploy
MURDERER’S CIRCUS
1CP
Reaper’s Wager – Battle Tactic
POUNCE ON THE PREY
1CP
Skysplinter Assault – Strategic Ploy
SKYBORNE ANNIHILATION
1CP
Skysplinter Assault – Battle Tactic
WRAITHLIKE RETREAT
1CP
Skysplinter Assault – Strategic Ploy
SHIPBOARD SHADES
1CP
Space Lane Raiders – Battle Tactic
VETERAN PIRATES
1CP
Space Lane Raiders – Strategic Ploy
FEIGNED WEAKNESS
1CP
Spectacle of Spite – Strategic Ploy
DEADLY DEBUT
1CP
Spectacle of Spite – Battle Tactic
LED BY
This unit can be led by the following units:
DETACHMENT ABILITY
Callous Competition
Alliance of Agony
Murderous Agenda
Contracted Harvest
Rain Of Cruelty
Raid and Pillage


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

ABILITIES
FACTION: Power from Pain
Experimental Enhancements (Pain): In the Fight phase, when you select this unit to fight, you can spend 1 Pain token to Empower this unit. Each time you do, select one of the following to apply to this unit until the end of the phase:
  • Melee weapons equipped by non-CHARACTER models in this unit have an Attacks characteristic of 3.
  • Melee weapons equipped by non-CHARACTER models in this unit have an Attacks characteristic of 4 and the [HAZARDOUS] ability.
Torturer’s Craft: In your Shooting phase and the Fight phase, after this unit has shot or fought, select one enemy unit (excluding VEHICLES) hit by one or more of those attacks. That unit must take a Battle-shock test.
UNIT COMPOSITION
  • 1 Acothyst
  • 4-9 Wracks
Every model is equipped with: twin torturer’s tools.
YOUR UNIT COSTS
5 models
60
8 models
100
10 models
120
KEYWORDS: INFANTRY; BATTLELINE; HAEMONCULUS COVENS; AELDARI; WRACKS
FACTION KEYWORDS:
DRUKHARI
STRATAGEMS
COMMAND RE-ROLL
1CP
Core
C
INSANE BRAVERY
1CP
Core
C
FIRE OVERWATCH
1CP
Core
C
RAPID INGRESS
1CP
Core
C
HEROIC INTERVENTION
1CP
Core
C
COUNTEROFFENSIVE
2CP
Core
C
COMMAND RE-ROLL
1CP
Boarding Actions – Epic Deed
BA
INSANE BRAVERY
1CP
Boarding Actions – Epic Deed
BA
EXPLOSIVE CLEARANCE
1CP
Boarding Actions – Battle Tactic
BA
COUNTER-OFFENSIVE
2CP
Boarding Actions – Strategic Ploy
BA
CONNOISSEURS OF PAIN
1CP
Covenite Coterie – Battle Tactic
ENFOLDING NIGHTMARE
1CP
Covenite Coterie – Strategic Ploy
DISTILLERS OF FEAR
2CP
Covenite Coterie – Strategic Ploy
POISONER’S ART
1CP
Covenite Coterie – Epic Deed
SYMPHONY OF SUFFERING
1CP
Covenite Coterie – Epic Deed
DOUBLE-CROSS
1CP
Kabalite Cartel – Strategic Ploy
TAKEN ALIVE
1CP
Kabalite Cartel – Battle Tactic
HORRIFYING FORM
1CP
Painbringers – Strategic Ploy
TERRIFYING AURA
1CP
Painbringers – Strategic Ploy
MOULDED MUSCULATURE
1CP
Painbringers – Battle Tactic
UNFEELING ABOMINATIONS
1CP
Painbringers – Battle Tactic
EAGER FOR THE KILL
1CP
Realspace Raiders – Battle Tactic
INSENSIBLE TO PAIN
2CP
Realspace Raiders – Battle Tactic
INSTINCTIVE SPITE
1CP
Realspace Raiders – Battle Tactic
RAID AND FADE
2CP
Realspace Raiders – Strategic Ploy
DARK HARVEST
1CP
Realspace Raiders – Strategic Ploy
SCINTILLATING TEMPO
1CP
Reaper’s Wager – Strategic Ploy
SHORTEN THE ODDS
1CP
Reaper’s Wager – Strategic Ploy
DANCE MACABRE
2CP
Reaper’s Wager – Strategic Ploy
MALICIOUS FRENZY
1CP
Reaper’s Wager – Battle Tactic
FATEFUL ROLE
1CP
Reaper’s Wager – Strategic Ploy
MURDERER’S CIRCUS
1CP
Reaper’s Wager – Battle Tactic
POUNCE ON THE PREY
1CP
Skysplinter Assault – Strategic Ploy
SKYBORNE ANNIHILATION
1CP
Skysplinter Assault – Battle Tactic
WRAITHLIKE RETREAT
1CP
Skysplinter Assault – Strategic Ploy
SHIPBOARD SHADES
1CP
Space Lane Raiders – Battle Tactic
CREW-THIEVES
1CP
Space Lane Raiders – Battle Tactic
FEIGNED WEAKNESS
1CP
Spectacle of Spite – Strategic Ploy
DEADLY DEBUT
1CP
Spectacle of Spite – Battle Tactic
URGENT METAMORPHOSIS
1CP
Tools of Torment Stratagem
DIVIDENDS OF AGONY
1CP
Tools of Torment Stratagem
LED BY
This unit can be led by the following units:
DETACHMENT ABILITY
Callous Competition
Alliance of Agony
Stitchflesh Abominations
Rain Of Cruelty
Regenerative Agony


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

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


Corsair Voidreavers
(⌀28.5mm)
M
7"
T
3
SV
4+
W
1
LD
7+
OC
2
RANGED WEAPONS
RANGE
A
BS
S
AP
D
Blaster assault
Blaster assault
18"
1
3+
8
-4
D6+1
Neuro disruptor anti-infantry 2+ assault pistol
Neuro disruptor anti-infantry 2+ assault pistol
12"
1
3+
4
-2
1
Shredder assault torrent
Shredder assault torrent
18"
D6
N/A
6
0
1
Shuriken cannon lethal hits
Shuriken cannon lethal hits
24"
3
3+
6
-1
2
Shuriken pistol assault pistol
Shuriken pistol assault pistol
12"
1
3+
4
-1
1
Shuriken rifle assault rapid fire 1
Shuriken rifle assault rapid fire 1
24"
1
3+
4
-1
1
Wraithcannon
Wraithcannon
18"
1
3+
14
-4
D6+1
MELEE WEAPONS
RANGE
A
WS
S
AP
D
Close combat weapon
Close combat weapon
Melee
2
3+
3
0
1
Power sword
Power sword
Melee
2
3+
4
-2
1
WARGEAR OPTIONS
  • The Voidreaver Felarch’s shuriken pistol can be replaced with one of the following:
    • 1 neuro disruptor
    • 1 shuriken rifle
  • The Voidreaver Felarch can be equipped with:
    • 1 mistshield
  • Any number of Corsair Voidreavers in this unit can each have their shuriken pistol and power sword replaced with 1 shuriken rifle.
  • For every 5 models in this unit, 1 Corsair Voidreaver’s power sword or shuriken rifle can be replaced with one of the following:
    • 1 blaster
    • 1 shredder
  • If this unit contains 10 models, 1 Corsair Voidreaver’s shuriken rifle can be replaced with one of the following:
    • 1 shuriken cannon
    • 1 wraithcannon

ABILITIES
CORE: Scouts 7"
FACTION: Battle Focus
Reavers of the Void: Each time a model in this unit makes an attack, re-roll a Hit roll of 1. If the target of that attack is within range of an objective marker, you can re-roll the Hit roll instead.
WARGEAR ABILITIES
Mistshield: The bearer has a 4+ invulnerable save.
UNIT COMPOSITION
  • 1 Voidreaver Felarch
  • 4-9 Corsair Voidreavers
Every model is equipped with: shuriken pistol; power sword; close combat weapon.
YOUR UNIT COSTS
5 models
65
10 models
110
KEYWORDS: INFANTRY; BATTLELINE; AELDARI; GRENADES; ANHRATHE; CORSAIR VOIDREAVERS
FACTION KEYWORDS:
DRUKHARI; ASURYANI
STRATAGEMS
COMMAND RE-ROLL
1CP
Core
C
INSANE BRAVERY
1CP
Core
C
FIRE OVERWATCH
1CP
Core
C
RAPID INGRESS
1CP
Core
C
EXPLOSIVES
1CP
Core
C
HEROIC INTERVENTION
1CP
Core
C
COUNTEROFFENSIVE
2CP
Core
C
COMMAND RE-ROLL
1CP
Boarding Actions – Epic Deed
BA
INSANE BRAVERY
1CP
Boarding Actions – Epic Deed
BA
EXPLOSIVE CLEARANCE
1CP
Boarding Actions – Battle Tactic
BA
COUNTER-OFFENSIVE
2CP
Boarding Actions – Strategic Ploy
BA
CONNOISSEURS OF PAIN
1CP
Covenite Coterie – Battle Tactic
SYMPHONY OF SUFFERING
1CP
Covenite Coterie – Epic Deed
DOUBLE-CROSS
1CP
Kabalite Cartel – Strategic Ploy
TAKEN ALIVE
1CP
Kabalite Cartel – Battle Tactic
EAGER FOR THE KILL
1CP
Realspace Raiders – Battle Tactic
FIGHTING SHADOWS
1CP
Realspace Raiders – Battle Tactic
INSTINCTIVE SPITE
1CP
Realspace Raiders – Battle Tactic
RAID AND FADE
2CP
Realspace Raiders – Strategic Ploy
DARK HARVEST
1CP
Realspace Raiders – Strategic Ploy
SCINTILLATING TEMPO
1CP
Reaper’s Wager – Strategic Ploy
SHORTEN THE ODDS
1CP
Reaper’s Wager – Strategic Ploy
DANCE MACABRE
2CP
Reaper’s Wager – Strategic Ploy
MALICIOUS FRENZY
1CP
Reaper’s Wager – Battle Tactic
FATEFUL ROLE
1CP
Reaper’s Wager – Strategic Ploy
MURDERER’S CIRCUS
1CP
Reaper’s Wager – Battle Tactic
POUNCE ON THE PREY
1CP
Skysplinter Assault – Strategic Ploy
SKYBORNE ANNIHILATION
1CP
Skysplinter Assault – Battle Tactic
WRAITHLIKE RETREAT
1CP
Skysplinter Assault – Strategic Ploy
FEIGNED WEAKNESS
1CP
Spectacle of Spite – Strategic Ploy
DEADLY DEBUT
1CP
Spectacle of Spite – Battle Tactic
DETACHMENT ABILITY
Callous Competition
Rain Of Cruelty

Dedicated Transports


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

VANGUARD OF THE DARK CITY
Masters of the Shadowed Sky: At the end of your Command phase, if this model is within range of an objective marker you control, and if one or more KABALITE WARRIORS units are embarked within it, that objective marker remains under your control until your opponent’s Level of Control over that objective marker is greater than yours at the end of a phase.
Speed of the Kill: Each time a WYCHES unit disembarks from this model (excluding Emergency Disembarkations), models in that WYCHES unit must be set up wholly within 6" of this model.
Visions of Butchery: While one or more WRACKS units are embarked within this model, for each WRACKS model embarked within this model, add 1 to the Attacks characteristic of this model’s bladevanes and chainsnares.
Aethersails: While one or more DRUKHARI units are embarked within this model, you can re-roll Advance and Charge rolls made for this model.
ABILITIES
CORE: Deadly Demise D3, Deep Strike, Firing Deck 11
FACTION: Power from Pain
Splinter Racks (Pain): In your Shooting phase, when you select this model to shoot, you can spend 1 Pain token to Empower this model. While Empowered, if one or more units are embarked within this model, each time this model makes an attack with a ranged weapon that has the [ANTI] ability, you can re-roll the Hit roll.
Vanguard of the Dark City: At the start of your Command phase, select one of the abilities in the Vanguard of the Dark City section (see above) for this model. Until the start of your next Command phase, this model has that ability.
UNIT COMPOSITION
  • 1 Raider
This model is equipped with: dark lance; bladevanes and chainsnares.
YOUR 1ST TO 3RD UNITS COST
1 model
75
YOUR 4TH + UNIT COSTS
1 model
85
TRANSPORT
This model has a transport capacity of 11 DRUKHARI INFANTRY models (excluding JUMP PACK models).
KEYWORDS: VEHICLE; TRANSPORT; DEDICATED TRANSPORT; FLY; FRAME; AELDARI; RAIDER
FACTION KEYWORDS:
DRUKHARI
STRATAGEMS
COMMAND RE-ROLL
1CP
Core
C
INSANE BRAVERY
1CP
Core
C
FIRE OVERWATCH
1CP
Core
C
RAPID INGRESS
1CP
Core
C
CRUSHING IMPACT
1CP
Core
C
COUNTEROFFENSIVE
2CP
Core
C
COMMAND RE-ROLL
1CP
Boarding Actions – Epic Deed
BA
INSANE BRAVERY
1CP
Boarding Actions – Epic Deed
BA
EXPLOSIVE CLEARANCE
1CP
Boarding Actions – Battle Tactic
BA
COUNTER-OFFENSIVE
2CP
Boarding Actions – Strategic Ploy
BA
CONNOISSEURS OF PAIN
1CP
Covenite Coterie – Battle Tactic
SYMPHONY OF SUFFERING
1CP
Covenite Coterie – Epic Deed
TAKEN ALIVE
1CP
Kabalite Cartel – Battle Tactic
EAGER FOR THE KILL
1CP
Realspace Raiders – Battle Tactic
FIGHTING SHADOWS
1CP
Realspace Raiders – Battle Tactic
INSTINCTIVE SPITE
1CP
Realspace Raiders – Battle Tactic
RAID AND FADE
2CP
Realspace Raiders – Strategic Ploy
DARK HARVEST
1CP
Realspace Raiders – Strategic Ploy
SCINTILLATING TEMPO
1CP
Reaper’s Wager – Strategic Ploy
SHORTEN THE ODDS
1CP
Reaper’s Wager – Strategic Ploy
MALICIOUS FRENZY
1CP
Reaper’s Wager – Battle Tactic
FATEFUL ROLE
1CP
Reaper’s Wager – Strategic Ploy
MURDERER’S CIRCUS
1CP
Reaper’s Wager – Battle Tactic
SWOOPING MOCKERY
1CP
Skysplinter Assault – Strategic Ploy
NIGHT SHIELD
1CP
Skysplinter Assault – Wargear
VICIOUS BLADES
1CP
Skysplinter Assault – Strategic Ploy
FEIGNED WEAKNESS
1CP
Spectacle of Spite – Strategic Ploy
DEADLY DEBUT
1CP
Spectacle of Spite – Battle Tactic
DETACHMENT ABILITY
Callous Competition


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

ABILITIES
CORE: Deadly Demise 1, Deep Strike, Firing Deck 6, Stealth
FACTION: Power from Pain
Rapid Deployment (Pain): In your Movement phase, when you select this model to Advance, you can spend 1 Pain token to Empower this model. While Empowered, units can disembark from this model after it has Advanced. Units that do so count as having made a Normal move that phase, and cannot declare a charge in the same turn, but can otherwise act normally in the remainder of the turn.
Aerialists: At the end of the Fight phase, if there are no models currently embarked within this TRANSPORT, you can select one friendly DRUKHARI INFANTRY unit that has 6 or fewer models that is wholly within 6" of this TRANSPORT (you cannot select a unit that can FLY). Unless that unit is within Engagement Range of one or more enemy units, it can embark within this TRANSPORT. That unit can embark within this TRANSPORT in a turn it disembarked from this TRANSPORT.
UNIT COMPOSITION
  • 1 Venom
This model is equipped with: splinter cannon; twin splinter rifle; bladevanes.
YOUR 1ST TO 3RD UNITS COST
1 model
65
YOUR 4TH + UNIT COSTS
1 model
75
TRANSPORT
This model has a transport capacity of 6 DRUKHARI INFANTRY models (excluding JUMP PACK models).

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


Starweaver
(⌀65mm)
M
14"
T
6
SV
4+
W
6
LD
6+
OC
2
INSV
4+
RANGED WEAPONS
RANGE
A
BS
S
AP
D
Shuriken cannon lethal hits
Shuriken cannon lethal hits
24"
3
3+
6
-1
2
MELEE WEAPONS
RANGE
A
WS
S
AP
D
Close combat weapon
Close combat weapon
Melee
4
3+
3
0
1
ABILITIES
CORE: Deadly Demise 1, Firing Deck 6
FACTION: Battle Focus, Disparate Paths
Rapid Embarkation: At the end of the Fight phase, if there are no models currently embarked within this TRANSPORT, you can select one friendly HARLEQUINS INFANTRY unit that has 6 or fewer models that is wholly within 6" of this TRANSPORT. Unless that unit is within Engagement Range of one or more enemy units, it can embark within this TRANSPORT. That unit can embark within this TRANSPORT in a turn it disembarked from this TRANSPORT.
UNIT COMPOSITION
  • 1 Starweaver
This model is equipped with: 2 shuriken cannons; close combat weapon.
YOUR 1ST TO 3RD UNITS COST
1 model
70
YOUR 4TH + UNIT COSTS
1 model
80
TRANSPORT
This model has a transport capacity of 6 HARLEQUINS INFANTRY models.
KEYWORDS: VEHICLE; AELDARI; TRANSPORT; DEDICATED TRANSPORT; SMOKE; FLY; FRAME; STARWEAVER
FACTION KEYWORDS:
HARLEQUINS
STRATAGEMS
COMMAND RE-ROLL
1CP
Core
C
INSANE BRAVERY
1CP
Core
C
FIRE OVERWATCH
1CP
Core
C
RAPID INGRESS
1CP
Core
C
SMOKESCREEN
1CP
Core
C
CRUSHING IMPACT
1CP
Core
C
COUNTEROFFENSIVE
2CP
Core
C
COMMAND RE-ROLL
1CP
Boarding Actions – Epic Deed
BA
INSANE BRAVERY
1CP
Boarding Actions – Epic Deed
BA
EXPLOSIVE CLEARANCE
1CP
Boarding Actions – Battle Tactic
BA
COUNTER-OFFENSIVE
2CP
Boarding Actions – Strategic Ploy
BA
SCINTILLATING TEMPO
1CP
Reaper’s Wager – Strategic Ploy
SHORTEN THE ODDS
1CP
Reaper’s Wager – Strategic Ploy
MALICIOUS FRENZY
1CP
Reaper’s Wager – Battle Tactic
FATEFUL ROLE
1CP
Reaper’s Wager – Strategic Ploy
MURDERER’S CIRCUS
1CP
Reaper’s Wager – Battle Tactic
DETACHMENT ABILITY
Callous Competition

Aircraft


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

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


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

ABILITIES
CORE: Deadly Demise D3, Stealth
FACTION: Power from Pain
Nowhere to Hide (Pain): In your Shooting phase, when you select this unit to shoot, you can spend 1 Pain token to Empower this unit. While Empowered, after this unit has shot, select one enemy unit hit by one or more of those attacks. Until the end of the phase, that enemy unit cannot have the Benefit of Cover.
Void Mine: At the end of your opponent’s Fight phase, select one visible enemy model (excluding Lone Operative units) within 24" of this unit, and roll one D6 for each enemy unit within D6" of that model: For each 4+, that unit suffers D6 mortal wounds.
UNIT COMPOSITION
  • 1 Voidraven Bomber
This model is equipped with: 2 void lances; bladed wings.
YOUR UNIT COSTS
1 model
245
DAMAGED: 1-4 WOUNDS REMAINING
While this model has 1-4 wounds remaining, each time this model makes an attack, subtract 1 from the Hit roll.
KEYWORDS: VEHICLE; AIRCRAFT; FLY; AELDARI; VOIDRAVEN BOMBER
FACTION KEYWORDS:
DRUKHARI
STRATAGEMS
COMMAND RE-ROLL
1CP
Core
C
INSANE BRAVERY
1CP
Core
C
FIRE OVERWATCH
1CP
Core
C
CRUSHING IMPACT
1CP
Core
C
COUNTEROFFENSIVE
2CP
Core
C
COMMAND RE-ROLL
1CP
Boarding Actions – Epic Deed
BA
INSANE BRAVERY
1CP
Boarding Actions – Epic Deed
BA
EXPLOSIVE CLEARANCE
1CP
Boarding Actions – Battle Tactic
BA
COUNTER-OFFENSIVE
2CP
Boarding Actions – Strategic Ploy
BA
CONNOISSEURS OF PAIN
1CP
Covenite Coterie – Battle Tactic
SYMPHONY OF SUFFERING
1CP
Covenite Coterie – Epic Deed
TAKEN ALIVE
1CP
Kabalite Cartel – Battle Tactic
EAGER FOR THE KILL
1CP
Realspace Raiders – Battle Tactic
FIGHTING SHADOWS
1CP
Realspace Raiders – Battle Tactic
INSTINCTIVE SPITE
1CP
Realspace Raiders – Battle Tactic
DARK HARVEST
1CP
Realspace Raiders – Strategic Ploy
SCINTILLATING TEMPO
1CP
Reaper’s Wager – Strategic Ploy
SHORTEN THE ODDS
1CP
Reaper’s Wager – Strategic Ploy
MALICIOUS FRENZY
1CP
Reaper’s Wager – Battle Tactic
FATEFUL ROLE
1CP
Reaper’s Wager – Strategic Ploy
MURDERER’S CIRCUS
1CP
Reaper’s Wager – Battle Tactic
NIGHT SHIELD
1CP
Skysplinter Assault – Wargear
FEIGNED WEAKNESS
1CP
Spectacle of Spite – Strategic Ploy
DEADLY DEBUT
1CP
Spectacle of Spite – Battle Tactic
DETACHMENT ABILITY
Callous Competition


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

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

Infantry


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

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


Incubi
M
7"
T
3
SV
3+
W
1
LD
6+
OC
1
INCUBI(⌀28.5mm)
INSV
5+
7"
3
3+
2
6+
1
KLAIVEX(⌀28.5mm)
INSV
5+
MELEE WEAPONS
RANGE
A
WS
S
AP
D
Demiklaives – single blade
Demiklaives – single blade
Melee
4
3+
5
-2
2
Demiklaives – dual blades twin-linked
Demiklaives – dual blades twin-linked
Melee
6
3+
4
-2
1
Klaive
Klaive
Melee
3
3+
5
-2
2
WARGEAR OPTIONS
  • The Klaivex’s klaive can be replaced with 1 demiklaives.
  • For every 5 models in this unit, it can be equipped with 1 Incubi Shrine token.

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

Designer's Note: Place an Incubi Shrine token next to the unit for each Incubi Shrine token it has, removing one each time this ability is used.
UNIT COMPOSITION
  • 1 Klaivex
  • 4-9 Incubi
Every model is equipped with: klaive.
YOUR 1ST TO 2ND UNITS COST
5 models
90
10 models
180
YOUR 3RD + UNIT COSTS
5 models
100
10 models
190
KEYWORDS: INFANTRY; AELDARI; BLADES FOR HIRE; INCUBI
FACTION KEYWORDS:
DRUKHARI
STRATAGEMS
COMMAND RE-ROLL
1CP
Core
C
INSANE BRAVERY
1CP
Core
C
FIRE OVERWATCH
1CP
Core
C
RAPID INGRESS
1CP
Core
C
HEROIC INTERVENTION
1CP
Core
C
COUNTEROFFENSIVE
2CP
Core
C
COMMAND RE-ROLL
1CP
Boarding Actions – Epic Deed
BA
INSANE BRAVERY
1CP
Boarding Actions – Epic Deed
BA
EXPLOSIVE CLEARANCE
1CP
Boarding Actions – Battle Tactic
BA
COUNTER-OFFENSIVE
2CP
Boarding Actions – Strategic Ploy
BA
CONNOISSEURS OF PAIN
1CP
Covenite Coterie – Battle Tactic
SYMPHONY OF SUFFERING
1CP
Covenite Coterie – Epic Deed
PRIORITISED VICTIM
1CP
Kabalite Agonysts Stratagem
SHADOWS’ REACH
1CP
Kabalite Agonysts Stratagem
TAILORED TOXINS
1CP
Kabalite Cartel – Epic Deed
DEADLY DECEIVERS
1CP
Kabalite Cartel – Strategic Ploy
DOUBLE-CROSS
1CP
Kabalite Cartel – Strategic Ploy
TAKEN ALIVE
1CP
Kabalite Cartel – Battle Tactic
ELUSIVE DUELLISTS
1CP
Kabalite Corsairs – Battle Tactic
EAGER FOR THE KILL
1CP
Realspace Raiders – Battle Tactic
FIGHTING SHADOWS
1CP
Realspace Raiders – Battle Tactic
INSTINCTIVE SPITE
1CP
Realspace Raiders – Battle Tactic
RAID AND FADE
2CP
Realspace Raiders – Strategic Ploy
DARK HARVEST
1CP
Realspace Raiders – Strategic Ploy
SCINTILLATING TEMPO
1CP
Reaper’s Wager – Strategic Ploy
SHORTEN THE ODDS
1CP
Reaper’s Wager – Strategic Ploy
DANCE MACABRE
2CP
Reaper’s Wager – Strategic Ploy
MALICIOUS FRENZY
1CP
Reaper’s Wager – Battle Tactic
FATEFUL ROLE
1CP
Reaper’s Wager – Strategic Ploy
MURDERER’S CIRCUS
1CP
Reaper’s Wager – Battle Tactic
POUNCE ON THE PREY
1CP
Skysplinter Assault – Strategic Ploy
SKYBORNE ANNIHILATION
1CP
Skysplinter Assault – Battle Tactic
WRAITHLIKE RETREAT
1CP
Skysplinter Assault – Strategic Ploy
SHIPBOARD SHADES
1CP
Space Lane Raiders – Battle Tactic
FEIGNED WEAKNESS
1CP
Spectacle of Spite – Strategic Ploy
DEADLY DEBUT
1CP
Spectacle of Spite – Battle Tactic
LED BY
This unit can be led by the following units:
DETACHMENT ABILITY
Callous Competition
Murderous Agenda
Contracted Harvest
Rain Of Cruelty
Raid and Pillage
Appetite for Adulation


Mandrakes
(⌀28.5mm)
M
8"
T
3
SV
7+
W
1
LD
7+
OC
1
INSV
5+
RANGED WEAPONS
RANGE
A
BS
S
AP
D
Baleblast assault devastating wounds ignores cover
Baleblast assault devastating wounds ignores cover
18"
2
3+
5
-1
1
MELEE WEAPONS
RANGE
A
WS
S
AP
D
Glimmersteel blade devastating wounds
Glimmersteel blade devastating wounds
Melee
3
3+
5
-1
1
ABILITIES
CORE: Deep Strike, Infiltrators, Stealth
FACTION: Power from Pain
Fade Away (Pain): At the end of your opponent’s Fight phase, if this unit is not within Engagement Range of one or more enemy units, you can spend 1 Pain token to Empower this unit. Each time you do, remove this unit from the battlefield and place it into Strategic Reserves.
Shade Weavers: This unit cannot be targeted by ranged attacks unless the attacking model is within 18".
UNIT COMPOSITION
  • 1 Nightfiend
  • 4-9 Mandrakes
Every model is equipped with: baleblast; glimmersteel blade.
YOUR 1ST TO 2ND UNITS COST
5 models
80
10 models
160
YOUR 3RD + UNIT COSTS
5 models
90
10 models
170
KEYWORDS: INFANTRY; AELDARI; BLADES FOR HIRE; MANDRAKES
FACTION KEYWORDS:
DRUKHARI
STRATAGEMS
COMMAND RE-ROLL
1CP
Core
C
INSANE BRAVERY
1CP
Core
C
FIRE OVERWATCH
1CP
Core
C
RAPID INGRESS
1CP
Core
C
HEROIC INTERVENTION
1CP
Core
C
COUNTEROFFENSIVE
2CP
Core
C
COMMAND RE-ROLL
1CP
Boarding Actions – Epic Deed
BA
INSANE BRAVERY
1CP
Boarding Actions – Epic Deed
BA
EXPLOSIVE CLEARANCE
1CP
Boarding Actions – Battle Tactic
BA
COUNTER-OFFENSIVE
2CP
Boarding Actions – Strategic Ploy
BA
CONNOISSEURS OF PAIN
1CP
Covenite Coterie – Battle Tactic
SYMPHONY OF SUFFERING
1CP
Covenite Coterie – Epic Deed
PRIORITISED VICTIM
1CP
Kabalite Agonysts Stratagem
SHADOWS’ REACH
1CP
Kabalite Agonysts Stratagem
TAILORED TOXINS
1CP
Kabalite Cartel – Epic Deed
DEADLY DECEIVERS
1CP
Kabalite Cartel – Strategic Ploy
DOUBLE-CROSS
1CP
Kabalite Cartel – Strategic Ploy
TAKEN ALIVE
1CP
Kabalite Cartel – Battle Tactic
ELUSIVE DUELLISTS
1CP
Kabalite Corsairs – Battle Tactic
EAGER FOR THE KILL
1CP
Realspace Raiders – Battle Tactic
FIGHTING SHADOWS
1CP
Realspace Raiders – Battle Tactic
INSTINCTIVE SPITE
1CP
Realspace Raiders – Battle Tactic
RAID AND FADE
2CP
Realspace Raiders – Strategic Ploy
DARK HARVEST
1CP
Realspace Raiders – Strategic Ploy
SCINTILLATING TEMPO
1CP
Reaper’s Wager – Strategic Ploy
SHORTEN THE ODDS
1CP
Reaper’s Wager – Strategic Ploy
DANCE MACABRE
2CP
Reaper’s Wager – Strategic Ploy
MALICIOUS FRENZY
1CP
Reaper’s Wager – Battle Tactic
FATEFUL ROLE
1CP
Reaper’s Wager – Strategic Ploy
MURDERER’S CIRCUS
1CP
Reaper’s Wager – Battle Tactic
POUNCE ON THE PREY
1CP
Skysplinter Assault – Strategic Ploy
SKYBORNE ANNIHILATION
1CP
Skysplinter Assault – Battle Tactic
WRAITHLIKE RETREAT
1CP
Skysplinter Assault – Strategic Ploy
SHIPBOARD SHADES
1CP
Space Lane Raiders – Battle Tactic
FEIGNED WEAKNESS
1CP
Spectacle of Spite – Strategic Ploy
DEADLY DEBUT
1CP
Spectacle of Spite – Battle Tactic
DETACHMENT ABILITY
Callous Competition
Murderous Agenda
Contracted Harvest
Rain Of Cruelty
Raid and Pillage
Appetite for Adulation


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

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

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


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

ABILITIES
CORE: Deep Strike
FACTION: Power from Pain
Swooping Descent (Pain): In your Movement phase, you can spend 1 Pain token to Empower this unit. While Empowered, each time a model in this unit is set up on the battlefield using the Deep Strike ability, it can be set up anywhere on the battlefield that is more than 6" horizontally away from all enemy units. When doing so, if this unit is set up within 8" of one or more enemy units, until the end of the turn, it is not eligible to declare a charge.
Murderous Crossfire: After this unit has shot, select one enemy unit hit by one or more of those attacks. Until the end of the phase, each time a friendly DRUKHARI unit makes a ranged attack that targets that enemy unit, improve the Armour Penetration characteristic of that attack by 1. The same enemy unit can only be affected by this ability once per turn.
UNIT COMPOSITION
  • 1 Solarite
  • 4 Scourges
The Solarite is equipped with: shardcarbine; close combat weapon.
YOUR 1ST TO 2ND UNITS COST
5 models
75
YOUR 3RD + UNIT COSTS
5 models
85
KEYWORDS: INFANTRY; FLY; GRENADES; JUMP PACK; AELDARI; BLADES FOR HIRE; SCOURGES; SCOURGES WITH SHARDCARBINES
FACTION KEYWORDS:
DRUKHARI
STRATAGEMS
COMMAND RE-ROLL
1CP
Core
C
INSANE BRAVERY
1CP
Core
C
FIRE OVERWATCH
1CP
Core
C
RAPID INGRESS
1CP
Core
C
EXPLOSIVES
1CP
Core
C
HEROIC INTERVENTION
1CP
Core
C
COUNTEROFFENSIVE
2CP
Core
C
COMMAND RE-ROLL
1CP
Boarding Actions – Epic Deed
BA
INSANE BRAVERY
1CP
Boarding Actions – Epic Deed
BA
EXPLOSIVE CLEARANCE
1CP
Boarding Actions – Battle Tactic
BA
COUNTER-OFFENSIVE
2CP
Boarding Actions – Strategic Ploy
BA
CONNOISSEURS OF PAIN
1CP
Covenite Coterie – Battle Tactic
SYMPHONY OF SUFFERING
1CP
Covenite Coterie – Epic Deed
PRIORITISED VICTIM
1CP
Kabalite Agonysts Stratagem
SHADOWS’ REACH
1CP
Kabalite Agonysts Stratagem
TAILORED TOXINS
1CP
Kabalite Cartel – Epic Deed
DEADLY DECEIVERS
1CP
Kabalite Cartel – Strategic Ploy
DOUBLE-CROSS
1CP
Kabalite Cartel – Strategic Ploy
TAKEN ALIVE
1CP
Kabalite Cartel – Battle Tactic
EAGER FOR THE KILL
1CP
Realspace Raiders – Battle Tactic
FIGHTING SHADOWS
1CP
Realspace Raiders – Battle Tactic
INSTINCTIVE SPITE
1CP
Realspace Raiders – Battle Tactic
DARK HARVEST
1CP
Realspace Raiders – Strategic Ploy
SCINTILLATING TEMPO
1CP
Reaper’s Wager – Strategic Ploy
SHORTEN THE ODDS
1CP
Reaper’s Wager – Strategic Ploy
DANCE MACABRE
2CP
Reaper’s Wager – Strategic Ploy
MALICIOUS FRENZY
1CP
Reaper’s Wager – Battle Tactic
FATEFUL ROLE
1CP
Reaper’s Wager – Strategic Ploy
MURDERER’S CIRCUS
1CP
Reaper’s Wager – Battle Tactic
POUNCE ON THE PREY
1CP
Skysplinter Assault – Strategic Ploy
SKYBORNE ANNIHILATION
1CP
Skysplinter Assault – Battle Tactic
WRAITHLIKE RETREAT
1CP
Skysplinter Assault – Strategic Ploy
FEIGNED WEAKNESS
1CP
Spectacle of Spite – Strategic Ploy
DEADLY DEBUT
1CP
Spectacle of Spite – Battle Tactic
DETACHMENT ABILITY
Callous Competition
Murderous Agenda
Contracted Harvest


Corsair Skyreavers
(⌀28.5mm)
M
12"
T
3
SV
5+
W
1
LD
7+
OC
1
RANGED WEAPONS
RANGE
A
BS
S
AP
D
Blaster assault
Blaster assault
18"
1
3+
8
-4
D6+1
Blast pistol assault pistol
Blast pistol assault pistol
6"
1
3+
8
-3
D3
Flamer assault ignores cover torrent
Flamer assault ignores cover torrent
12"
D6
N/A
4
0
1
Fusion gun assault melta 2
Fusion gun assault melta 2
12"
1
3+
8
-4
D6
Neuro disruptor anti-infantry 2+ assault pistol
Neuro disruptor anti-infantry 2+ assault pistol
12"
1
3+
4
-2
1
Shredder assault torrent
Shredder assault torrent
18"
D6
N/A
6
0
1
Shuriken pistol assault pistol
Shuriken pistol assault pistol
12"
1
3+
4
-1
1
MELEE WEAPONS
RANGE
A
WS
S
AP
D
Corsair blade
Corsair blade
Melee
3
3+
4
-2
1
Close combat weapon
Close combat weapon
Melee
3
3+
3
0
1
WARGEAR OPTIONS
  • The Skyreaver Felarch can replace its shuriken pistol with one of the following:
    • 1 blast pistol
    • 1 neuro disruptor
  • For every 5 models in the unit, up to 2 Skyreaver models can each have their shuriken pistol and Corsair blade replaced with one of the following*:
    • 1 blaster and 1 close combat weapon
    • 1 flamer and 1 close combat weapon
    • 1 fusion gun and 1 close combat weapon
    • 1 shredder and 1 close combat weapon

* You cannot select the same option more than once per unit unless it contains 10 models, in which case you cannot select the same weapon more than twice per unit.
ABILITIES
CORE: Deep Strike, Scouts 7"
FACTION: Battle Focus
Raid and Run: At the end of the Fight phase, if this unit was eligible to fight this phase, and is not within Engagement Range of one or more enemy units, it can make a Normal move of up to D3+3". Otherwise, if this unit was eligible to fight this phase, this unit can make a Fall Back move of up to D3+3".
UNIT COMPOSITION
  • 1 Skyreaver Felarch
  • 4-9 Skyreavers
Every model is equipped with: shuriken pistol; Corsair blade.
YOUR UNIT COSTS
5 models
75
10 models
140
KEYWORDS: INFANTRY; AELDARI; ANHRATHE; JUMP PACK; FLY; GRENADES; CORSAIR SKYREAVERS
FACTION KEYWORDS:
DRUKHARI; ASURYANI
STRATAGEMS
COMMAND RE-ROLL
1CP
Core
C
INSANE BRAVERY
1CP
Core
C
FIRE OVERWATCH
1CP
Core
C
RAPID INGRESS
1CP
Core
C
EXPLOSIVES
1CP
Core
C
HEROIC INTERVENTION
1CP
Core
C
COUNTEROFFENSIVE
2CP
Core
C
COMMAND RE-ROLL
1CP
Boarding Actions – Epic Deed
BA
INSANE BRAVERY
1CP
Boarding Actions – Epic Deed
BA
EXPLOSIVE CLEARANCE
1CP
Boarding Actions – Battle Tactic
BA
COUNTER-OFFENSIVE
2CP
Boarding Actions – Strategic Ploy
BA
CONNOISSEURS OF PAIN
1CP
Covenite Coterie – Battle Tactic
SYMPHONY OF SUFFERING
1CP
Covenite Coterie – Epic Deed
DOUBLE-CROSS
1CP
Kabalite Cartel – Strategic Ploy
TAKEN ALIVE
1CP
Kabalite Cartel – Battle Tactic
EAGER FOR THE KILL
1CP
Realspace Raiders – Battle Tactic
FIGHTING SHADOWS
1CP
Realspace Raiders – Battle Tactic
INSTINCTIVE SPITE
1CP
Realspace Raiders – Battle Tactic
RAID AND FADE
2CP
Realspace Raiders – Strategic Ploy
DARK HARVEST
1CP
Realspace Raiders – Strategic Ploy
SCINTILLATING TEMPO
1CP
Reaper’s Wager – Strategic Ploy
SHORTEN THE ODDS
1CP
Reaper’s Wager – Strategic Ploy
DANCE MACABRE
2CP
Reaper’s Wager – Strategic Ploy
MALICIOUS FRENZY
1CP
Reaper’s Wager – Battle Tactic
FATEFUL ROLE
1CP
Reaper’s Wager – Strategic Ploy
MURDERER’S CIRCUS
1CP
Reaper’s Wager – Battle Tactic
POUNCE ON THE PREY
1CP
Skysplinter Assault – Strategic Ploy
SKYBORNE ANNIHILATION
1CP
Skysplinter Assault – Battle Tactic
WRAITHLIKE RETREAT
1CP
Skysplinter Assault – Strategic Ploy
FEIGNED WEAKNESS
1CP
Spectacle of Spite – Strategic Ploy
DEADLY DEBUT
1CP
Spectacle of Spite – Battle Tactic
DETACHMENT ABILITY
Callous Competition


Corsair Voidscarred
(⌀28.5mm)
M
7"
T
3
SV
4+
W
1
LD
7+
OC
1
RANGED WEAPONS
RANGE
A
BS
S
AP
D
Blaster assault
Blaster assault
18"
1
3+
8
-4
D6+1
Executioner anti-infantry 2+ psychic
Executioner anti-infantry 2+ psychic
18"
3
3+
6
-2
D3
Fusion pistol assault melta 2 pistol
Fusion pistol assault melta 2 pistol
6"
1
3+
8
-4
D6
Long rifle heavy precision
Long rifle heavy precision
36"
1
3+
4
-1
2
Neuro disruptor anti-infantry 2+ assault pistol
Neuro disruptor anti-infantry 2+ assault pistol
12"
1
3+
4
-2
1
Shredder assault torrent
Shredder assault torrent
18"
D6
N/A
6
0
1
Shuriken cannon lethal hits
Shuriken cannon lethal hits
24"
3
3+
6
-1
2
Shuriken pistol assault pistol
Shuriken pistol assault pistol
12"
1
3+
4
-1
1
Shuriken rifle assault rapid fire 1
Shuriken rifle assault rapid fire 1
24"
1
3+
4
-1
1
Wraithcannon
Wraithcannon
18"
1
3+
14
-4
D6+1
MELEE WEAPONS
RANGE
A
WS
S
AP
D
Close combat weapon
Close combat weapon
Melee
3
3+
3
0
1
Paired Hekatarii blades twin-linked
Paired Hekatarii blades twin-linked
Melee
4
2+
3
-2
1
Power sword
Power sword
Melee
3
3+
4
-2
1
Witch staff anti-infantry 2+ psychic
Witch staff anti-infantry 2+ psychic
Melee
2
2+
3
0
D3
WARGEAR OPTIONS
  • Any number of Corsair Voidscarred can each have their shuriken pistol and power sword replaced with 1 shuriken rifle.
  • The Voidscarred Felarch’s shuriken pistol can be replaced with one of the following:
    • 1 neuro disruptor
    • 1 shuriken rifle
  • The Voidscarred Felarch can be equipped with 1 mistshield.
  • For every 5 models in this unit, 1 Corsair Voidscarred’s shuriken rifle can be replaced with one of the following:
    • 1 blaster
    • 1 shredder
  • If this unit contains 10 models, 1 Corsair Voidscarred’s shuriken rifle can be replaced with one of the following:
    • 1 shuriken cannon
    • 1 wraithcannon
  • If this unit contains 10 models, 1 Corsair Voidscarred’s shuriken rifle can be replaced with 1 long rifle.
  • If this unit contains 10 models, 1 Corsair Voidscarred’s power sword can be replaced with 1 fusion pistol.
  • 1 Corsair Voidscarred model equipped with a shuriken pistol and power sword can be equipped with 1 Faolchú.

ABILITIES
CORE: Scouts 7"
FACTION: Battle Focus
Piratical Raiders: At the start of the battle, select one unit from your opponent’s army. Weapons equipped by models in this unit have the [LETHAL HITS] and [PRECISION] abilities while targeting that unit.
WARGEAR ABILITIES
Channeller Stones: Once per turn, the first time a saving throw is failed for the bearer’s unit, change the Damage characteristic of that attack to 0.
Faolchú: Ranged weapons equipped by models in the bearer’s unit have the [IGNORES COVER] ability.
Mistshield: The bearer has a 4+ invulnerable save.
UNIT COMPOSITION
This unit can contain a maximum of 10 models.
  • 1 Voidscarred Felarch
  • 4-9 Corsair Voidscarred
  • 0-1 Shade Runner
  • 0-1 Soul Weaver
  • 0-1 Way Seeker
Every Corsair Voidscarred and Voidscarred Felarch is equipped with: shuriken pistol; power sword; close combat weapon.

A Shade Runner is equipped with: shuriken pistol; paired Hekatarii blades.

A Soul Weaver is equipped with: shuriken pistol; power sword; channeller stones.

A Way Seeker is equipped with: shuriken pistol; Executioner; witch staff.
YOUR UNIT COSTS
5 models
70
10 models
140
KEYWORDS – ALL MODELS: INFANTRY; AELDARI; GRENADES; ANHRATHE; CORSAIR VOIDSCARREDWAY SEEKER: PSYKER
FACTION KEYWORDS:
DRUKHARI; ASURYANI
STRATAGEMS
COMMAND RE-ROLL
1CP
Core
C
INSANE BRAVERY
1CP
Core
C
FIRE OVERWATCH
1CP
Core
C
RAPID INGRESS
1CP
Core
C
EXPLOSIVES
1CP
Core
C
HEROIC INTERVENTION
1CP
Core
C
COUNTEROFFENSIVE
2CP
Core
C
COMMAND RE-ROLL
1CP
Boarding Actions – Epic Deed
BA
INSANE BRAVERY
1CP
Boarding Actions – Epic Deed
BA
EXPLOSIVE CLEARANCE
1CP
Boarding Actions – Battle Tactic
BA
COUNTER-OFFENSIVE
2CP
Boarding Actions – Strategic Ploy
BA
CONNOISSEURS OF PAIN
1CP
Covenite Coterie – Battle Tactic
SYMPHONY OF SUFFERING
1CP
Covenite Coterie – Epic Deed
DOUBLE-CROSS
1CP
Kabalite Cartel – Strategic Ploy
TAKEN ALIVE
1CP
Kabalite Cartel – Battle Tactic
EAGER FOR THE KILL
1CP
Realspace Raiders – Battle Tactic
FIGHTING SHADOWS
1CP
Realspace Raiders – Battle Tactic
INSTINCTIVE SPITE
1CP
Realspace Raiders – Battle Tactic
RAID AND FADE
2CP
Realspace Raiders – Strategic Ploy
DARK HARVEST
1CP
Realspace Raiders – Strategic Ploy
SCINTILLATING TEMPO
1CP
Reaper’s Wager – Strategic Ploy
SHORTEN THE ODDS
1CP
Reaper’s Wager – Strategic Ploy
DANCE MACABRE
2CP
Reaper’s Wager – Strategic Ploy
MALICIOUS FRENZY
1CP
Reaper’s Wager – Battle Tactic
FATEFUL ROLE
1CP
Reaper’s Wager – Strategic Ploy
MURDERER’S CIRCUS
1CP
Reaper’s Wager – Battle Tactic
POUNCE ON THE PREY
1CP
Skysplinter Assault – Strategic Ploy
SKYBORNE ANNIHILATION
1CP
Skysplinter Assault – Battle Tactic
WRAITHLIKE RETREAT
1CP
Skysplinter Assault – Strategic Ploy
FEIGNED WEAKNESS
1CP
Spectacle of Spite – Strategic Ploy
DEADLY DEBUT
1CP
Spectacle of Spite – Battle Tactic
DETACHMENT ABILITY
Callous Competition
Rain Of Cruelty


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

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


Corsair Reaver Band
(⌀25mm)
M
7"
T
3
SV
5+
W
3
LD
6+
OC
2
RANGED WEAPONS
RANGE
A
BS
S
AP
D
Aeldari missile launcher – starshot
Aeldari missile launcher – starshot
48"
1
3+
10
-2
D6
Aeldari missile launcher – sunburst BLAST
Aeldari missile launcher – sunburst BLAST
48"
D6
3+
4
-1
1
Blaster assault
Blaster assault
18"
1
3+
8
-4
D6+1
Brace of pistols assault pistol
Brace of pistols assault pistol
12"
2
3+
3
0
1
Corsair firearm assault lethal hits
Corsair firearm assault lethal hits
24"
4
3+
4
0
1
Dark lance heavy
Dark lance heavy
36"
1
4+
12
-3
D6+2
Dissonance pistol devastating wounds pistol
Dissonance pistol devastating wounds pistol
12"
1
3+
6
-1
1
Flamer assault ignores cover torrent
Flamer assault ignores cover torrent
12"
D6
N/A
4
0
1
Fusion gun assault melta 2
Fusion gun assault melta 2
12"
1
3+
8
-4
D6+1
Shredder assault torrent
Shredder assault torrent
18"
D6
N/A
6
0
1
Shuriken cannon sustained hits 1
Shuriken cannon sustained hits 1
24"
3
3+
6
-1
2
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
Close combat weapon
Close combat weapon
Melee
2
3+
3
0
1
Spar-glaive
Spar-glaive
Melee
4
3+
3
0
1
Void sabre
Void sabre
Melee
3
3+
4
-2
1
WARGEAR OPTIONS
  • Any number of models can each have their Corsair firearm replaced with 1 spar-glaive.
  • For every 5 models in this unit, 1 model’s Corsair firearm can be replaced with one of the following:
    • 1 Aeldari missile launcher
    • 1 blaster
    • 1 dark lance
    • 1 flamer
    • 1 fusion gun
    • 1 shredder
    • 1 shuriken cannon
    • 1 splinter cannon
  • The Corsair Reaver Felarch can be equipped with one of the following:
    • 1 dissonance pistol
    • 1 void sabre

ABILITIES
Reaver Band: In your opponent's Movement phase, when an enemy unit ends a Normal, Advance or Fall Back move within 8" of this unit, if this unit is not within Engagement Range of one or more enemy units, it can make a Normal move of up to D6".
UNIT COMPOSITION
  • 0-1 Corsair Reaver Felarch
  • 5-10 Corsair Reavers
Every model is equipped with: brace of pistols; Corsair firearm; close combat weapon.
YOUR UNIT COSTS
5 models
125
6 models
150
10 models
250
11 models
275
CORSAIRS
If a model from your army with the Leader ability can be attached to a CORSAIR VOIDREAVERS unit, it can be attached to this unit instead.
KEYWORDS: INFANTRY; GRENADES; ANHRATHE; AELDARI; CORSAIR REAVER BAND
FACTION KEYWORDS:
DRUKHARI; ASURYANI
STRATAGEMS
COMMAND RE-ROLL
1CP
Core
C
INSANE BRAVERY
1CP
Core
C
FIRE OVERWATCH
1CP
Core
C
RAPID INGRESS
1CP
Core
C
EXPLOSIVES
1CP
Core
C
HEROIC INTERVENTION
1CP
Core
C
COUNTEROFFENSIVE
2CP
Core
C
COMMAND RE-ROLL
1CP
Boarding Actions – Epic Deed
BA
INSANE BRAVERY
1CP
Boarding Actions – Epic Deed
BA
EXPLOSIVE CLEARANCE
1CP
Boarding Actions – Battle Tactic
BA
COUNTER-OFFENSIVE
2CP
Boarding Actions – Strategic Ploy
BA
CONNOISSEURS OF PAIN
1CP
Covenite Coterie – Battle Tactic
SYMPHONY OF SUFFERING
1CP
Covenite Coterie – Epic Deed
DOUBLE-CROSS
1CP
Kabalite Cartel – Strategic Ploy
TAKEN ALIVE
1CP
Kabalite Cartel – Battle Tactic
EAGER FOR THE KILL
1CP
Realspace Raiders – Battle Tactic
FIGHTING SHADOWS
1CP
Realspace Raiders – Battle Tactic
INSTINCTIVE SPITE
1CP
Realspace Raiders – Battle Tactic
RAID AND FADE
2CP
Realspace Raiders – Strategic Ploy
DARK HARVEST
1CP
Realspace Raiders – Strategic Ploy
SCINTILLATING TEMPO
1CP
Reaper’s Wager – Strategic Ploy
SHORTEN THE ODDS
1CP
Reaper’s Wager – Strategic Ploy
DANCE MACABRE
2CP
Reaper’s Wager – Strategic Ploy
MALICIOUS FRENZY
1CP
Reaper’s Wager – Battle Tactic
FATEFUL ROLE
1CP
Reaper’s Wager – Strategic Ploy
MURDERER’S CIRCUS
1CP
Reaper’s Wager – Battle Tactic
POUNCE ON THE PREY
1CP
Skysplinter Assault – Strategic Ploy
SKYBORNE ANNIHILATION
1CP
Skysplinter Assault – Battle Tactic
WRAITHLIKE RETREAT
1CP
Skysplinter Assault – Strategic Ploy
FEIGNED WEAKNESS
1CP
Spectacle of Spite – Strategic Ploy
DEADLY DEBUT
1CP
Spectacle of Spite – Battle Tactic
DETACHMENT ABILITY
Callous Competition
Rain Of Cruelty


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

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

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

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

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


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

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

Monster


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

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

Designer’s Note: Pain tokens you spend for reasons other than Empowering a unit do not trigger this ability.
UNIT COMPOSITION
  • 1-2 Cronos
Every Cronos is equipped with: spirit syphon; spirit-leech tentacles.
YOUR UNIT COSTS
1 model
55
2 models
100
KEYWORDS: MONSTER; HAEMONCULUS COVENS; FLY; AELDARI; CRONOS
FACTION KEYWORDS:
DRUKHARI
STRATAGEMS
COMMAND RE-ROLL
1CP
Core
C
INSANE BRAVERY
1CP
Core
C
FIRE OVERWATCH
1CP
Core
C
RAPID INGRESS
1CP
Core
C
CRUSHING IMPACT
1CP
Core
C
HEROIC INTERVENTION
1CP
Core
C
COUNTEROFFENSIVE
2CP
Core
C
COMMAND RE-ROLL
1CP
Boarding Actions – Epic Deed
BA
INSANE BRAVERY
1CP
Boarding Actions – Epic Deed
BA
EXPLOSIVE CLEARANCE
1CP
Boarding Actions – Battle Tactic
BA
COUNTER-OFFENSIVE
2CP
Boarding Actions – Strategic Ploy
BA
CONNOISSEURS OF PAIN
1CP
Covenite Coterie – Battle Tactic
ENFOLDING NIGHTMARE
1CP
Covenite Coterie – Strategic Ploy
DISTILLERS OF FEAR
2CP
Covenite Coterie – Strategic Ploy
POISONER’S ART
1CP
Covenite Coterie – Epic Deed
SYMPHONY OF SUFFERING
1CP
Covenite Coterie – Epic Deed
DOUBLE-CROSS
1CP
Kabalite Cartel – Strategic Ploy
TAKEN ALIVE
1CP
Kabalite Cartel – Battle Tactic
EAGER FOR THE KILL
1CP
Realspace Raiders – Battle Tactic
INSENSIBLE TO PAIN
2CP
Realspace Raiders – Battle Tactic
INSTINCTIVE SPITE
1CP
Realspace Raiders – Battle Tactic
RAID AND FADE
2CP
Realspace Raiders – Strategic Ploy
DARK HARVEST
1CP
Realspace Raiders – Strategic Ploy
SCINTILLATING TEMPO
1CP
Reaper’s Wager – Strategic Ploy
SHORTEN THE ODDS
1CP
Reaper’s Wager – Strategic Ploy
MALICIOUS FRENZY
1CP
Reaper’s Wager – Battle Tactic
FATEFUL ROLE
1CP
Reaper’s Wager – Strategic Ploy
MURDERER’S CIRCUS
1CP
Reaper’s Wager – Battle Tactic
FEIGNED WEAKNESS
1CP
Spectacle of Spite – Strategic Ploy
DEADLY DEBUT
1CP
Spectacle of Spite – Battle Tactic
URGENT METAMORPHOSIS
1CP
Tools of Torment Stratagem
DIVIDENDS OF AGONY
1CP
Tools of Torment Stratagem
SALTING THE WOUND
1CP
Tools of Torment Stratagem
DETACHMENT ABILITY
Callous Competition
Stitchflesh Abominations
Darkest Artifice
ENHANCEMENTS
Elixir of the Corpse Courts
15


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

ABILITIES
CORE: Deadly Demise 1, Feel No Pain 5+
FACTION: Power from Pain
Mindless Killing Machines (Pain): At the start of the Fight phase, you can spend 1 Pain token to Empower this unit. While Empowered, each time a model in this unit is destroyed by a melee attack, if that model has not fought this phase, roll one D6. On a 2+, do not remove it from play; that destroyed model can fight after the attacking unit has finished making its attacks, and it is then removed from play.
Devoted to Pain: If a model in this unit is equipped with 2 macro-scalpels, those weapons have the [TWIN-LINKED] ability.
Torture Device: Each time this unit destroys an enemy unit, you gain 1 additional Pain token.
UNIT COMPOSITION
  • 1-2 Talos
Every model is equipped with: twin splinter cannon; 2 macro-scalpels.
YOUR 1ST TO 2ND UNITS COST
1 model
75
2 models
150
YOUR 3RD + UNIT COSTS
1 model
85
2 models
160
WARGEAR OPTIONS
per Twin haywire blaster
5
KEYWORDS: MONSTER; HAEMONCULUS COVENS; FLY; AELDARI; TALOS
FACTION KEYWORDS:
DRUKHARI
STRATAGEMS
COMMAND RE-ROLL
1CP
Core
C
INSANE BRAVERY
1CP
Core
C
FIRE OVERWATCH
1CP
Core
C
RAPID INGRESS
1CP
Core
C
CRUSHING IMPACT
1CP
Core
C
HEROIC INTERVENTION
1CP
Core
C
COUNTEROFFENSIVE
2CP
Core
C
COMMAND RE-ROLL
1CP
Boarding Actions – Epic Deed
BA
INSANE BRAVERY
1CP
Boarding Actions – Epic Deed
BA
EXPLOSIVE CLEARANCE
1CP
Boarding Actions – Battle Tactic
BA
COUNTER-OFFENSIVE
2CP
Boarding Actions – Strategic Ploy
BA
CONNOISSEURS OF PAIN
1CP
Covenite Coterie – Battle Tactic
ENFOLDING NIGHTMARE
1CP
Covenite Coterie – Strategic Ploy
DISTILLERS OF FEAR
2CP
Covenite Coterie – Strategic Ploy
POISONER’S ART
1CP
Covenite Coterie – Epic Deed
SYMPHONY OF SUFFERING
1CP
Covenite Coterie – Epic Deed
DOUBLE-CROSS
1CP
Kabalite Cartel – Strategic Ploy
TAKEN ALIVE
1CP
Kabalite Cartel – Battle Tactic
EAGER FOR THE KILL
1CP
Realspace Raiders – Battle Tactic
INSENSIBLE TO PAIN
2CP
Realspace Raiders – Battle Tactic
INSTINCTIVE SPITE
1CP
Realspace Raiders – Battle Tactic
RAID AND FADE
2CP
Realspace Raiders – Strategic Ploy
DARK HARVEST
1CP
Realspace Raiders – Strategic Ploy
SCINTILLATING TEMPO
1CP
Reaper’s Wager – Strategic Ploy
SHORTEN THE ODDS
1CP
Reaper’s Wager – Strategic Ploy
MALICIOUS FRENZY
1CP
Reaper’s Wager – Battle Tactic
FATEFUL ROLE
1CP
Reaper’s Wager – Strategic Ploy
MURDERER’S CIRCUS
1CP
Reaper’s Wager – Battle Tactic
FEIGNED WEAKNESS
1CP
Spectacle of Spite – Strategic Ploy
DEADLY DEBUT
1CP
Spectacle of Spite – Battle Tactic
URGENT METAMORPHOSIS
1CP
Tools of Torment Stratagem
DIVIDENDS OF AGONY
1CP
Tools of Torment Stratagem
SALTING THE WOUND
1CP
Tools of Torment Stratagem
DETACHMENT ABILITY
Callous Competition
Stitchflesh Abominations
Darkest Artifice
ENHANCEMENTS
Elixir of the Corpse Courts
15

Mounted


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

ABILITIES
CORE: Deep Strike
FACTION: Power from Pain
Battlefield Butchery (Pain): In the Fight phase, when you select this unit to fight, you can spend 1 Pain token to Empower this unit. While Empowered, add 1 to the Attacks and Strength characteristics of this unit’s melee weapons.
Skyboard Evasion: In your opponent's Movement phase, if an enemy unit ends a move within 8" of this unit, if this unit is not within Engagement Range of one or more enemy units, this unit can make a Normal move of up to D6".
WARGEAR ABILITIES
Phantasm Grenade Launcher: The bearer’s unit has the SMOKE and GRENADES keywords.
UNIT COMPOSITION
  • 1 Helliarch
  • 4-9 Hellions
Every model is equipped with: splinter pods; hellglaive.
YOUR 1ST TO 2ND UNITS COST
5 models
90
10 models
180
YOUR 3RD + UNIT COSTS
5 models
100
10 models
190
KEYWORDS: MOUNTED; FLY; AELDARI; WYCH CULT; HELLIONS
FACTION KEYWORDS:
DRUKHARI
STRATAGEMS
COMMAND RE-ROLL
1CP
Core
C
INSANE BRAVERY
1CP
Core
C
FIRE OVERWATCH
1CP
Core
C
RAPID INGRESS
1CP
Core
C
HEROIC INTERVENTION
1CP
Core
C
COUNTEROFFENSIVE
2CP
Core
C
COMMAND RE-ROLL
1CP
Boarding Actions – Epic Deed
BA
INSANE BRAVERY
1CP
Boarding Actions – Epic Deed
BA
EXPLOSIVE CLEARANCE
1CP
Boarding Actions – Battle Tactic
BA
COUNTER-OFFENSIVE
2CP
Boarding Actions – Strategic Ploy
BA
POSTMORTALITY
1CP
Covenite Coterie – Epic Deed
CONNOISSEURS OF PAIN
1CP
Covenite Coterie – Battle Tactic
SYMPHONY OF SUFFERING
1CP
Covenite Coterie – Epic Deed
SCULPTING THE STAGE
1CP
Exhibition of Slaughter Stratagem
ACROBATIC DISPLAY
1CP
Exhibition of Slaughter Stratagem
PLANNED STRIKES
1CP
Exhibition of Slaughter Stratagem
DOUBLE-CROSS
1CP
Kabalite Cartel – Strategic Ploy
TAKEN ALIVE
1CP
Kabalite Cartel – Battle Tactic
EAGER FOR THE KILL
1CP
Realspace Raiders – Battle Tactic
FIGHTING SHADOWS
1CP
Realspace Raiders – Battle Tactic
INSTINCTIVE SPITE
1CP
Realspace Raiders – Battle Tactic
RAID AND FADE
2CP
Realspace Raiders – Strategic Ploy
DARK HARVEST
1CP
Realspace Raiders – Strategic Ploy
SCINTILLATING TEMPO
1CP
Reaper’s Wager – Strategic Ploy
SHORTEN THE ODDS
1CP
Reaper’s Wager – Strategic Ploy
MALICIOUS FRENZY
1CP
Reaper’s Wager – Battle Tactic
FATEFUL ROLE
1CP
Reaper’s Wager – Strategic Ploy
MURDERER’S CIRCUS
1CP
Reaper’s Wager – Battle Tactic
FEIGNED WEAKNESS
1CP
Spectacle of Spite – Strategic Ploy
PRETERNATURAL AGILITY
1CP
Spectacle of Spite – Strategic Ploy
A CHALLENGE MET
2CP
Spectacle of Spite – Battle Tactic
ACROBATIC DISPLAY
1CP
Spectacle of Spite – Battle Tactic
BERSERK FUGUE
2CP
Spectacle of Spite – Strategic Ploy
DEADLY DEBUT
1CP
Spectacle of Spite – Battle Tactic
DETACHMENT ABILITY
Callous Competition
Combat Drugs
Exacting Cruelty


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

ABILITIES
FACTION: Power from Pain
Matchless Swiftness (Pain): In your Movement phase, when you select this unit to Advance, you can spend 1 Pain token to Empower this unit. While Empowered, each time this unit Advances, do not make an Advance roll. Instead, until the end of the phase, add 8" to the Move characteristic of models in this unit.
Eviscerating Fly-by: Each time this unit ends a Normal or Advance move, you can select one enemy unit (excluding MONSTERS and VEHICLES) that it moved over during that move, then roll one 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 an Armour Penetration characteristic of -2 and the [LETHAL HITS] ability.
UNIT COMPOSITION
  • 1 Arena Champion
  • 2-5 Reavers
Every model is equipped with: splinter pistol; splinter rifle; bladevanes.
YOUR 1ST TO 2ND UNITS COST
3 models
75
6 models
150
YOUR 3RD + UNIT COSTS
3 models
85
6 models
160
KEYWORDS: MOUNTED; WYCH CULT; FLY; AELDARI; REAVERS
FACTION KEYWORDS:
DRUKHARI
STRATAGEMS
COMMAND RE-ROLL
1CP
Core
C
INSANE BRAVERY
1CP
Core
C
FIRE OVERWATCH
1CP
Core
C
RAPID INGRESS
1CP
Core
C
HEROIC INTERVENTION
1CP
Core
C
COUNTEROFFENSIVE
2CP
Core
C
COMMAND RE-ROLL
1CP
Boarding Actions – Epic Deed
BA
INSANE BRAVERY
1CP
Boarding Actions – Epic Deed
BA
EXPLOSIVE CLEARANCE
1CP
Boarding Actions – Battle Tactic
BA
COUNTER-OFFENSIVE
2CP
Boarding Actions – Strategic Ploy
BA
POSTMORTALITY
1CP
Covenite Coterie – Epic Deed
CONNOISSEURS OF PAIN
1CP
Covenite Coterie – Battle Tactic
SYMPHONY OF SUFFERING
1CP
Covenite Coterie – Epic Deed
SCULPTING THE STAGE
1CP
Exhibition of Slaughter Stratagem
ACROBATIC DISPLAY
1CP
Exhibition of Slaughter Stratagem
PLANNED STRIKES
1CP
Exhibition of Slaughter Stratagem
DOUBLE-CROSS
1CP
Kabalite Cartel – Strategic Ploy
TAKEN ALIVE
1CP
Kabalite Cartel – Battle Tactic
EAGER FOR THE KILL
1CP
Realspace Raiders – Battle Tactic
FIGHTING SHADOWS
1CP
Realspace Raiders – Battle Tactic
INSTINCTIVE SPITE
1CP
Realspace Raiders – Battle Tactic
RAID AND FADE
2CP
Realspace Raiders – Strategic Ploy
DARK HARVEST
1CP
Realspace Raiders – Strategic Ploy
SCINTILLATING TEMPO
1CP
Reaper’s Wager – Strategic Ploy
SHORTEN THE ODDS
1CP
Reaper’s Wager – Strategic Ploy
MALICIOUS FRENZY
1CP
Reaper’s Wager – Battle Tactic
FATEFUL ROLE
1CP
Reaper’s Wager – Strategic Ploy
MURDERER’S CIRCUS
1CP
Reaper’s Wager – Battle Tactic
FEIGNED WEAKNESS
1CP
Spectacle of Spite – Strategic Ploy
PRETERNATURAL AGILITY
1CP
Spectacle of Spite – Strategic Ploy
A CHALLENGE MET
2CP
Spectacle of Spite – Battle Tactic
ACROBATIC DISPLAY
1CP
Spectacle of Spite – Battle Tactic
BERSERK FUGUE
2CP
Spectacle of Spite – Strategic Ploy
DEADLY DEBUT
1CP
Spectacle of Spite – Battle Tactic
DETACHMENT ABILITY
Callous Competition
Combat Drugs
Exacting Cruelty


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

ABILITIES
FACTION: Battle Focus, Disparate Paths
Acrobatic Grace:
  • This unit has Stealth.
  • Melee attacks that target this unit have -1 to hit rolls.
UNIT COMPOSITION
  • 2-4 Skyweavers
Every model is equipped with: shuriken cannon; star bolas; close combat weapon.
YOUR UNIT COSTS
2 models
95
4 models
190
KEYWORDS: MOUNTED; AELDARI; FLY; SMOKE; SKYWEAVERS
FACTION KEYWORDS:
HARLEQUINS
STRATAGEMS
COMMAND RE-ROLL
1CP
Core
C
INSANE BRAVERY
1CP
Core
C
FIRE OVERWATCH
1CP
Core
C
RAPID INGRESS
1CP
Core
C
SMOKESCREEN
1CP
Core
C
HEROIC INTERVENTION
1CP
Core
C
COUNTEROFFENSIVE
2CP
Core
C
COMMAND RE-ROLL
1CP
Boarding Actions – Epic Deed
BA
INSANE BRAVERY
1CP
Boarding Actions – Epic Deed
BA
EXPLOSIVE CLEARANCE
1CP
Boarding Actions – Battle Tactic
BA
COUNTER-OFFENSIVE
2CP
Boarding Actions – Strategic Ploy
BA
SCINTILLATING TEMPO
1CP
Reaper’s Wager – Strategic Ploy
SHORTEN THE ODDS
1CP
Reaper’s Wager – Strategic Ploy
MALICIOUS FRENZY
1CP
Reaper’s Wager – Battle Tactic
FATEFUL ROLE
1CP
Reaper’s Wager – Strategic Ploy
MURDERER’S CIRCUS
1CP
Reaper’s Wager – Battle Tactic
DETACHMENT ABILITY
Callous Competition


Corsair Cloud Dancer Band
(⌀32mm flying base)
M
14"
T
4
SV
3+
W
2
LD
6+
OC
2
RANGED WEAPONS
RANGE
A
BS
S
AP
D
Brace of pistols assault pistol
Brace of pistols assault pistol
12"
2
3+
3
0
1
Dark lance
Dark lance
36"
1
3+
12
-3
D6+2
Dissonance cannon devastating wounds
Dissonance cannon devastating wounds
24"
3
3+
6
-1
2
Dissonance pistol devastating wounds pistol
Dissonance pistol devastating wounds pistol
12"
1
3+
6
-1
1
Scatter laser
Scatter laser
36"
6
3+
5
0
1
Shuriken cannon sustained hits 1
Shuriken cannon sustained hits 1
24"
3
3+
6
-1
2
Splinter cannon anti-infantry 3+ sustained hits 1
Splinter cannon anti-infantry 3+ sustained hits 1
36"
3
3+
3
-1
2
Twin shuriken catapult assault twin-linked
Twin shuriken catapult assault twin-linked
18"
2
3+
4
-3
1
MELEE WEAPONS
RANGE
A
WS
S
AP
D
Close combat weapon
Close combat weapon
Melee
2
3+
3
0
1
Void sabre
Void sabre
Melee
3
3+
4
-2
1
WARGEAR OPTIONS
  • Any number of models can each have their twin shuriken catapult replaced with one of the following:
    • 1 dark lance
    • 1 dissonance cannon
    • 1 scatter laser
    • 1 shuriken cannon
    • 1 splinter cannon
  • The Cloud Dancer Felarch can be equipped with one of the following:
    • 1 dissonance pistol
    • 1 void sabre

ABILITIES
CORE: Scouts 7"
Reckless Abandon: You can target this unit with the Heroic Intervention stratagem, regardless of any other uses of that stratagem this phase. If you do:
  • That use is -1 CP.
  • That use does not prevent any uses of that stratagem on other units this phase.
UNIT COMPOSITION
  • 0-1 Cloud Dancer Felarch
  • 3-6 Corsair Cloud Dancers
Every model is equipped with: brace of pistols; twin shuriken catapult; close combat weapon.
YOUR UNIT COSTS
3 models
125
4 models
150
6 models
210
7 models
245
KEYWORDS: MOUNTED; GRENADES; ANHRATHE; FRAME; AELDARI; CORSAIR CLOUD DANCER BAND
FACTION KEYWORDS:
DRUKHARI; ASURYANI
STRATAGEMS
COMMAND RE-ROLL
1CP
Core
C
INSANE BRAVERY
1CP
Core
C
FIRE OVERWATCH
1CP
Core
C
RAPID INGRESS
1CP
Core
C
EXPLOSIVES
1CP
Core
C
HEROIC INTERVENTION
1CP
Core
C
COUNTEROFFENSIVE
2CP
Core
C
COMMAND RE-ROLL
1CP
Boarding Actions – Epic Deed
BA
INSANE BRAVERY
1CP
Boarding Actions – Epic Deed
BA
EXPLOSIVE CLEARANCE
1CP
Boarding Actions – Battle Tactic
BA
COUNTER-OFFENSIVE
2CP
Boarding Actions – Strategic Ploy
BA
CONNOISSEURS OF PAIN
1CP
Covenite Coterie – Battle Tactic
SYMPHONY OF SUFFERING
1CP
Covenite Coterie – Epic Deed
DOUBLE-CROSS
1CP
Kabalite Cartel – Strategic Ploy
TAKEN ALIVE
1CP
Kabalite Cartel – Battle Tactic
EAGER FOR THE KILL
1CP
Realspace Raiders – Battle Tactic
FIGHTING SHADOWS
1CP
Realspace Raiders – Battle Tactic
INSTINCTIVE SPITE
1CP
Realspace Raiders – Battle Tactic
RAID AND FADE
2CP
Realspace Raiders – Strategic Ploy
DARK HARVEST
1CP
Realspace Raiders – Strategic Ploy
SCINTILLATING TEMPO
1CP
Reaper’s Wager – Strategic Ploy
SHORTEN THE ODDS
1CP
Reaper’s Wager – Strategic Ploy
MALICIOUS FRENZY
1CP
Reaper’s Wager – Battle Tactic
FATEFUL ROLE
1CP
Reaper’s Wager – Strategic Ploy
MURDERER’S CIRCUS
1CP
Reaper’s Wager – Battle Tactic
FEIGNED WEAKNESS
1CP
Spectacle of Spite – Strategic Ploy
DEADLY DEBUT
1CP
Spectacle of Spite – Battle Tactic
DETACHMENT ABILITY
Callous Competition

Transport


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

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

Vehicle


Ravager
(⌀60mm flying base)
M
14"
T
9
SV
4+
W
11
LD
7+
OC
3
INSV
6+
RANGED WEAPONS
RANGE
A
BS
S
AP
D
Dark lance
Dark lance
36"
1
3+
12
-3
D6+2
Disintegrator cannon
Disintegrator cannon
36"
3
3+
6
-3
2
MELEE WEAPONS
RANGE
A
WS
S
AP
D
Bladevanes
Bladevanes
Melee
3
4+
6
-1
1
WARGEAR OPTIONS
  • Any number of this model’s dark lances can each be replaced with 1 disintegrator cannon.

ABILITIES
CORE: Deadly Demise D3, Deep Strike
FACTION: Power from Pain
Agonising Suppression (Pain): In your Shooting phase, when you select this model to shoot, you can spend 1 Pain token to Empower this model. While Empowered, after this model has shot, select one enemy unit hit by one or more of those attacks. Until the start of your next turn, that enemy unit is suppressed. While a unit is suppressed, each time a model in that unit makes an attack, subtract 1 from the Hit roll.
Eradicate the Foe: Each time this model makes an attack that targets an enemy unit that is at its Starting Strength, you can re-roll the Hit roll.
UNIT COMPOSITION
  • 1 Ravager
This model is equipped with: 3 dark lances; bladevanes.
YOUR UNIT COSTS
1 model
110
WARGEAR OPTIONS
per Dark lance
5
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; FRAME; AELDARI; RAVAGER
FACTION KEYWORDS:
DRUKHARI
STRATAGEMS
COMMAND RE-ROLL
1CP
Core
C
INSANE BRAVERY
1CP
Core
C
FIRE OVERWATCH
1CP
Core
C
RAPID INGRESS
1CP
Core
C
CRUSHING IMPACT
1CP
Core
C
COUNTEROFFENSIVE
2CP
Core
C
COMMAND RE-ROLL
1CP
Boarding Actions – Epic Deed
BA
INSANE BRAVERY
1CP
Boarding Actions – Epic Deed
BA
EXPLOSIVE CLEARANCE
1CP
Boarding Actions – Battle Tactic
BA
COUNTER-OFFENSIVE
2CP
Boarding Actions – Strategic Ploy
BA
CONNOISSEURS OF PAIN
1CP
Covenite Coterie – Battle Tactic
SYMPHONY OF SUFFERING
1CP
Covenite Coterie – Epic Deed
PRIORITISED VICTIM
1CP
Kabalite Agonysts Stratagem
SHADOWS’ REACH
1CP
Kabalite Agonysts Stratagem
TAILORED TOXINS
1CP
Kabalite Cartel – Epic Deed
DEADLY DECEIVERS
1CP
Kabalite Cartel – Strategic Ploy
DOUBLE-CROSS
1CP
Kabalite Cartel – Strategic Ploy
TAKEN ALIVE
1CP
Kabalite Cartel – Battle Tactic
EAGER FOR THE KILL
1CP
Realspace Raiders – Battle Tactic
FIGHTING SHADOWS
1CP
Realspace Raiders – Battle Tactic
INSTINCTIVE SPITE
1CP
Realspace Raiders – Battle Tactic
RAID AND FADE
2CP
Realspace Raiders – Strategic Ploy
DARK HARVEST
1CP
Realspace Raiders – Strategic Ploy
SCINTILLATING TEMPO
1CP
Reaper’s Wager – Strategic Ploy
SHORTEN THE ODDS
1CP
Reaper’s Wager – Strategic Ploy
MALICIOUS FRENZY
1CP
Reaper’s Wager – Battle Tactic
FATEFUL ROLE
1CP
Reaper’s Wager – Strategic Ploy
MURDERER’S CIRCUS
1CP
Reaper’s Wager – Battle Tactic
NIGHT SHIELD
1CP
Skysplinter Assault – Wargear
FEIGNED WEAKNESS
1CP
Spectacle of Spite – Strategic Ploy
DEADLY DEBUT
1CP
Spectacle of Spite – Battle Tactic
DETACHMENT ABILITY
Callous Competition
Murderous Agenda
Contracted Harvest


Starfangs
(⌀105 x 70mm)
M
14"
T
6
SV
3+
W
6
LD
7+
OC
2
RANGED WEAPONS
RANGE
A
BS
S
AP
D
Disintegrator cannon assault
Disintegrator cannon assault
36"
3
3+
6
-3
2
Starfang grenade launcher assault blast
Starfang grenade launcher assault blast
36"
D3
3+
6
-3
2
MELEE WEAPONS
RANGE
A
WS
S
AP
D
Wraithbone hull
Wraithbone hull
Melee
3
4+
6
0
1
WARGEAR OPTIONS
  • None

ABILITIES
CORE: Deadly Demise 1, Scouts 7"
FACTION: Battle Focus
Hallucinogen Grenades: At the start of your opponent’s Shooting phase, this unit can use this ability. If it does, select one AELDARI INFANTRY unit from your army visible to and within 36" of this unit: until the end of the phase, that unit has the Stealth ability.
UNIT COMPOSITION
  • 1-2 Starfangs
Every model is equipped with: disintegrator cannon; Starfang grenade launcher; wraithbone hull.
YOUR UNIT COSTS
1 model
70
2 models
140
KEYWORDS: VEHICLE; AELDARI; ANHRATHE; FLY; SMOKE; GRENADES; STARFANGS
FACTION KEYWORDS:
DRUKHARI; ASURYANI
STRATAGEMS
COMMAND RE-ROLL
1CP
Core
C
INSANE BRAVERY
1CP
Core
C
FIRE OVERWATCH
1CP
Core
C
RAPID INGRESS
1CP
Core
C
EXPLOSIVES
1CP
Core
C
SMOKESCREEN
1CP
Core
C
CRUSHING IMPACT
1CP
Core
C
COUNTEROFFENSIVE
2CP
Core
C
COMMAND RE-ROLL
1CP
Boarding Actions – Epic Deed
BA
INSANE BRAVERY
1CP
Boarding Actions – Epic Deed
BA
EXPLOSIVE CLEARANCE
1CP
Boarding Actions – Battle Tactic
BA
COUNTER-OFFENSIVE
2CP
Boarding Actions – Strategic Ploy
BA
CONNOISSEURS OF PAIN
1CP
Covenite Coterie – Battle Tactic
SYMPHONY OF SUFFERING
1CP
Covenite Coterie – Epic Deed
TAKEN ALIVE
1CP
Kabalite Cartel – Battle Tactic
EAGER FOR THE KILL
1CP
Realspace Raiders – Battle Tactic
FIGHTING SHADOWS
1CP
Realspace Raiders – Battle Tactic
INSTINCTIVE SPITE
1CP
Realspace Raiders – Battle Tactic
RAID AND FADE
2CP
Realspace Raiders – Strategic Ploy
DARK HARVEST
1CP
Realspace Raiders – Strategic Ploy
SCINTILLATING TEMPO
1CP
Reaper’s Wager – Strategic Ploy
SHORTEN THE ODDS
1CP
Reaper’s Wager – Strategic Ploy
MALICIOUS FRENZY
1CP
Reaper’s Wager – Battle Tactic
FATEFUL ROLE
1CP
Reaper’s Wager – Strategic Ploy
MURDERER’S CIRCUS
1CP
Reaper’s Wager – Battle Tactic
NIGHT SHIELD
1CP
Skysplinter Assault – Wargear
FEIGNED WEAKNESS
1CP
Spectacle of Spite – Strategic Ploy
DEADLY DEBUT
1CP
Spectacle of Spite – Battle Tactic
DETACHMENT ABILITY
Callous Competition


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

ABILITIES
CORE: Deadly Demise 1, Stealth
FACTION: Battle Focus, Disparate Paths
Polychromatic Camouflage: This unit can only be selected as the target of a ranged attack if the attacking model is within 18".
UNIT COMPOSITION
  • 1 Voidweaver
This model is equipped with: 2 shuriken cannons; Voidweaver haywire cannon; close combat weapon.
YOUR UNIT COSTS
1 model
115
KEYWORDS: VEHICLE; AELDARI; FLY; FRAME; VOIDWEAVER
FACTION KEYWORDS:
HARLEQUINS
STRATAGEMS
COMMAND RE-ROLL
1CP
Core
C
INSANE BRAVERY
1CP
Core
C
FIRE OVERWATCH
1CP
Core
C
RAPID INGRESS
1CP
Core
C
CRUSHING IMPACT
1CP
Core
C
COUNTEROFFENSIVE
2CP
Core
C
COMMAND RE-ROLL
1CP
Boarding Actions – Epic Deed
BA
INSANE BRAVERY
1CP
Boarding Actions – Epic Deed
BA
EXPLOSIVE CLEARANCE
1CP
Boarding Actions – Battle Tactic
BA
COUNTER-OFFENSIVE
2CP
Boarding Actions – Strategic Ploy
BA
SCINTILLATING TEMPO
1CP
Reaper’s Wager – Strategic Ploy
SHORTEN THE ODDS
1CP
Reaper’s Wager – Strategic Ploy
MALICIOUS FRENZY
1CP
Reaper’s Wager – Battle Tactic
FATEFUL ROLE
1CP
Reaper’s Wager – Strategic Ploy
MURDERER’S CIRCUS
1CP
Reaper’s Wager – Battle Tactic
DETACHMENT ABILITY
Callous Competition


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

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

The AIRCRAFT keyword is used in the following Drukhari datasheets:

The ANHRATHE keyword is used in the following Drukhari datasheets:

Infantry Epic Hero
Vehicle

The ARCHON keyword is used in the following Drukhari datasheets:

Infantry Epic Hero
Infantry Character

The ASURYANI keyword is used in the following Drukhari datasheets:

Infantry Epic Hero
Vehicle

The BATTLELINE keyword is used in the following Drukhari datasheets:

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

Infantry Epic Hero

The CHARACTER keyword is used in the following Drukhari datasheets:

Beast Character

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

Dedicated Transports

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

The FLY keyword is used in the following Drukhari datasheets:

17.02 Frame
Some models do not have a base; many of these are MONSTER/VEHICLE models. Such models have the FRAME keyword, as do some other large models. Whenever a rule refers to a model’s position in relation to anything else on the battlefield (e.g. when measuring distances), if that model has the FRAME keyword, unless otherwise stated, measure to and from the closest point on that model (so not necessarily from its base, if it has one).

When rotating a FRAME model as part of a move, if that model does not have a base, turn it any amount around its central axis, while keeping it upright.

The FRAME keyword is used in the following Drukhari datasheets:

Dedicated Transports
Transport

The GRENADES keyword is used in the following Drukhari datasheets:

Infantry Character
Vehicle

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

Infantry Epic Hero
Infantry Character
Battleline
Infantry

The HARLEQUINS keyword is used in the following Drukhari datasheets:

Infantry Epic Hero
Dedicated Transports
Infantry
Mounted
Vehicle

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

The KABAL keyword is used in the following Drukhari datasheets:

Infantry Epic Hero
Infantry Character

The MONSTER keyword is used in the following Drukhari datasheets:

The MOUNTED keyword is used in the following Drukhari datasheets:

Beast Character

The PSYKER keyword is used in the following Drukhari datasheets:

Infantry Epic Hero
Infantry Character

The SCOURGES keyword is used in the following Drukhari datasheets:

The SMOKE keyword is used in the following Drukhari datasheets:

Dedicated Transports
Mounted
Vehicle

The SUCCUBUS keyword is used in the following Drukhari datasheets:

Infantry Epic Hero
Infantry Character

The TRANSPORT keyword is used in the following Drukhari datasheets:

Dedicated Transports
Transport

The VEHICLE keyword is used in the following Drukhari datasheets:

Dedicated Transports
Transport

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

Infantry Epic Hero
Infantry Character
Battleline
01.07.01 Battlefield Morale
The morale and organisation of troops can waver and break during battle. This is checked using battle-shock rolls, most commonly in the Command phase. Failing such a roll represents the unit’s courage faltering due to taking casualties or through other disruption, reducing its battlefield effectiveness. Similarly, some rules will require you to check a unit’s readiness by making a leadership roll.
01.07.02 Battle-shock Test
The term Battle-shock test is the same as battle-shock roll.
01.07 Battle-shock Rolls
To make a battle-shock roll for a unit, its controlling player makes a leadership roll for it (see above).
  • If that roll succeeds, that unit does not become battle-shocked.
  • If that roll fails, that unit, and each model in it, is battle-shocked.

While a unit is battle-shocked:
  • The Objective Control (OC) characteristic of all of its models is modified to ‘-’ (02.02).
  • Its controlling player cannot target that unit with stratagems (15).
  • It is not eligible to start an action (16), and any action it has started cannot be completed.

SEE ALSO
  • Battlefield Morale 01.07.01
  • Battle-shock Test 01.07.02


BATTLEFIELD MORALE
The morale and organisation of troops can waver and break during battle. This is checked using battle-shock rolls, most commonly in the Command phase. Failing such a roll represents the unit’s courage faltering due to taking casualties or through other disruption, reducing its battlefield effectiveness. Similarly, some rules will require you to check a unit’s readiness by making a leadership roll.
LEADER24.22 / SUPPORT24.23

Mighty heroes fight at the forefront of battle.

Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead. That unit will then lead that bodyguard unit for the battle and form an attached unit with it.

Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it.

The HAEMONCULUS keyword is used in the following Drukhari datasheets:

Infantry Epic Hero
Infantry Character
06.02.01 Normal Damage
Normal Damage is damage that was inflicted on a model as a result of a weapon’s D characteristic, rather than by other means such as mortal wounds. Mortal wounds dealt in addition to normal damage from an attack are part of that same attack.
06.02 Mortal Wounds
Some attacks or rules inflict mortal wounds on units. Each time a unit suffers one or more mortal wounds, its controlling player must resolve the following sequence for each of those mortal wounds, until either all of them have been inflicted or that unit is destroyed:
  1. Select Model: Select one model in that unit by following the first instruction below that applies:

    If a non-CHARACTER model in that unit has lost one or more wounds, you must select that model.
    Otherwise, if that unit contains one or more non-CHARACTER models, you must select one of those models.
    Otherwise, if one or more CHARACTER models in that unit have lost one or more wounds, you must select one of those models.
    Otherwise, you must select one CHARACTER model in that unit.

  2. Resolve Damage: The selected model loses 1 wound. If this reduces that model’s remaining wounds to 0, it is destroyed.

MORTAL WOUNDS AND NORMAL DAMAGE
When resolving attack dice, if those attacks inflict a mixture of both mortal wounds and normal damage, resolve all of the normal damage first, then resolve all of the mortal wounds.

SEE ALSO
  • Normal Damage 06.02.01
[LETHAL HITS]24.23

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.

Designer’s Note: Choosing to automatically wound the target means that no wound roll is made for that attack. You may decide against this, as it means that attack cannot result in a critical wound and so cannot trigger other abilities such as [DEVASTATING WOUNDS].
Hit Roll
Make one hit roll for each attack dice by rolling one D6. For each result, check if it fails or is a hit by matching the first condition below that applies:

Unmodified
FAILS
Unmodified
CRITICAL HIT
Equal to or greater than that attack’s BS/WS characteristicHIT
Any other resultFAILS

CRITICAL HITS
Critical hits are still hits. In addition, other rules can be triggered by a critical hit, such as [LETHAL HITS] (24).

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

05.02.01 Multiple Toughness Characteristics
When resolving attacks that target a unit in which the models have two or more different T characteristics, follow the first instruction that applies from below:
  • If the target unit is an attached unit, use the highest T characteristic amongst bodyguard models in that unit that are on the battlefield.
  • Use the highest T characteristic amongst models in that unit that are on the battlefield.
03.04 Engagement
A model’s engagement range is the area of the battlefield within 2" horizontally and 5" vertically of it.
  • While a friendly model is within engagement range of one or more enemy models, those models – and the units they belong to – are engaged with each other.
  • While a unit contains no engaged models, that unit is unengaged.

WHAT IS ENGAGEMENT?
While opposing models are within each other’s engagement range, they are able to fight in vicious melee, so unless they are seeking to make melee attacks, models should keep out of their foes’ reach.

ENGAGEMENT
These two units have at least one model within 2" of the opposing unit, and are therefore engaged with each other.
ADVANCE MOVE09.06
MAXIMUM DISTANCE: Advance roll + your unit’s M characteristic.
ELIGIBLE IF: Your unit is on the battlefield and unengaged.
EFFECT: Your unit moves as described in Moving (03).
BEFORE MOVING: Make an advance roll by rolling one D6.
AFTER MOVING:
NORMAL MOVE09.05
MAXIMUM DISTANCE: Your unit’s M characteristic.
ELIGIBLE IF: Your unit is on the battlefield and unengaged.
EFFECT: Your unit moves as described in Moving (03).
AFTER MOVING: Your unit must be unengaged.
06.03 Hazard Rolls
To make a hazard roll for a unit, roll one D6: on a 1-2, that roll fails and that unit suffers 1 mortal wound, or 3 mortal wounds instead if each model in that unit is a MONSTER/VEHICLE model. If more than one hazard roll is required for a unit, make all of those rolls simultaneously.
FALL-BACK MOVE09.07
MAXIMUM DISTANCE: Your unit’s M characteristic.
ELIGIBLE IF: Your unit is engaged.
EFFECT: Your unit moves as described in Moving (03).
BEFORE MOVING: Select fall-back mode:
  • Ordered Retreat: If your unit is not battle-shocked, you can select this mode.
  • Desperate Escape: Otherwise, you must select this mode. Make a hazard roll for each model in your unit (06.03).
WHILE MOVING:
  • Desperate Escape: Each model that is moved can be moved through enemy models.
AFTER MOVING:
INGRESS MOVE20.04
SET-UP DISTANCE: 6"
ELIGIBLE IF: Your unit is in strategic reserves (excluding units that are embarked within TRANSPORTS that are themselves in strategic reserves).
EFFECT: Your unit is set up as described in Set Up (03.02).
BEFORE MOVING: Your unit is set up as described in Set Up (03.02).
WHILE MOVING: Set up your unit wholly within the set-up distance of one or more battlefield edges and more than 8" horizontally from all enemy units.
  • Before the Third Battle Round: While doing so, no models can be set up within your opponent’s deployment zone.
AFTER MOVING: Unless otherwise stated, until the start of the next Charge phase, your unit is not eligible to make any other type of move.
Moving a Model in a Straight Line
Each time you move a model in a straight line, move it horizontally across the battlefield. Measure from the same point on its base at the start and end of that move, and add that distance to any other distance it has moved since its unit began that move. The distance moved cannot be greater than the maximum distance of that move type.
Rotating a Model
Each time you rotate a model, turn it any amount around the centre of its base, while keeping it upright. Note that rotating a model does not count towards the distance it has moved.
REMAIN STATIONARY09.04
MAXIMUM DISTANCE: ‘–’
ELIGIBLE IF: Any unit.
EFFECT: No models are moved (either in straight lines or rotated). Units that remain stationary do not trigger any rules that are triggered when a unit starts or ends a move.
05.04.04 Destroyed
Throughout a battle, models will suffer damage, lose wounds and be destroyed. When every model in a unit has been destroyed, that unit is destroyed.

When a model is destroyed, first resolve any rules that are triggered when it is destroyed, then it is removed from the battlefield. If any such rules apply, and if the model was destroyed as the result of an attack, unless otherwise stated, those rules are only resolved and that model is only removed after the attacking unit’s attacks have been resolved. Unless otherwise stated, destroyed models and units cannot use abilities or be selected or targeted by rules.

Some rules only trigger if an enemy model or unit was destroyed by you, or by a model or unit from your army. This means that the enemy model or unit was destroyed by an attack made by a model from your army, or by a player rule you have. Enemy models or units that are destroyed by any other means are not destroyed by you, or by a model or unit from your army.
01.04.03 As Close As Possible
  • If a rule instructs you to move a model as close as possible to a unit or model you must end that model’s move in base contact with that unit or model if its move is sufficient to do so without breaking any other restrictions (such as coherency), or as close as you can achieve if its move is not sufficient.
  • If a model is already as close as possible to a unit or model when it is instructed to make a move as close as possible towards a unit or model, that model cannot be moved, but still counts as having made the move in question.
  • If a rule instructs you to move a model as close as possible to an objective you must end that model’s move within range of an objective if its move is sufficient to do so without breaking any other restrictions (such as coherency), or as close as you can achieve if its move is not sufficient.
  • If that model is already within range of an objective it can move up to the maximum distance of that move but must end its move still within range of that objective.
01.02.02 Persisting Rules Effects
Some rules apply an effect that lasts until a certain duration has passed (e.g. until the start of your next turn). Such effects are known as persisting effects.

If a persisting effect applies to a unit when you place it in strategic reserves or when it embarks within a TRANSPORT, make a note of that effect and its duration; if that unit is set up on the battlefield again, any persisting effects continue to apply to that unit for their full duration.

If you have a rule that specifies when it is triggered (e.g. ‘In the Shooting phase’) and it does not specify how long it is active for, it is only active for the duration of that specified period (e.g. until the end of that Shooting phase). After that period, that effect is no longer applicable/active.

If a rule or effect is given to a unit and it does not specify how long it is active for, it is only active for the phase in which it was given.
18.03 Disembarking
In the active player’s Movement phase, each friendly unit embarked within a TRANSPORT model can disembark from it by making a disembark move (see below).

If a TRANSPORT model is destroyed, before removing it from the battlefield, the active player must make an emergency disembark move (see below) with each unit embarked within it.

SEE ALSO
  • Persisting Rules Effects 01.02.02
  • Hazard Rolls 06.03


DISEMBARK MOVE18.04
SET-UP DISTANCE:
  - Rapid/Tactical Disembark: 3"
  - Combat Disembark: 6"
ELIGIBLE IF: All of the following apply to your unit:
  • Embarked within a TRANSPORT model that is on the battlefield.
  • Did not embark within that TRANSPORT this phase.
  • That TRANSPORT has not made an advance or fall-back move this phase.
EFFECT: Your unit is set up as described in Set Up (03.02).
BEFORE MOVING: Select disembark mode:
  • Rapid Disembark:
    If that TRANSPORT made a normal or ingress move this phase, you must select this mode.
  • Tactical Disembark:
    Otherwise, If that TRANSPORT remained stationary or has not yet been selected to move this phase, and if you can set up your unit as described below, you must select this mode.
  • Combat Disembark:
    Otherwise, you must select this mode. Make a hazard roll for each model in your unit.
WHILE MOVING: Set up each model in your unit wholly within the set-up distance of that TRANSPORT.
  • Rapid Disembark:
    If that TRANSPORT made an ingress move this turn, each model must follow the same rules that TRANSPORT had to follow while resolving that move.
  • Combat Disembark:
    Each model can be set up engaged with one or more enemy units that TRANSPORT is engaged with.
AFTER MOVING:
  • Rapid Disembark:
    Until the end of the turn, your unit is not eligible to declare a charge.
  • Tactical Disembark:
    Select your unit to make a normal or advance move.
  • Combat Disembark:
    Your unit is battle-shocked and, until the end of the turn, it is not eligible to declare a charge.
RAPID DISEMBARK
When a unit uses the rapid disembark mode after its TRANSPORT makes an ingress move, the models must follow the same rules and restrictions as that TRANSPORT did. For example, if that TRANSPORT had to be set up more than 8" from all enemy units and not within your opponent’s deployment zone, the same applies to the disembarking unit.

EMERGENCY DISEMBARK MOVE18.05
SET-UP DISTANCE: 6"
ELIGIBLE IF: Your unit is embarked within a TRANSPORT model that was just destroyed.
EFFECT: Your unit is set up as described in Set Up (03.02).
BEFORE MOVING: Make a hazard roll for each model in your unit (06.03).
WHILE MOVING: Set up each model in your unit wholly within the set-up distance of that TRANSPORT, and as close as possible to that TRANSPORT. Each model that cannot be set up in this way is destroyed.
AFTER MOVING: Your unit is battle-shocked and, until the end of the turn, it is not eligible to declare a charge.
13.08 Benefit of Cover
Each time a ranged attack targets a unit, if every model in that unit meets one or more of the following conditions, that unit has the benefit of cover against that attack:
  • That model has the INFANTRY/BEASTS/SWARM keyword and is within a terrain area.
  • That model is not fully visible to the attacking model due to one or more intervening terrain features and/or one or more intervening obscuring terrain areas (see below).

Each time a ranged attack targets a unit that has the benefit of cover against it, worsen the BS characteristic of that attack by 1.
STEALTH24.33

The stealthiest warriors can evade the attentions, and the bullets, of their foes.

If every model in a unit has this ability, each time a ranged attack targets that unit, that unit has the benefit of cover against that attack (13.08).
[IGNORES COVER]24.18

Some weapons are designed to root enemy formations out of entrenched positions.

Each time an attack is made with an [IGNORES COVER] weapon, the target cannot have the benefit of cover against that attack (13.08), including from rules that give a model or unit the benefit of cover (e.g. Stealth).

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

Dedicated Transports
Transport
06.01 Visibility
Line of sight is used to determine visibility between models. For an observing model to have line of sight, it must be possible to draw an imaginary straight line, 1 mm wide, from any part of that model to any part of the model being observed. This line is the line of sight. While doing so, other models in the observing model’s unit and in the observed model’s unit are ignored.

Other models and units can be either visible or fully visible to the observing model, as shown below. Note that terrain applies additional rules to visibility (13.07).

Model Visible
If any part of another model is visible to the observing model, that model is visible.

Model Fully Visible
If every part of another model that is facing the observing model is visible to the observing model (so the only thing blocking visibility to any part of that other model is that model itself), that model is fully visible.

Unit Visible
If one or more models in a unit are visible to the observing model, that unit is visible.

Unit Fully Visible
If every model in a unit is fully visible to the observing model, that unit is fully visible. When determining this, the observing model can see through other models in that unit.
SNAP SHOOTING15.09
ELIGIBLE IF: As stated in the rule allowing this shooting type.
EFFECT: Your unit shoots as described in Making Attacks (04).
WHILE SHOOTING:
  • You can only target one visible enemy unit within 24" of your unit (and only if it is an eligible target).
  • Each attack only hits on an unmodified hit roll of 6 (irrespective of the attacking weapon’s BS characteristic or any modifiers).
  • You cannot re-roll hit rolls.
AFTER SHOOTING: Until the end of the phase, your unit is not eligible to start an action.
FIRE OVERWATCH15.08
1CP
Core Stratagem
A hail of fire can drive back advancing foes.
WHEN: End of your opponent’s Movement phase.

TARGET: One friendly unengaged unit (excluding TITANIC units).

EFFECT: Your unit shoots using snap shooting.
01.02.04 Not On The Battlefield
A unit that is embarked within a TRANSPORT or that is in strategic reserves is not on the battlefield. The following applies to such units:
  • That unit is not visible to any other units (units are visible to themselves).
  • Any other unit is not visible to that unit.
  • Players cannot measure distances to or from that unit (units are within range of their own abilities).

This means units not on the battlefield cannot be selected or targeted by any attack or rule that requires a unit to be visible or within a certain distance (other than their own abilities).

Such units can still use their other rules, and are still units in the controlling player’s army and so can be affected by rules that require a player to select a unit from an army, as well as rules that affect all units in an army.

The controlling player must make battle-shock rolls for units that are not on the battlefield in their Command phase if they are battle-shocked, or if they are at or below half-strength.
18.02 Embarking
Once the first battle round has started, a friendly unit can embark within a friendly TRANSPORT model after making a normal, advance or fall-back move, if all of the following conditions apply:
  • Each model in that unit is within 3" of that TRANSPORT.
  • That unit was not set up on the battlefield this turn.
  • That unit is eligible to embark within that TRANSPORT, as described on that TRANSPORT’s datasheet.
  • That TRANSPORT has sufficient remaining transport capacity for each model in that unit.

When a unit embarks, the active player removes that unit from the battlefield and places it to one side – it is now embarked within that TRANSPORT and is not on the battlefield.

SEE ALSO
  • Not on the Battlefield 01.02.04

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

04.03.05 Fought
When all of the attacks made with a melee weapon have been resolved, that weapon has fought.

When all of a model’s selected melee weapons have fought, that model has fought.

When all models in a unit that are making melee attacks have resolved all of those attacks, that unit has fought.

If a unit was selected to fight and none of the models in it make any attacks, it has not fought.
[SUSTAINED HITS]24.36

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.

Example: An attack made with a [SUSTAINED HITS 2] weapon results in a critical hit. That attack therefore hits the target three times (once from the critical hit, and twice more from the [SUSTAINED HITS 2] ability).

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

Dedicated Transports
Transport

The WYCH CULT tag is used in the following Drukhari detachments:

FIGHTS FIRST24.13

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.

See the Resolve Fights First Combats step in the Fight phase (12.04).

The COVENS tag is used in the following Drukhari detachments:

04.03.04 Shot
When all of the attacks made with a ranged weapon have been resolved, that weapon has shot.

When all of a model’s ranged weapons have shot, that model has shot.

When all models in a unit that are making ranged attacks have resolved all of those attacks, that unit has shot.

If a unit was selected to shoot and none of the models in it make any attacks, it has not shot.
Surge Move
SURGE MOVE21.02
SET-UP DISTANCE: As stated in the rule allowing this move type.
ELIGIBLE IF: All of the following apply:
  • The rule allowing this move type has been triggered.
  • Your unit is not battle-shocked.
  • Your unit is unengaged.
  • Your unit has not moved this phase.
EFFECT: Your unit moves as described in Moving (03).
BEFORE MOVING: Select the closest enemy unit to be the surge target.
WHILE MOVING:
  • Each model must end its move engaged with the surge target if possible.
  • Each model that cannot end its move engaged with the surge target must end its move as close as possible to the surge target.
AFTER MOVING:
  • Your unit cannot be engaged with one or more enemy units that were not the surge target.
  • Your unit cannot move again this phase.

The KABAL tag is used in the following Drukhari detachments:

Save Rolls
The opposing player resolves the following sequence:
  1. Create Groups: Divide all models in the target unit into the following groups, as many times as required:
    • One group for each CHARACTER model.
    • One group for all other models with the same W, Sv and InSv characteristics.
  2. Allocation Order: Declare the order in which those groups will have attacks allocated to them, applying all of the following:
    • If a non-CHARACTER group contains a model that has lost one or more wounds, that group must be first in the allocation order.
    • No CHARACTER group can be earlier in the allocation order than a non-CHARACTER group.
    • CHARACTER groups containing a model that has lost one or more wounds must be earlier in the allocation order than CHARACTER groups containing no wounded models.
  3. Make Save Rolls: The opposing player makes one save roll for each attack that wounded the target by rolling one D6.
05.04.01 Current Allocation Group
The first group in the allocation order begins as the current group. Once all models in an allocation group are destroyed, the next group in the allocation order becomes the current one.
[PRECISION]24.28

Precision attacks can pick high-value targets out in a crowd.

While resolving attacks made with one or more [PRECISION] weapons, at the start of the Allocation Order step (05.03), if the target unit contains one or more CHARACTER models visible to one or more of the attacking models, the active player can select one allocation group that contains one of those visible CHARACTER models. If they do, until those attacks are resolved, or until that CHARACTER group is destroyed (whichever happens first), that CHARACTER group is the current allocation group.
DEEP STRIKE

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

During the Declare Battle Formations step, if every model in a unit has this ability, you can set it up in Reserves instead of setting it up on the battlefield. If you do, in the Reinforcements step of one of your Movement phases you can set up this unit anywhere on the battlefield that is more than 9" horizontally away from all enemy models. If a unit with the Deep Strike ability arrives from Strategic Reserves, the controlling player can choose for that unit to be set up either using the rules for Strategic Reserves or using the Deep Strike ability.
  • Unit can be set up in Reserves instead of on the battlefield.
  • Unit can be set up in your Reinforcements step, more than 9" horizontally away from all enemy models.
RAPID INGRESS15.07
1CP
Core 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 friendly unit that is in strategic reserves (excluding AIRCRAFT).

EFFECT: Your unit makes an ingress move (20.04).

RESTRICTIONS: You cannot use this stratagem during the first battle round.
INFILTRATORS24.20

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, it can be set up anywhere on the battlefield that is more than 8" horizontally from your opponent’s deployment zone and all enemy units.
SCOUTS24.31

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

This ability always takes the form Scouts X". In the Resolve Pre-battle Abilities step, if every model in a unit has this ability, you can do one of the following:
  • If that unit is in strategic reserves, you can set up that unit anywhere that is wholly within your deployment zone.
  • If that unit is wholly within your deployment zone, it can make a scout move (see below).
  • If that unit is embarked within a DEDICATED TRANSPORT that is wholly within your deployment zone, and if every model embarked within that DEDICATED TRANSPORT has the Scouts ability, that DEDICATED TRANSPORT can make a scout move.

SCOUT MOVE24.32
MAXIMUM DISTANCE: The X" in Scouts X".
ELIGIBLE IF: It is the Resolve Pre-battle Abilities step, and your unit is wholly within your deployment zone.
EFFECT: Your unit moves as described in Moving (03).
AFTER MOVING: Your unit must be more than 8" horizontally from all enemy units.

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

Infantry Epic Hero
Infantry
13.09 Hidden
A model is hidden while all of the following apply to it:
  • That model has the INFANTRY/BEASTS/SWARM keyword and is within a terrain area that contains one or more dense terrain features.
  • That model’s unit did not make one or more ranged attacks during this turn or during the previous turn.
While a model is hidden, it can only be visible to enemy models that are within its detection range. Unless otherwise stated, a model’s detection range is 15".

The DRUKHARI and CHARACTER keywords are used in the following Drukhari datasheets:

Beast Character
Infantry Character
FEEL NO PAIN24.12

The hardiest warriors refuse to be laid low, even by wounds that should by all rights prove lethal.

This ability always takes the form Feel No Pain X+. Each time a model with this ability would lose a wound, roll one D6: on an X+, that wound is not lost.
01.06 Leadership Rolls
To make a leadership roll for a unit, its controlling player rolls 2D6: if the result is equal to or greater than one or more of the Ld characteristics in that unit, that roll succeeds. Otherwise, that roll fails. The rule that instructed you to make that leadership roll will describe the effects of that roll succeeding or failing.
22.03 Psychic Abilities
Abilities tagged with the word ‘Psychic’ are psychic abilities. If a psychic ability causes a model to lose one or more wounds, each of those wounds is said to be inflicted by a psychic attack (this can be important for the triggering of other rules).
[HAZARDOUS]24.15

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.
ASSAULT SHOOTING10.05
ELIGIBLE IF: All of the following apply to your unit:
  • Unengaged and made an advance move this turn.
  • Has one or more [ASSAULT] weapons.
EFFECT: Your unit shoots as described in Making Attacks (04).
WHILE SHOOTING: You can only select [ASSAULT] weapons to make attacks with.
AFTER SHOOTING: Until the end of the phase, your unit is not eligible to start an action.
[ASSAULT]24.04

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).
[RAPID FIRE]24.30

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

This ability always takes the form [RAPID FIRE X]. Each time you gather attack dice for a [RAPID FIRE] weapon, add X additional attack dice if the target unit was within half range of that weapon in the Select Targets step.

Example: If a [RAPID FIRE 1] weapon with an A characteristic of 1 targets a unit that is within half range, you would gather one additional attack dice for that weapon (for a total of two for that weapon).
CONSOLIDATION MOVE12.08
MAXIMUM DISTANCE: 3"
ELIGIBLE IF: It is the Fight phase and your unit was eligible to fight this phase.
EFFECT: Your unit moves as described in Moving (03).
BEFORE MOVING: Select consolidation mode:
  • Ongoing Consolidation:
    If your unit is engaged, you must select this mode and select every enemy unit it is engaged with.
  • Engaging Consolidation:
    Otherwise, if your unit is within 3" of one or more enemy units, you must select this mode and select one or more of those enemy units.
  • Objective Consolidation:
    Otherwise, if your unit is within 3" of one or more objectives, you must select this mode and select one of those objectives.
WHILE MOVING:
  • Ongoing Consolidation:
    Models in base-contact with one or more enemy models cannot be moved. Each model that is moved must end its move closer to the closest selected enemy unit, and engaged with it if possible.
  • Engaging Consolidation:
    Each model that is moved must end its move closer to the closest selected enemy unit, and engaged with it if possible.
  • Objective Consolidation:
    Each model that is moved must end its move within range of the selected objective if possible, or closer to it if not.
AFTER MOVING:
  • Ongoing Consolidation:
    Each model that started this move engaged with an enemy unit must still be engaged with that enemy unit.
  • Engaging Consolidation:
    Your unit must be engaged with all of the selected enemy units. If one or more enemy units engaged with your unit have not been selected to fight this phase, your opponent must select each of those units, one at a time; when each is selected, it becomes eligible to fight and is selected to fight (12.04).
  • Objective Consolidation:
    Your unit must be within range of the selected objective.
BATTLEFIELD COMMAND
1CP
Boarding Actions – Strategic Ploy Stratagem
The commander's authoritative tone cuts through the din of battle, guiding the actions of nearby troops.
WHEN: Start or end of any phase.

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

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

RESTRICTIONS: Once you target a unit with this Stratagem, that unit cannot be targeted with it again until your next Command phase.
[BLAST]24.05

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).

If this ability takes the form [BLAST X], each time you gather attack dice for such a weapon, add X additional attack dice for every five models that were in the target unit in the Select Targets step (rounding down) instead.

Example: If a [BLAST 2] weapon with an A characteristic of 3 targets a unit containing 12 models, you would gather four additional attack dice for that weapon (for a total of seven for that weapon).
CLOSE-QUARTERS SHOOTING10.06
ELIGIBLE IF: All of the following apply to your unit:
  • Engaged and did not make an advance move this turn.
  • Has one or more [CLOSE-QUARTERS] weapons or is a MONSTER/VEHICLE unit.
EFFECT: Your unit shoots as described in Making Attacks (04).
WHILE SHOOTING: Models in your unit can target enemy units your unit is engaged with.
  • MONSTER/VEHICLE Models: Each time a MONSTER/VEHICLE model in your unit makes an attack:
    • Unless that attack is made with a [CLOSE-QUARTERS] weapon and targets a unit your unit is engaged with, subtract 1 from the hit roll.
    • If that attack is made with a [BLAST] weapon, it still cannot target a unit your unit is engaged with.
  • Non-MONSTER/Non-VEHICLE Models: You can only select [CLOSE-QUARTERS] weapons to make attacks with and you can only select enemy units that are engaged with your unit as targets.
AFTER SHOOTING: Until the end of the phase, your unit is not eligible to start an action.
[CLOSE-QUARTERS]24.07

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).

When using another shooting type, for each model in that unit (excluding MONSTER/VEHICLE models), you can only select one of the following to make attacks with:
  • One or more of its [CLOSE-QUARTERS] weapons.
  • One or more of its other ranged weapons.
[PISTOL]24.27

Pistols can be wielded even at point-blank range.

[PISTOL] and [CLOSE-QUARTERS] are identical for all rules purposes. See [CLOSE-QUARTERS].

Designer’s Note: [PISTOL] is a pre-existing ability that will be superseded by [CLOSE-QUARTERS] as this edition of Warhammer 40,000 progresses. Both are functionally the same, but the latter is a more suitable term for weapons that function in this way.

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Alternative models by Artel W:

Before selecting targets for this weapon, select one of its profiles to make attacks with.
[HEAVY]24.16

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:
  • That unit is unengaged.
  • That unit was not set up on the battlefield this turn.
  • No model in that unit has moved more than 3" this turn.
[TORRENT]24.37

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.
01.05.01 Automatically Successful/Passes/Hits/Wounds
When a dice roll or test is automatically successful or automatically passes/hits/wounds, do not roll the dice and instead move to the next step of the sequence for that roll as if the required result had been rolled. Any rules that take effect on a particular dice result or roll result do not take effect.

Example: If a hit roll is automatically successful, move straight to the Wound Rolls step for that attack. Such a hit roll is not a critical hit.

Example: If a wound roll is automatically successful, move straight to the Save Rolls step for that attack. Such a wound roll is not a critical wound.
INSANE BRAVERY15.04
1CP
Core 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 make a battle-shock roll for a friendly unit.

TARGET: That unit.

EFFECT: That battle-shock roll is automatically successful.

RESTRICTIONS: You cannot use this stratagem more than once per battle.
HEROIC INTERVENTION15.11
1CP
Core Stratagem
Voices raised in furious war cries, your warriors surge forth to meet the enemy’s onslaught head-on.
WHEN: End of your opponent’s Charge phase.

TARGET: One friendly unengaged unit within 12" of one or more enemy units. You can only select a VEHICLE unit if it is a CHARACTER/WALKER unit.

EFFECT: Resolve a charge with your unit (11.02). While doing so, before making the charge roll, you must select one of the following modes:

  • Leap to Defend: When selecting charge targets, you can only select enemy units that made a charge move this phase and are within the maximum distance.
+1CP
  • Into the Fray:
    • When making the charge roll, if the result is greater than 6 (after modifiers), change it to 6.
    • When selecting charge targets, you can select any enemy units that are within 6" of your unit and within the maximum distance.
COUNTEROFFENSIVE15.12
2CP
Core Stratagem
In close-quarters combat, the slightest hesitation can leave an opening for a swift foe to exploit.
WHEN: Fight step of your opponent’s Fight phase, just after an enemy unit has resolved its attacks.

TARGET: One friendly unit that is eligible to fight.

EFFECT: Until the end of the phase, your unit has the Fights First ability and it must be the next unit you select to fight (12.04).
INSANE BRAVERY
1CP
Boarding Actions – Epic Deed Stratagem
Indifferent to their own survival, these warriors hold their ground against seemingly impossible odds.
WHEN: Battle-shock step of your Command phase, just after you have failed a Battle-shock test taken for a unit from your army.

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

EFFECT: Your unit is treated as having passed that test instead, and is not Battle-shocked as a result.
EXPLOSIVE CLEARANCE
1CP
Boarding Actions – Battle Tactic Stratagem
A well-placed explosive munition in confined shipboard spaces can cause bloody carnage.
WHEN: Your Shooting phase.

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

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

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

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

TARGET: One DRUKHARI INFANTRY or HARLEQUINS INFANTRY unit from your army that is within 8" of that enemy unit.

EFFECT: Your unit can make a Normal move of up to D6". If your unit is currently losing the wager, it can make a Normal move of up to 6" instead.
SHIPBOARD SHADES
1CP
Space Lane Raiders – Battle Tactic Stratagem
Amidst the strobing lumens and gouting steam of voidship combat, the Drukhari flicker and flit like malevolent, half-seen shadows.
WHEN: Your opponent’s Shooting phase or the Fight phase, just after an enemy unit has selected its targets.

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

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

EPIC CHALLENGE15.03
1CP
Core Stratagem
The legends of the 41st millennium are replete with deadly duels between mighty champions.
WHEN: Fight phase, just after a friendly CHARACTER unit is selected to fight.

TARGET: That CHARACTER unit.

EFFECT: Select one CHARACTER model in your unit. Until the end of the phase, that model’s melee weapons have the [PRECISION] ability.
  • Phantasmal Smoke
    15 pts
Skysplinter Assault Detachment

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

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

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

EMERGENCY DISEMBARK MOVE18.05
SET-UP DISTANCE: 6"
ELIGIBLE IF: Your unit is embarked within a TRANSPORT model that was just destroyed.
EFFECT: Your unit is set up as described in Set Up (03.02).
BEFORE MOVING: Make a hazard roll for each model in your unit (06.03).
WHILE MOVING: Set up each model in your unit wholly within the set-up distance of that TRANSPORT, and as close as possible to that TRANSPORT. Each model that cannot be set up in this way is destroyed.
AFTER MOVING: Your unit is battle-shocked and, until the end of the turn, it is not eligible to declare a charge.
[ONE SHOT]24.26

Some weapons are so rare, or so complex and slow to reload, that they can only be used once.

Each weapon with this ability can only be selected to make attacks with once per battle.

If a destroyed model is returned to a unit, all of its [ONE SHOT] weapons that have already been selected to make attacks with during the battle cannot be selected to make attacks with again.

If a new unit is added to an army, all [ONE SHOT] weapons in that unit can be selected to make attacks with once per battle.
FIRING DECK24.14

Some transports have dedicated platforms or firing ports from which embarked passengers can lay down a withering hail of munitions.

This ability always takes the form Firing Deck X. In your Shooting phase, each time this TRANSPORT is selected to shoot, if one or more units are embarked within it, resolve the following sequence:
  1. Select up to X models embarked within this TRANSPORT (excluding models whose units have already been selected to shoot this phase).
  2. For each selected model, select one of its ranged weapons (excluding [ONE SHOT] weapons).
  3. Until this TRANSPORT has resolved all of its attacks, it has all of those selected weapons in addition to its other weapons.
  4. Until the end of the turn, units embarked within this TRANSPORT are not eligible to shoot.
18.01 Transport Capacity
TRANSPORT models have a transport capacity listed on their datasheet. This determines the type and maximum number of friendly models that are eligible to embark within them. More than one unit can be embarked within the same TRANSPORT model at the same time, provided it has sufficient transport capacity.

Before the battle, in the Declare Battle Formations step, your units can start embarked within any friendly TRANSPORT model that has sufficient transport capacity remaining for the whole unit.

A friendly unit must be embarked within each friendly DEDICATED TRANSPORT model. At the end of this step, each friendly DEDICATED TRANSPORT model without an embarked unit is destroyed, but they do not trigger rules that are triggered when a model is destroyed.
CHARGE MOVE11.04
MAXIMUM DISTANCE: Charge roll.
ELIGIBLE IF: Your unit declared a charge this phase.
EFFECT: Your unit moves as described in Moving (03).
BEFORE MOVING: Select one or more enemy units that are within 12" of your unit and within the maximum distance of your unit; until the end of this move, each of those enemy units is a charge target.
WHILE MOVING:
  • Each model must end its move closer to one or more charge targets.
  • Each model that can end its move within 1" of one or more charge targets must do so.
  • Each model that can end its move engaged with one or more charge targets must do so.
AFTER MOVING:
  • Your unit must be engaged with all of the charge targets.
  • Your unit cannot be engaged with one or more enemy units that are not charge targets.
  • Until the end of the turn, each model in your unit has the Fights First ability (24.13).
CRUSHING IMPACT15.06
1CP
Core Stratagem
In extremis, armoured vehicles and rampaging monsters can use their sheer size as a weapon, ramming and crushing enemies beneath their colossal bulk, though doing so risks sustaining damage in return.
WHEN: Your Charge phase, just after a friendly MONSTER/VEHICLE unit ends a charge move.

TARGET: That MONSTER/VEHICLE unit.

EFFECT: Resolve the following sequence:
  1. Select one enemy unit engaged with your unit.
  2. Select one model in your unit engaged with that enemy unit.
  3. Roll a number of D6 equal to the T characteristic of that model: for each 1, your unit suffers 1 mortal wound; for each 5+, that enemy unit suffers 1 mortal wound (to a maximum of 6 mortal wounds per unit).
SWOOPING MOCKERY
1CP
Skysplinter Assault – Strategic Ploy Stratagem
The crew of this skimmer delight in evading and taunting their enemies with mocking ease.
WHEN: Your opponent’s Movement phase, just after an enemy unit ends a Normal, Advance or Fall Back move.

TARGET: One DRUKHARI TRANSPORT from your army that is within 8" of that enemy unit.

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

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

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

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

[MELTA]24.25

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.

Example: A model targets a unit that is within half range of a [MELTA 2] weapon with a D characteristic of D6. While resolving those attacks, that weapon has a D characteristic of D6+2.
LONE OPERATIVE24.24

Assassins and other covert agents are difficult to pinpoint in the storm of battle.

Unless part of an attached unit, this unit is not visible to enemy models unless they are within 12" of this unit, and it cannot be targeted by [INDIRECT FIRE] weapons unless the attacking model is within 12" of this unit.

If this ability takes the form Lone Operative X", unless part of an attached unit, this unit is not visible to enemy models unless they are within X" of this unit, and it cannot be targeted by [INDIRECT FIRE] weapons unless the attacking model is within X" of this unit.
Alternative models by Artel W:

EXPLOSIVES15.05
1CP
Core Stratagem
Priming grenades or other explosives, these warriors draw back and hurl death into the enemy’s midst.
WHEN: Your Shooting phase.

TARGET: One friendly unengaged EXPLOSIVES/GRENADES unit that is eligible to shoot and did not make an advance move this turn.

EFFECT: Resolve the following sequence:
  1. Select one EXPLOSIVES/GRENADES model in your unit.
  2. Select one unengaged enemy unit within 8" of and visible to that model.
  3. Roll six D6: for each 4+, that enemy unit suffers 1 mortal wound (06.02).
[EXTRA ATTACKS]24.11

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.

Each time a unit containing one or more models with an [EXTRA ATTACKS] weapon fights, those models will make attacks with those weapons in addition to any others. In the Select Weapons step (04.01), for each of those models, you must select:
  • All of that model’s [EXTRA ATTACKS] weapons.
  • One of that model’s other melee weapons, if possible.
Alternative models by Artel W:

LEADER24.22

Mighty heroes fight at the forefront of battle.

Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead. That unit will then lead that bodyguard unit for the battle and form an attached unit with it.

Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it.
Commorrite Rivalries
Space Lane Raiders Detachment

Even in the midst of battle, the Drukhari indulge in politicking and factionalism, seeking to outdo their rivals and cover themselves in dark glory with every murderous triumph.

Each time a DRUKHARI CHARACTER model from your army destroys an enemy CHARACTER unit, you gain 1 Pain token. In addition, each time you use the Battlefield Command Stratagem, you can expend 1 Pain token from your Pain token pool. If you do, decrease that Stratagems cost by 1CP for that usage.
Spiteful Demise
Space Lane Raiders Detachment

Knowing all too well that the carnage they cause during this void battle may be all that pays for their revivification by the Haemonculi, this warrior strikes out viciously until their very last breath.

When the bearer is destroyed, if it has not fought this phase, roll one D6: on a 2+, do not remove it from play. The bearer can fight after the attacking unit has finished making its attacks, and is then removed from play.

Dark Charisma
Kabalite Corsairs Detachment

The masters of such piratical Kabals lead by example, spitting scorn upon peril, standing tall as avatars of malevolent elan, and overcoming the odds with devilish daring time and again.

The bearer has an Objective Control characteristic of 5 and you can re-roll Battle-shock tests taken for the bearer.

Malevolent Cunning
Kabalite Corsairs Detachment

Having fought countless bloody battles aboard the voidships of their prey, this warrior knows well how to turn such environments against their prey. Swiftly deployed booby traps and devious ruses staged with inhuman speed and skill confound the foe at every turn.

The first time in each battle round that your opponent targets a unit from their army that is within 3" of the bearer with a Stratagem, increase that Stratagems cost by 1CP for that usage.

Stimm-Fervour
Ship-killer Cult Detachment

Propelled like a living missile through the voidship’s corridors by a near-toxic cocktail of combat stimms, this Wych strikes like dark lightning and fights with blistering savagery.

The bearer is eligible to declare a charge in a turn in which it Advanced.

Alternative models by Artel W:

The HAEMONCULUS keyword is used in the following Drukhari datasheets:

Infantry Epic Hero
Infantry Character
  • Master Artisan
    20 pts
Covenite Coterie Detachment

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

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

  • Master Regenesist
    25 pts
Covenite Coterie Detachment

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

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

Rending Chain-Flails
Painbringers Detachment

This Haemonculus fleshcrafter has adorned their grotesque form with bladed chain-flails with which to ensnare fleeing foes and tear them to bloody shreds.

Each time an enemy unit within Engagement Range of the bearer is selected to Fall Back, roll one D6: on a 2-4, that enemy unit suffers 1 mortal wound; on a 5+, that enemy unit suffers 2 mortal wounds.

Vile Surgeon
Painbringers Detachment

This cruel chirurgeon seeks out particularly worthy subjects upon whom to practice the most agonising surgical experiments.

The bearers Haemonculus tools and scissorhands have a Damage characteristic of 3 while targeting CHARACTER units.

Alternative models by Artel W:

Other Modified Rules
The following rules apply to various rules and effects found throughout the game.

A stratagem cannot have its CP increased by more than 1 or reduced to below 0 after all modifiers have been applied.

The VEHICLE keyword is used in the following Aeldari datasheets:

The TITANIC keyword is used in the following Aeldari datasheets:

Battle Focus

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

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

BATTLE SIZEBATTLE FOCUS TOKENS
Incursion2
Strike Force4
Onslaught6

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

AGILE MANOEUVRES

SWIFT AS THE WIND

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

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

FLITTING SHADOWS

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

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

STAR ENGINES

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

EFFECT: Until the end of the turn, Ranged weapons equipped by this unit have the [ASSAULT] ability.

SUDDEN STRIKE

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

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

OPPORTUNITY SEIZED

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

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

FADE BACK

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

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

The HARLEQUINS keyword is used in the following Aeldari datasheets:

Infantry Epic Hero
Dedicated Transports
Infantry
Mounted
Vehicle

The YNNARI keyword is used in the following Aeldari datasheets:

Infantry Epic Hero
Monster Epic Hero
Dedicated Transports
Disparate Paths
When mustering your army, you can include HARLEQUINS units in your army, even though they do not have the ASURYANI Faction keyword. Unless otherwise stated, you cannot select HARLEQUINS or YNNARI as your Army Faction.
SMOKESCREEN15.10
1CP
Core Stratagem
Even the most skilled marksmen struggle to hit targets veiled by billowing screens of smoke.
WHEN: Start of your opponent’s Shooting phase.

TARGET: One friendly SMOKE unit.

EFFECT: Until the end of the phase, each time an attack targets either your SMOKE unit, or a unit that is not fully visible to the attacking model because of one or more models in your SMOKE unit, the target has the benefit of cover against that attack (13.08).
Power from Pain

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

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

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

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

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

Example: At the start of your Charge phase, you spend 1 Pain token to Empower a unit of Wyches. The unit becomes Empowered, and so its Acrobatic Gladiators ability takes effect until the end of the phase. A Succubus is leading the unit, and so its Lithe Agility ability also takes effect until the end of the phase (no additional Pain token is required to activate that ability as well).
[DEVASTATING WOUNDS]24.10

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.

Mortal wounds inflicted by [DEVASTATING WOUNDS] weapons can damage a maximum of one model for each critical wound; any remaining mortal wounds inflicted by that attack are lost.

Example: An attack made with a [DEVASTATING WOUNDS] weapon with a D characteristic of 3 results in a critical wound against an Intercessor Squad, so inflicts 3 mortal wounds. The first 2 mortal wounds are sufficient to destroy 1 Intercessor model, so the remaining mortal wound is lost.
Wound Roll
Make one wound roll for each hit by rolling one D6. For each result, check if it fails or is a wound by matching the first condition below that applies:

Unmodified
FAILS
Unmodified
CRITICAL WOUND
Equal to or greater than the required result below:WOUND
ATTACK’S STRENGTH VS TARGET’S TOUGHNESSREQUIRED RESULT
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
+
Any other resultFAILS

CRITICAL WOUNDS
Critical wounds are still wounds. In addition, other rules can be triggered by a critical wound, such as [DEVASTATING WOUNDS] (24).


SEE ALSO
  • Multiple Toughness Characteristics 05.02.01
01.02.01 Starting Strength and Half-Strength
The number of models a unit contains at the start of the first battle round is its starting strength. The starting strength of an attached unit is the number of models that unit contains at the start of the first battle round.

Some rules refer to units being below starting strength, or at – or below – half-strength. The meaning of these terms varies depending on a unit’s starting strength, as shown below.

UNIT STRENGTH
STARTING STRENGTH OF 1STARTING STRENGTH OF 2 OR MORE
BELOW STARTING STRENGTHModel’s remaining wounds are less than its W characteristic.Number of remaining models in the unit is less than its starting strength.
AT HALF-STRENGTHModel’s remaining wounds are half of its W characteristic.Number of remaining models in the unit is half of its starting strength.
BELOW HALF-STRENGTHModel’s remaining wounds are less than half of its W characteristic.Number of remaining models in the unit is less than half of its starting strength.

Example: A Captain (1 model) is attached to a unit of Intercessors (5 models). This attached unit has a starting strength of 6. If three Intercessors were destroyed, the unit would be at half-strength. If four Intercessors were destroyed, the unit would be below half-strength. If all of the Intercessors were destroyed, the remaining Captain would be below half-strength, despite having his full wounds remaining.

SOME UNITS CANNOT BE AT HALF-STRENGTH
If a model’s W characteristic or a unit’s starting strength cannot be evenly divided in half, that model or unit cannot be at half-strength (but can be below half-strength as described above).
COMMAND RE-ROLL15.02
1CP
Core 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 one of the following rolls for a friendly unit or model:
  • Advance roll
  • Charge roll
  • Damage roll
  • Hazard roll
  • Hit roll
  • Save roll
  • Wound roll
  • A roll to determine the number of attacks generated with a weapon.

TARGET: That unit or model.

EFFECT: You re-roll that roll. If you are rolling more than one dice together, select one of those dice to re-roll (excluding charge rolls, which you must re-roll in full).
COMMAND RE-ROLL
1CP
Boarding Actions – Epic Deed Stratagem
A great commander can bend even the vagaries of fate and fortune to their will, the better to ensure victory.
WHEN: Any phase, just after you have made a Hit roll, a Wound roll, a Damage roll, a saving throw, an Advance roll, a Charge roll, a Desperate Escape test, a Hazardous test, or just after you have rolled the dice to determine the number of attacks made with a weapon, for an attack, model or unit from your army.

TARGET: That unit or model from your army.

EFFECT: You re-roll that roll, test or saving throw.

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

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

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

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

TARGET: That DRUKHARI unit.

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

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

Infantry Epic Hero

The KABAL keyword is used in the following Drukhari datasheets:

Infantry Epic Hero
Infantry Character
PRIORITISED VICTIM
1CP
Kabalite Agonysts Stratagem
Contracts to annihilate, maim or capture singular victims of rarefied value are eagerly competed for by a kabal’s killers.
WHEN: Your Shooting phase or the Fight phase, when a friendly BLADES FOR HIRE/KABAL unit targets a CHARACTER unit.

TARGET: That BLADES FOR HIRE/KABAL unit.

EFFECT: Your unit’s attacks that target a CHARACTER unit can:
  • Re-roll hit rolls of 1.
  • Re-roll wound rolls of 1.
SHADOWS’ REACH
1CP
Kabalite Agonysts Stratagem
The capability of militant kabals to project their killing power is rightfully feared, as is the fact that the perpetrators can usually never be found.
WHEN: Your Shooting phase, when a friendly BLADES FOR HIRE/KABAL unit has shot.

TARGET: That BLADES FOR HIRE/KABAL unit.

EFFECT: Those attacks do not prevent your unit from being hidden.
Murderous Agenda
Kabalite Cartel Detachment

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

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

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

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

Show of Strength
Contract: One MONSTER or VEHICLE unit.
Ability: Each time a KABAL or BLADES FOR HIRE model in this unit makes an attack that targets a MONSTER or VEHICLE unit, that attack has the [lethal hits] ability.
TAILORED TOXINS
1CP
Kabalite Cartel – Epic Deed Stratagem
Specially prepared for their chosen prey, these malignant poisons are the anathema of their targets.
WHEN: Your Shooting phase or the Fight phase.

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

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

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

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

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

Dedicated Transports
Transport
DOUBLE-CROSS
1CP
Kabalite Cartel – Strategic Ploy Stratagem
What better way to eliminate rivals than tricking them into taking the blade meant for your ribs?
WHEN: Fight phase, just after an enemy unit has selected its targets.

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

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

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

EFFECT: Until the end of the phase, each time a model in your unit makes an attack, add 1 to the Hit roll. If your Contract unit is destroyed as a result of those attacks, every unit in your opponent’s army must take a Battle-shock test. You cannot gain more than 3 Pain tokens as a result of failed Battle-shock tests caused by this Stratagem.
ELUSIVE DUELLISTS
1CP
Kabalite Corsairs – Battle Tactic Stratagem
These warriors delight in the close-quarters blade-duels of boarding actions, weaving around their enemies' blows and cutting them down in droves.
WHEN: Fight phase, just after an enemy unit has selected its targets.

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

EFFECT: Until the end of the phase, each time an attack targets your unit, subtract 1 from the Hit roll and, if your unit has the INCUBI keyword, models in your unit have a 4+ invulnerable save.
EAGER FOR THE KILL
1CP
Realspace Raiders – Battle Tactic Stratagem
The exhilarating promise of bloodshed goads these warriors into battle with preternatural haste.
WHEN: Start of your Movement phase.

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

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

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

EFFECT: Until the end of the phase, each time an attack targets your unit, subtract 1 from the Hit roll.
INSTINCTIVE SPITE
1CP
Realspace Raiders – Battle Tactic Stratagem
It is hardwired into the Drukhari psyche to prey upon weakened and suffering victims.
WHEN: Start of your Shooting phase or the start of the Fight phase.

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

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

The SCOURGES keyword is used in the following Drukhari datasheets:

The AIRCRAFT keyword is used in the following Drukhari datasheets:

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

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

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

RESTRICTIONS: You cannot select units that are within Engagement Range of one or more enemy units. Until the end of the turn, those units are not eligible to declare a charge.
DARK HARVEST
1CP
Realspace Raiders – Strategic Ploy Stratagem
Wicked sickles and serrated blades hack through writhing flesh as the Drukhari harvest agony and suffering.
WHEN: Start of the Fight phase.

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

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

The HARLEQUINS keyword is used in the following Drukhari datasheets:

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

TARGET: That unit.

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

TARGET: That unit.

EFFECT: Until the end of the turn, your unit is eligible to shoot and declare a charge in a turn in which it Advanced.
MALICIOUS FRENZY
1CP
Reaper’s Wager – Battle Tactic Stratagem
Jealous competition descends into frenzied carnage as the kill count climbs higher and the intoxicating screams of the dying fill the air.
WHEN: Your Shooting phase or the Fight phase.

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

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

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

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

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

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

The TRANSPORT keyword is used in the following Drukhari datasheets:

Dedicated Transports
Transport
POUNCE ON THE PREY
1CP
Skysplinter Assault – Strategic Ploy Stratagem
Incredible alien agility and a delight in taking wild risks help these warriors to leap acrobatically from their skimming transports directly into battle.
WHEN: Your Movement phase, just after a DRUKHARI INFANTRY unit from your army disembarks from a TRANSPORT that made a Normal move this phase.

TARGET: That INFANTRY unit.

EFFECT: Until the end of the turn, your unit is eligible to declare a charge.
SKYBORNE ANNIHILATION
1CP
Skysplinter Assault – Battle Tactic Stratagem
These warriors are well versed in raining suppressing fire on the foe even as they close with them from on high, shredding defences and leaving the survivors easy prey for the raid.
WHEN: Your Shooting phase.

TARGET: One DRUKHARI unit from your army that has not been selected to shoot this phase and that disembarked from a TRANSPORT this turn.

EFFECT: Until the end of the phase, ranged weapons equipped by models in your unit have the [SUSTAINED HITS 1] ability, or the [SUSTAINED HITS 2] ability if your unit is a KABALITE WARRIORS or HAND OF THE ARCHON unit.
WRAITHLIKE RETREAT
1CP
Skysplinter Assault – Strategic Ploy Stratagem
Employing smoke grenades, paralysing mists or simple cunning and agility, these warriors slip away like spectres.
WHEN: End of the Fight phase.

TARGET: One DRUKHARI INFANTRY unit from your army that fought this phase.

EFFECT: Your unit can make a Normal or Fall Back move, but unless it is a WYCHES unit, it must end that move wholly within 3" horizontally and 5" vertically of a friendly DRUKHARI TRANSPORT and must embark within that TRANSPORT at the end of that move (otherwise, it cannot make that move). Your unit can embark within that TRANSPORT in a turn it disembarked from that TRANSPORT.
FEIGNED WEAKNESS
1CP
Spectacle of Spite – Strategic Ploy Stratagem
Employing a common ruse from the arenas, the Drukhari appear to cower, wounded and exhausted, before surging back at their overconfident opponents with blades and fangs bared.
WHEN: Your Movement phase, just after a DRUKHARI unit from your army Falls Back.

TARGET: That DRUKHARI unit.

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

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

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

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

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

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

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

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

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

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

No HARLEQUINS models from your army can be your WARLORD. If you select this Detachment, you cannot use the Corsairs and Travelling Players army rule.
Contracted Harvest
Kabalite Agonysts Detachment

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].

This detachment has the KABAL tag and cannot be taken with another KABAL detachment.
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 DRUKHARI unit from your army disembarks from a TRANSPORT, until the end of the turn:
  • Ranged weapons equipped by models in that disembarking unit have the [ignores cover] ability.
  • Melee weapons equipped by models in that disembarking unit have the [lance] ability.
Raid and Pillage
Kabalite Corsairs Detachment

These warriors reap a bounty of both material plunder and precious pain during their raids, leaving only shattered storage reliquaries and the twisted bodies of tortured victims in their wake.

Each time a DRUKHARI unit from your army destroys an enemy unit, if that enemy unit was within range of an objective marker controlled by your opponent at the start of the phase, you gain 1 Pain token. In addition, in your Command phase, you can select one objective marker you control that has one or more KABAL units from your army within range of it, then expend 1 Pain token from your Pain token pool. If you do, that objective marker is Secured by your army.

The ARCHON keyword is used in the following Drukhari datasheets:

Infantry Epic Hero
Infantry Character
ENEMIES WITHOUT NUMBER
1CP
Kabalite Cartel – Epic Deed Stratagem
This Archon’s personal kill list of rivals, nemeses and victims is virtually never-ending.
WHEN: Your Command phase, just after you complete a Contract.

TARGET: One ARCHON WARLORD from your army.

EFFECT: Select one new Contract (this can be one you have already completed), then select one unit from your opponent’s army that is on the battlefield and matches the ‘Contract’ description in that Contract. Until that Contract is completed, that unit is your Contract unit and the Murderous Agenda Detachment rule applies as normal.
DECKPLATE SWEEPERS
1CP
Kabalite Corsairs – Battle Tactic Stratagem
Indiscriminate hails of splinter fire fill chambers and corridors, leaving nowhere to hide in the enclosed space.
WHEN: Your Shooting phase.

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

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

TARGET: That KABAL unit.

EFFECT: Select one enemy unit hit by one or more of your unit’s attacks this phase (excluding those made with Pistols). That enemy unit must take a Battle-shock test, subtracting 1 from the result if your unit is within 6” of it.
OPPORTUNISTIC THIEVES
1CP
Kabalite Corsairs – Strategic Ploy Stratagem
Any undefended source of riches or power is fair game to these fast-moving raiders.
WHEN: End of your Fight phase.

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

EFFECT: Select one objective marker you do not control that is visible to your unit. Your unit can make a Normal move of up to D6", but if it does, every model in that unit must end that move as close as possible to that objective marker.

The SUCCUBUS keyword is used in the following Drukhari datasheets:

Infantry Epic Hero
Infantry Character
Alliance of Agony
Realspace Raiders Detachment

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

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

Designer’s Note: These are all cumulative, so if your army contains at least one of all of the combinations listed above, you start the battle with 6 Pain tokens.
[ANTI]24.03

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.

Example: An attack made with an [ANTI-VEHICLE 4+] weapon against a VEHICLE unit will result in a critical wound on an unmodified wound roll of 4+, while an attack made with an [ANTI-PSYKER 2+] weapon against a PSYKER unit will result in a critical wound on an unmodified wound roll of 2+.
POSTMORTALITY
1CP
Covenite Coterie – Epic Deed Stratagem
To the greatest Haemonculi, death is but an intriguing and temporary state to be experienced.
WHEN: Any phase.

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

EFFECT: Spend 1-3 Pain tokens. At the end of the phase, set up the destroyed model on the battlefield, unengaged and as close as possible to where it was destroyed. That model is not part of an attached unit and its unit has a starting strength of 1. That model has a number of wounds remaining equal to the number of Pain tokens you just spent.

RESTRICTION: You cannot use this Stratagem if you have 0 Pain tokens, and you cannot target the same HAEMONCULUS model with this Stratagem more than once per battle.

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

Infantry Epic Hero
Infantry Character
Battleline
SCULPTING THE STAGE
1CP
Exhibition of Slaughter Stratagem
Gauche are the gladiators who kill too relentlessly. Preparing the stage with a variety of torments in order to build the tension for a delightful crescendo is the mark of a true artist.
WHEN: Your Movement phase, when a friendly WYCH CULT unit is selected to make an advance/fall-back move.

TARGET: That WYCH CULT unit.

EFFECT: That move does not prevent your unit from being eligible to start an action.
ACROBATIC DISPLAY
1CP
Exhibition of Slaughter Stratagem
Moving so quickly they seem to blur, the Wyches evade incoming fire with contemptuous elegance.
WHEN: Your opponent’s Shooting phase, when an enemy unit targets a friendly WYCH CULT unit.

TARGET: That WYCH CULT unit.

EFFECT: Your unit has 5+ InSv.
PLANNED STRIKES
1CP
Exhibition of Slaughter Stratagem
Murderous rehearsals ensure that those who survive can bring down the most resilient of prey in puissant displays.
WHEN: Fight phase, when a friendly WYCH CULT unit is selected to fight.

TARGET: That WYCH CULT unit.

EFFECT: Your unit’s melee attacks have [LETHAL HITS].
PHANTASM GRENADES
1CP
Ship-killer Cult – Wargear Stratagem
These hallucinogenic atomisers spew clouds of nightmare-inducing gasses that leave the foe glassy-eyed and reeling.
WHEN: Your Movement phase, just after a WYCH CULT unit from your army ends a Normal move, before any enemy units fire Overwatch.

TARGET: That WYCH CULT unit.

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

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

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

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

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

TARGET: That WYCH CULT unit.

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

TARGET: One WYCH CULT unit from your army.

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

TARGET: One friendly unengaged WYCH CULT unit that is within 6" of that enemy unit.

EFFECT: Declare a charge with your unit. When selecting charge targets, you can only select enemy units that made a fall-back move this phase and are within the maximum distance.
ACROBATIC DISPLAY
1CP
Spectacle of Spite – Battle Tactic Stratagem
Moving so quickly they seem to blur, the Wyches evade incoming fire with contemptuous elegance.
WHEN: Your opponent’s Shooting phase, just after an enemy unit has selected its targets.

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

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

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

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

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

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

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

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

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

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

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

6. Splintermind
Improve the Leadership characteristic of WYCH CULT models from your army by 1, and improve the Ballistic Skill characteristic of ranged weapons equipped by WYCH CULT models from your army by 1.
Exacting Cruelty
Exhibition of Slaughter Detachment

With long lives spent honing their murderous skills against the most powerful opponents, the renowned fighters of Commorragh’s arenas have an instinct for just where to strike to bring their prey low in the most painful and elegant manner possible.

Friendly WYCH CULT units’ melee attacks have [LETHAL HITS: non-MONSTER/VEHICLE].

This detachment has the WYCH CULT tag and cannot be taken with another WYCH CULT detachment.
Appetite for Adulation
Ship-killer Cult Detachment

Thriving upon the praise their sadistic deeds will earn from their twisted audience, the Wyches fight all the harder and inflict ever-more excessive torments upon their victims.

In the Fight phase, if two or more enemy units were destroyed by DRUKHARI units from your army that phase, you gain 1 Pain token. In addition, each time a WYCH CULT unit from your army becomes Empowered in the Fight phase, until the end of the phase, melee weapons equipped by models in that unit have the [ANTi-iNFANTRY 4+] ability.
[LANCE]24.21

With the momentum of a warrior at full-tilt, lance weapons are deadly on the charge.

Each time an attack is made with a [LANCE] weapon, if the attacking model’s unit made a charge move this turn, add 1 to the wound roll.
ENFOLDING NIGHTMARE
1CP
Covenite Coterie – Strategic Ploy Stratagem
Even as the prey seek to drive the covenites back with hails of firepower, the horrors lurch closer.
WHEN: Your opponent’s Shooting phase, just after an enemy unit has shot.

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

EFFECT: Your unit can make a surge move of up to D6".
DISTILLERS OF FEAR
2CP
Covenite Coterie – Strategic Ploy Stratagem
By arcane syringe and unholy invocation, the enemy's terror is syphoned out of their bodies, leaving them as little more than contorted husks.
WHEN: Fight phase.

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

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

TARGET: That HAEMONCULUS COVENS unit.

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

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

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

RESTRICTIONS: You can only use this Stratagem once per battle round.
TERRIFYING AURA
1CP
Painbringers – Strategic Ploy Stratagem
The disturbing nature of these creatures causes weapons to quiver, even in the hands of veteran soldiers.
WHEN: Your opponent's Shooting phase, just after an enemy unit has selected its targets.

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

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

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

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

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

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

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

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

EFFECT: Until the end of the phase, each time an attack is allocated to a model in your unit, subtract 1 from the Damage characteristic of that attack.
URGENT METAMORPHOSIS
1CP
Tools of Torment Stratagem
The unhurried menace exuded by Covenites as they extricate themselves from gore‑slick foes can metamorphose in an instant back to pain‑hungry savagery.
WHEN: Your Movement phase, when a friendly HAEMONCULUS COVENS unit is selected to make a fall-back move.

TARGET: That HAEMONCULUS COVENS unit.

EFFECT: That move does not prevent your unit from being eligible to declare a charge.
DIVIDENDS OF AGONY
1CP
Tools of Torment Stratagem
Sharing is typically anathema to the self‑centred Drukhari, except where horror can be fruitfully reinvested in those marked for later harvest.
WHEN: Fight phase, when a friendly HAEMONCULUS COVENS unit destroys an enemy unit.

TARGET: That HAEMONCULUS COVENS unit.

EFFECT: Select one visible enemy unit within 12" of your unit. That enemy unit makes a battle-shock roll, with -1 to that battle-shock roll.
Stitchflesh Abominations
Covenite Coterie Detachment

The Haemonculi and their servants have been surgically altered in body and mind beyond any measure of sanity. For beings so twisted as these, pain is little more than a fascinating diversion, while none but the most grievous wounds can lay them low for long.

Each time an attack targets a HAEMONCULUS COVENS unit from your army, if the Strength characteristic of that attack is greater than the Toughness characteristic of your unit, subtract 1 from the Wound roll.
Regenerative Agony
Painbringers Detachment

The twisted physiologies of the Haemonculus fleshcrafters’ creations are inured to all but the most terrible injuries. The greater and more terrible the agonies inflicted upon their hideous forms, the more formidable their regenerative abilities become.

Each time four or more Feel No Pain rolls are successful for HAEMONCULUS COVENS models from your army in a single phase, you gain 1 Pain token. In addition, each battle round, the first time a HAEMONCULUS COVENS unit from your army becomes Empowered in that battle round, roll one D6: on a 2-5, one model in that unit regains 1 lost wound or, if that unit has the WRACKS keyword, one destroyed model is returned to it with its full wounds remaining; on a 6, one model in that unit regains up to 2 lost wounds or, if that unit has the WRACKS keyword, one destroyed model is returned to it with its full wounds remaining.
[TWIN-LINKED]24.38

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

Each time an attack is made with a [TWIN-LINKED] weapon, you can re-roll the wound roll.

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

Dedicated Transports
  • Archraider
    15 pts
Reaper’s Wager Detachment

A veteran of countless realspace raids or vehicular saedaths, this warrior champion utilises the speed of their sleek anti-grav craft to surprise their enemies.

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

  • Webway Walker
    15 pts
Reaper’s Wager Detachment

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

HARLEQUINS or DRUKHARI model only. Models in the bearer’s unit have the Deep Strike ability. Each time the bearer’s unit is set up on the battlefield using the Deep Strike ability, if that unit is currently losing the wager, until the end of the turn, you can re-roll Charge rolls made for that unit.

  • Conductor of Torment
    20 pts
Reaper’s Wager Detachment

This cruel champion of Commorragh seeks only to bathe in the agony of the foe. To them, the outcome of any wager is secondary to the symphony of suffering.

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

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

  • Dark Vitality
    20 pts
Realspace Raiders Detachment

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

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

  • 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.

DRUKHARI model only. Each time the bearer’s unit destroys an enemy unit in the Fight phase, if that enemy unit was within range of one or more objective markers when the bearer’s unit was selected to fight, you gain 1 additional Pain token.

  • Sadistic Fulcrum
    15 pts
Skysplinter Assault Detachment

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

DRUKHARI model only. Each time you spend 1 Pain token to Empower the bearer’s unit in the Shooting phase, select one friendly DRUKHARI TRANSPORT within 6" of the bearer’s unit; until the end of the phase, each time that TRANSPORT makes an attack, you can re-roll the Hit roll.

  • Labyrinthine Cunning
    25 pts
Realspace Raiders Detachment

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

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

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

  • Nightmare Shroud
    20 pts
Skysplinter Assault Detachment

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

DRUKHARI model only. Each time the bearer’s unit disembarks from a TRANSPORT, until the end of the turn, enemy units cannot use the Fire Overwatch Stratagem to shoot at the bearer’s unit.

  • Towering Arrogance
    20 pts
Kabalite Cartel Detachment

So absolute is this war leader’s self-belief so monstrous their ego, that it is virtually a weapon in its own right. Drukhari are drawn in their wake, unable to resist the charismatic certitude they exude. Enemies, meanwhile, give ground and lose heart beneath their witheringly contemptuous glare.

ARCHON model only. While the bearer is leading a unit, improve the Leadership and Objective Control characteristics of models in that unit by 1.

  • Webway Awl
    25 pts
Kabalite Cartel Detachment

A recklessly destructive implement modified from ancient Aeldari technology, the Webway awl allows its bearer to bore temporary rents into and out of the labyrinth dimension, careless of the ruin they leave in their wake.

ARCHON model only. Models in the bearer’s unit have the Deep Strike ability, and you can target the bearer’s unit with the Rapid Ingress Stratagem for 0CP.

  • Informant Network
    30 pts
Kabalite Cartel Detachment

A web of infiltrating agents, coerced unfortunates, and infoparasitic organisms keeps this Archon well informed and allows them to plan their realspace raids with insidious accuracy.

ARCHON model only. At the start of the Declare Battle Formations step, select up to three KABALITE WARRIORS and/or HAND OF THE ARCHON units from your army; those units gain the Infiltrators ability.

  • Leechbite Plate
    5 pts
Kabalite Cartel Detachment

Threaded with parasite circuits and fashioned from empathovoric crystalline resins, this armour drinks deep of the lifeblood that spatters it and the pain of the wounded to nourish and heal its wearer.

ARCHON model only. The bearer has a Save characteristic of 3+. At the start of either player’s Command phase, you can spend 1 Pain token: if you do, the bearer regains all of its lost wounds.

  • Towering Arrogance
    15 pts
Kabalite Agonysts Detachment

So absolute is this war leader’s self‑belief, so monstrous their ego, that it is virtually a weapon in its own right. Drukhari are drawn in their wake, unable to resist the charismatic certitude they exude. Enemies, meanwhile, give ground and lose heart beneath their witheringly contemptuous glare.

ARCHON model only. This unit has:

  • +1 Ld and OC.

  • Contempt for Rivals
    20 pts
Kabalite Agonysts Detachment

Assured of their utter superiority over any of the enemy’s champions, this Archon rarely extends the offer of single combat and instead directs their warriors en masse to cut the pretender down.

ARCHON model only. This unit’s attacks have [PRECISION].

Power and Greed
Space Lane Raiders Detachment

This warrior is addicted to the heady rush of battle and suffering, each fresh taste driving them to crave more.

The first time in each turn that the bearer is Empowered, roll one D6: on a 3+, you gain 1 Pain token.

  • Crucible of Malediction
    15 pts
Realspace Raiders Detachment

This repulsive artefact contains the tortured souls of psykers. When released, these essences scream across the battlefield, spreading terror and madness.

HAEMONCULUS model only. Once per battle, in your Shooting phase, the bearer can use this Enhancement. If it does, you can spend 1 Pain token. Then, each enemy unit within 12" of the bearer must take a Battle-shock test, subtracting 1 from that test if you spent 1 Pain token. Each time a PSYKER unit fails that test, it suffers 3 mortal wounds.

  • Master Repugnomancer (Aura)
    15 pts
Covenite Coterie Detachment

The Repugnomancers focus all their study on the art of triggering instinctive revulsion and horror. Though considered gauche by many other Haemonculi, the results of their foul craft on the battlefield are undeniable.

HAEMONCULUS model only. Add 3" to the range of the bearer’s Fear Incarnate ability, and each time a friendly DRUKHARI unit within 9" of the bearer fails a Battle-shock test or is destroyed, roll one D6: on a 4+, you gain 1 Pain token.

  • Master Nemesine
    5 pts
Covenite Coterie Detachment

Simply for the sake of scientific curiosity and personal entertainment, this twisted poisoner has tailored toxins to kill every single life form they have ever encountered.

HAEMONCULUS model only. The bearer’s weapons have the [anti-beast 2+] and [anti-monster 4+] abilities.

  • Gnarlskin Experimentor
    20 pts
Tools of Torment Detachment

This master fleshcrafter sees raids as opportunities to assess a host of novel skins for themselves and their suffering servants: scabrous crusts, squirming meshes, resinous under layers and more besides.

HAEMONCULUS model only. Attacks that target this unit with a S greater than your unit’s T have -1 to wound rolls.

  • Eye of Spite
    15 pts
Realspace Raiders Detachment

Having battled the most hulking and heavily armoured opponents in the arena, this Succubus can spot and exploit the slightest weakness in their enemy’s defences.

SUCCUBUS model only. Improve the Attacks and Armour Penetration characteristics of the bearer’s melee weapons by 1. Each time the bearer’s unit is selected to fight, you can spend 1 Pain token; if you do, until the end of the phase, improve the Attacks and Armour Penetration characteristics of the bearer’s melee weapons by 2 instead.

  • Chronoshard
    15 pts
Spectacle of Spite Detachment

When smashed, this splinter of crystallised time ensnares the foe, forcing them to move with the helpless sluggishness of a nightmare for crucial moments.

SUCCUBUS model only. Once per battle, at the start of the Fight phase, the bearer can use this Enhancement. If it does, until the end of the phase, models in the bearer’s unit have the Fights First ability.

  • Pharmacophex
    15 pts
Spectacle of Spite Detachment

This inbuilt chem-atomiser wreathes the bearer and their comrades in a hyperstimulant haze.

SUCCUBUS model only. At the start of your Command phase, after selecting which Combat Drugs will be active for your army, roll one D6 and consult the Combat Drugs list. The result rolled applies to the bearer’s unit until the start of your next Command phase in addition to any other Combat Drugs that are active for your army. If you randomly select one that is already active for your army, it has no additional effect.

  • Morghenna’s Curse
    20 pts
Spectacle of Spite Detachment

Archon Aestra Khromys gifted the famed gladiatrix Morghenna this glaive as a symbol of patronage. Yet so exquisitely crafted is the blade that the Succubus was eventually murdered for it by a rival. Such has been the eventual fate of all those reckless and conceited enough to wield it since.

SUCCUBUS model only. Improve the Armour Penetration and Damage characteristics of the bearers melee weapons by 1.

  • Periapt of Torments
    25 pts
Spectacle of Spite Detachment

This hollow black stone is worn as warrior jewellery. The sinister organism that lurks within it can detect those who intend malice to its bearer and punishes them by lashing their psyches with its psi-barbs.

SUCCUBUS model only. Enemy units cannot use the Fire Overwatch Stratagem to shoot at the bearer’s unit.

  • Hyperstimm Trafficker
    20 pts
Exhibition of Slaughter Detachment

This gladiator has eyes only on the patronage of their audience. Supplied by a network of narcotic distributors – and heedless of the brutal effects of overdosing – the Succubus and their Wyches can endure long enough to provide extensive and heightened performances.

SUCCUBUS model only. This unit has +1 T.

  • Periapt of Torments
    20 pts
Exhibition of Slaughter Detachment

This hollow black stone is worn as warrior jewellery. The sinister organism that lurks within it can detect those who intend malice to its bearer and punishes them by lashing their psyches with its psi-barbs.

SUCCUBUS model only. Enemy units cannot target this unit with snap shooting attacks.

Blood-Drenched Champion
Ship-killer Cult Detachment

This murderous star of the arenas delights in graphically and agonisingly taking their enemies to pieces, much to the delight of their audiences and the abject terror of surrounding foes.

In the Battle-shock step of your opponent’s Command phase, for each enemy unit that is below its Starting Strength and is within Engagement Range of the bearer, that unit must take a Battle-shock test. If that enemy unit is also Below Half-strength, subtract 1 from that test. This Enhancement cannot cause a unit to take two Battle-shock tests in the same phase.

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

This ebon cloak contains a shadow field generator, which shrouds the bearer in a field of umbral darkness.

HARLEQUINS model only. Models in the bearer’s unit have the Stealth and Infiltrators abilities.

The SMOKE keyword is used in the following Drukhari datasheets:

Dedicated Transports
Mounted
Vehicle

The GRENADES keyword is used in the following Drukhari datasheets:

Infantry Character
Vehicle
KILLERS FROM THE DARK SPIRES
1CP
Kabalite Agonysts Stratagem
Defensive barriers or camouflage are little protection against those who have honed their talents hunting amongst the twisted and dark spires of their kabal’s territory.
WHEN: Your Shooting phase, when a friendly KABALITE WARRIORS unit is selected to shoot.

TARGET: That KABALITE WARRIORS unit.

EFFECT: Your unit’s ranged attacks have [IGNORES COVER].
MAKING A POINT
1CP
Kabalite Cartel – Battle Tactic Stratagem
Whether seeking to impress a watching Archon, show up rivals or revel in their supremacy, these marksmen fire for spiteful effect.
WHEN: Your Shooting phase.

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

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

TARGET: That KABALITE WARRIORS unit.

EFFECT: Your unit can make a Normal move of up to 3".
CREW-THIEVES
1CP
Space Lane Raiders – Battle Tactic Stratagem
The fast-acting incapacitation toxins on the blades of these Wracks allow them to lay low the defenders, before dragging them away, alive but powerless, to a far more horrible fate than death.
WHEN: Fight phase.

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

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

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

EFFECT: Roll one D6: on a 2+, until the end of the turn, enemy units cannot fire Overwatch at your unit.
DEADLY DEMISE24.08

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

This ability always takes the form Deadly Demise X. Each time a model in this unit is destroyed, after the units embarked within it (if any) have made their emergency disembark moves, roll one D6. On a 6, that model suffers a deadly demise; 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: An Impulsor with a unit of Intercessors embarked within it is destroyed by ranged attacks. First, any unresolved attacks made by the attacking unit are resolved. Then the Intercessors make an emergency disembark move. Then the roll is made for the Deadly Demise ability, and on a 6, that ability is resolved. Finally, the Impulsor is removed from the battlefield.

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

VICIOUS BLADES
1CP
Skysplinter Assault – Strategic Ploy Stratagem
Wielding a horrifying array of hooked boarding blades, barbed lariats and other specialised tools of agony, these warriors hack and slash at their foes even as their transport skims low overhead.
WHEN: Fight phase, just after a DRUKHARI TRANSPORT from your army has selected its targets.

TARGET: That TRANSPORT.

EFFECT: After your TRANSPORT has fought, select one enemy unit that was the target of one or more of those attacks and roll one D6 for each model embarked within your TRANSPORT, adding 1 to the result if that embarked model is a WRACKS model: for each 5+, that enemy unit suffers 1 mortal wound (to a maximum of 6 mortal wounds).
SALTING THE WOUND
1CP
Tools of Torment Stratagem
Confusion, terror, and panic are triggers for a Haemonculus’ Engines of Pain, which stimulate them to drive their evil augmentations even deeper into the foe.
WHEN: Fight phase, when a friendly CRONOS/TALOS unit is selected to fight.

TARGET: That CRONOS/TALOS unit.

EFFECT: Your unit’s attacks that target a battle-shocked unit have [DEVASTATING WOUNDS].
Darkest Artifice
Tools of Torment Detachment

A Haemonculus’ most resilient Engines of Pain are each a dark triumph valued as a work of malevolent genius. Their finely wrought armoured carapaces shield toughened mech-organic strata and slabs of mutated cartilage.

Attacks that target friendly CRONOS/TALOS units with a S greater than that unit’s T have -1 to wound rolls.

This detachment has the COVENS tag and cannot be taken with another COVENS detachment.
  • Elixir of the Corpse CourtsUPGRADE
    15 pts
Tools of Torment Detachment

Flowing from surgically grafted vials, this milky substance causes tumorous masses of pallid and nerve‑deadened flesh to grow. It sloughs away in sickly lumps when struck, but is soon replaced in a regenecyst cycle of cutaneous ablative armour.

CRONOS/TALOS unit only. This unit has 5+ InSv.

© Vyacheslav Maltsev 2013-2026