The Drukhari are a race of sadistic killers who feed upon the exquisite agony of their victims. From the Dark City of Commorragh, hidden deep within the twisting passages of the webway, their reaver-fleets strike forth in a never-ending search for new souls to torment.
This section contains all of the datasheets that you will need in order to fight battles with your Drukhari miniatures. Each datasheet includes the characteristics profiles of the unit it describes, as well as any wargear and abilities it may have. Some rules are common to several Drukhari units – these are described below and are referenced on the datasheets.Book | Kind | Edition | Version | Last update |
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![]() | Codex | 9 | Indomitus 1.3 | July 2022 |
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![]() | Rulebook | 9 | Q2 2023 | April 2023 |
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![]() | Expansion | 9 | March 2023 | |
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![]() | Index | 9 | Indomitus 1.9 | February 2023 |
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![]() | Expansion | 9 | January 2023 | |
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![]() | Codex | 9 | Indomitus 1.1 | January 2023 |
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![]() | Expansion | 9 | Indomitus 1.0 | July 2022 |
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![]() | Rulebook | 9 | March 2022 | |
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![]() | Expansion | 9 | Indomitus 1.0 | February 2022 |
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![]() | Boxset | 9 | Indomitus 1.1 | June 2021 |
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![]() | Codex | 8 | Indomitus 1.4 | June 2021 |
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![]() | Index | 9 | 1.0 | December 2020 |
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![]() | Datasheet | 8 | December 2019 | |
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![]() | Boxset | 8 | November 2018 |
Q: | Does the last sentence of the Animus Vitae’s ability only take effect if the attack made with this weapon hits? |
A: | Yes. |
A unit’s datasheet will list all the abilities it has. Certain abilities that are common to many units are only referenced on the datasheets rather than described in full. These abilities are described below.
As the Drukhari feed on the souls of the slain, they become imbued with supernatural might, eventually turning into killing machines.
This ability only applies if every unit in your army is a DRUKHARI or UNALIGNED unit. At the start of each battle round, this ability gains additional effects. These effects are cumulative.BATTLE ROUND | ADDITIONAL EFFECT |
1+ | Inured to Suffering: Models in this unit have a 6+ invulnerable save. |
2+ | Eager to Flay: This unit is eligible to declare a charge in a turn in which they Advanced. |
3+ | Flensing Fury: Each time a model in this unit makes a melee attack, add 1 to that attack’s hit roll. If this unit has the VEHICLE or MONSTER keyword, it does not suffer the penalty incurred to its hit rolls for firing Heavy weapons at enemy units that are within Engagement Range of it. |
4+ | Mantle of Agony: Models in this unit have a 5+ invulnerable save. |
5+ | Emboldened by Bloodshed: Each time a Morale test is taken for this unit, it is automatically passed. If this unit's characteristics can change as it suffers damage, this unit is considered to have double the number of wounds remaining for the purposes of determining what those characteristics are. |
The Drukhari frequently use virulent poisons to kill their prey in excruciating ways.
Many Drukhari weapons have the Poisoned Weapon ability. Such a weapon will have an ability that reads ‘Poisoned Weapon’ and then a value, such as (4+) or (2+). Each time an attack is made with a poisoned weapon against a unit (excluding VEHICLE or TITANIC units), an unmodified wound roll of this value is always successful.Every denizen of Commorragh learns from a young age the value of blades, and all are adept in their usage, whether those wielded by their cruel hands or as part of their razor-edged armour.
Each time a model in this unit makes an attack with a melee weapon, on an unmodified wound roll of 6, improve the Armour Penetration characteristic of that attack by 1.The exquisite agonies visited upon the minions of the Haemonculus Covens have ensured that even the lowliest Wrack is oblivious to the most potent of weaponry.
Each time a model in this unit would lose a wound, roll one D6: on a 5+, that wound is not lost.Exotic chemical stimulants are widely used to heighten combat performance, despite the risk of a deadly overdose.
Units with this ability gain additional abilities depending on which combat drugs they are using during this battle. Before the battle, determine what additional abilities are granted to each unit from your army with the Combat Drugs ability. You can select one of the abilities from the table below for that unit. Alternatively, you can randomly determine two abilities from the table for units with the Combat Drugs ability by rolling two D6 and looking up the result (if a double is rolled, roll both dice again until two different results are rolled). Combat Drug effects must be noted on your army roster. If you wish to randomly determine a units Combat Drugs abilities, simply write ‘Random’ on your roster.D6 | COMBAT DRUGS |
1 | Adrenalight: Each time this unit fights, if it made a charge move or performed a Heroic Intervention this turn, then until that fight is resolved, add 1 to the Attacks characteristic of models in this unit. |
2 | Grave Lotus: Add 1 to the Strength characteristic of models in this unit. |
3 | Hypex: Add 2" to the Move characteristic of models in this unit. |
4 | Painbringer: Add 1 to the Toughness characteristic of models in this unit. |
5 | Serpentin: Improve the Weapon Skill characteristic of models in this unit by 1. |
6 | Splintermind: Improve the Ballistic Skill and Leadership characteristics of models in this unit by 1. |
Some rules refer to ‘splinter weapons’ or ‘Wych weapons’. The definitions of these weapons for the purposes of such rules can be found below:
The fractious animosities that pervade the Dark City are set aside when orchestrating raids upon the worlds of lesser races.
If every Detachment in your army is a DRUKHARI Patrol Detachment, change the Command Cost of those Detachments to 0CP and change the Command Benefits of those Detachments to ‘None’.While the Drukhari tolerate the presence of other Aeldari, they have little time for their kins pitiful concerns, and cooperation between them and those they perceive as inferior is... strained at best.
You cannot include DRUKHARI and non-DRUKHARI AELDARI units in the same Detachment unless all those units have the YNNARI keyword.The most masterful Archons know well the value of offering a share of the spoils to attain the services of some of Commorragh’s deadliest denizens.
If a Realspace Raid Detachment contains one ARCHON unit that is your Warlord, one SUCCUBUS unit and one HAEMONCULUS unit, and at least one KABALITE WARRIORS unit, at least one WYCHES unit and at least one WRACKS unit, all units (excluding BLADES FOR HIRE units, unless otherwise specified) in that Detachment gain a Drukhari Obsession.Over their long lifetimes, the greatest of Commorragh’s denizens will often engage in a number of depraved and bizarre diversions in order to bring themselves amusement, or to slake their unnatural desires. Whether these are idle curiosities or maddened obsessions, they are invariably deadly to those who fall into their grasp, or fail to execute their will.
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This Archons usually calm exterior belies the truth of their debauched mind; that it is a battleground between extreme egos. Their violently sadistic side awaits only the right trigger - the fear, pain or weakness of others. Once unleashed, this Archon explodes into a killing fury, using their victims to slake their dark desires before regaining their regal composure.
Once per battle, at the end of the Fight phase, if this model is within Engagement Range of any enemy units, it can fight again.Bound within this bladed crown are fragments of spirit stones taken from slain Farseers. The trapped souls within constantly whisper maddening glimpses of potential futures, allowing a canny wearer to avoid some unfortunate fates.
The bearer has the following abilities:This Archon obsesses over the perfect killing strike, spending years under the tutelage of one superlative blademaster after the next. No rival can be suffered to know the Archons capabilities, and each mentor is disposed of once they have no skills left to impart.
Add 1 to the Damage characteristic of all melee weapons this WARLORD is equipped with (excluding Relics).This master of the killing art never misses an opportunity to extend their gory displays of violence. With sublime grace, their skill demands all eyes are fixed upon their talents, leaping from dance to dance and ever seeking another encore.
Each time this model makes a consolidation move, it can move an additional 3", and it does not have to finish this move closer to the closest enemy model.The blade of this deceptively light polearm was gifted from the denizens of abominable Aelindrach. With every swing contour trails of shadowy vapour hang in its wake as the blade slips, seamlessly, between the shadow realm and reality.
Model equipped with an archite glaive only. This Relic replaces an archite glaive and has the following profile:WEAPON | RANGE | TYPE | S | AP | D |
Dancer’s Edge | |||||
Dancer’s Edge | Melee | Melee | +2 | -4 | 2 |
Abilities: Each time an attack is made with this weapon, on an unmodified wound roll of 6, invulnerable saving throws cannot be taken against that attack. |
This murder-artist is constantly moving, their every acrobatic step accompanied by a lashing blade. They are at their most dangerous when the foe believes them surrounded, but this simply gives them more victims to practice their killing art upon.
Each time this WARLORD fights, after any pile-in moves, until that fight is resolved, you can choose for its Attacks characteristic to be equal to 3 plus the number of enemy models that are within 2" of it.Saturated with their own vile concoctions, this master of arcane philtres is expert in the creation of agonizing toxins, liquid flesh dispensers, potent growth elixirs and a host of other substances. Those who dare to strike them down witness first hand the horror of bubbling flesh sealing what should have been fatal wounds.
Once per battle, when this model is destroyed, you can choose to roll one D6 at the end of the phase instead of using any rules that are triggered when this model is destroyed. If you do so, then on a 2+, set this model back up on the battlefield as close as possible to where they were destroyed but not within Engagement Range of any enemy models, with D3 wounds remaining.The toxic run-off in this flask was drained from several failed experiments, distilled through the entrails of living subjects. The resultant composite brew affords a unique weapon. Shattered at the feet of an enemy, one never knows what to expect - metal-eating acids, palsy-inducing fumes or perhaps lunacy-causing filaments, rendering the heroic unintelligible.
Once per battle, at the end of your Movement phase, the bearer can use this Relic. If it does so, select one enemy unit within 9" of the bearer.This deranged creature is an artist when it comes to the reshaping of flesh. A few deft slices - and a liberal application of horrifying unguents - allow ruptured skin to flow like wax and reform anew, the subject lurching back to life.
In your Command phase, you can select one friendly <HAEMONCULUS COVENS> WRACK unit within 3" of this WARLORD. D3 destroyed models can be added back to the unit. These models can be set up within Engagement Range of enemy units that are already within Engagement Range of that unit.
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In every Kabal there exists a clique of those Drukhari who view themselves as superior to their fellow Kabalites. Most often, this is the result of having been born naturally, rather than as a result of cloning or other esoteric sciences. These ‘Trueborn - as they are known - view themselves as purer, and are afforded a more prestigious position in Commorrite society. They are able to demand the very best, and learn from an early age to protect their birthright to such power.
For each MASTER ARCHON unit in your army, one unit of Kabalite Warriors in the same Detachment can be upgraded to Kabalite Trueborn. Kabalite Trueborn have a maximum unit size of 10, gain the KABALITE TRUEBORN keyword and have the following additional abilities:In many Wych Cults, the deadliest Hekatrixes will band together to form units who answer to none but the highest authority of that Cult. Often accompanying high ranking or prestigious Succubi into battle, these paragons of the arena have mastered the killing arts, their complimentary fighting styles proving deadly to any who face them.
For each MASTER SUCCUBUS or LELITH HESPERAX unit in your army, one unit of Wyches in the same Detachment can be upgraded to Hekatrix Bloodbrides. Hekatrix Bloodbrides have a maximum unit size of 10, gain the HEKATRIX BLOOOBRIDES keyword and have the following additional abilities:Highly prized by their masters, the Haemoxytes consider themselves to be the pinnacle of the fleshcrafting art. Grafted with a bewildering array of internal augmentations derived from both Aeldari gene-stock and that of other races, they exhibit enhanced abilities, and are often tasked with particularly vital duties by their masters. Although they are viewed with disgust by other Drukhari, it is not unusual for a Wrack to viciously slay any rivals to secure a chance to become a Haemoxyte, earning a prestigious place among their masters’ favoured creations.
For each MASTER HAEMONCULUS or URIEN RAKARTH unit in your army, one unit of Wracks in the same Detachment can be upgraded to Haemoxytes. Haemoxytes have a maximum unit size of 10, gain the HAEMOXYTES keyword and have the following additional abilities:Units in a DRUKHARI Kabal, Wych Cult, Haemonculus Coven or Realspace Raid Detachment gain access to the following rules:
Enforcers of Vect’s will, the Kabal of the Black Heart are feared as the iron gauntlet that maintains his stranglehold.
Though by far the largest and most influential Kabal, the Black Heart has been taught by Vect to pursue ever more power.
The Archons of the Kabal of the Black Heart have minds like steel traps, assimilating every detail of a situation.
While this WARLORD is on the battlefield, each time you or your opponent spends any Command points to use a Stratagem you can roll one D6 for each Command point spent: on a 6, you gain one Command point.When intoned, the words of Vect embossed upon this iron tablet invigorate all who owe him fealty.
KABAL OF THE BLACK HEART ARCHON model only. The bearer has the following ability: ‘Writ of the Living Muse (Aura): While a friendly KABAL OF THE BLACK HEART CORE unit is within 6" of the bearer, each time a model in that unit makes an attack, re-roll a wound roll of 1. If the bearer is a REALSPACE RAIDER unit, this ability also affects BLADES FOR HIRE units.’The Supreme Overlord of Commorragh develops countermeasures for every conceivable course of events.
Masters of the shadowed sky, the Kabal of the Flayed Skull pour from above in massed airborne attacks, their warriors clad in the bloody red of flayed corpses. Their arrogance and daring know no bounds, and it is said they will not even deign to step foot on a world lest it be to grind their heel into their enemy’s throat.
The Kabalites of the Flayed Skull excel in aerial warfare, using their speed and manoeuvrability to harry the most elusive targets, before bringing them down with deadly volleys from their weapons.
Renowned for their savagery, the Archons of the Kabal of the Flayed Skull remove the skin from their foes’ skulls before their corpses have even hit the floor.
Add 1 to this WARLORD’s Strength and Attacks characteristics.Utilising the same night-shield technology as Drukhari attack craft, the Obsidian Veil projects a broad-spectrum displacement field around its bearer, surrounding them in a cloud of murky shadow.
KABAL OF THE FLAYED SKULL ARCHON model only. The bearer has a 4+ invulnerable save.The Kabalites of the Flayed Skull view the skies as their rightful territory, and will scour it of those enemies who dare to trespass.
Known for their exquisitely crafted instruments of death, every warrior of the Kabal of the Obsidian Rose is an exacting virtuoso with a reputation for perfection. No lapse in skill or ability is acceptable for these obsessive purists, as they seek ever more precise applications of murdercraft.
Every weapon produced in the workshops of the Kabal of the Obsidian Rose is a masterpiece, equal in accuracy and lethality to the finest armaments of any other Kabal.
The Archons of the Kabal of the Obsidian Rose are all skilled weaponsmiths, and have a reputation for perfectionism in their craftsmanship. Their personal armaments are the finest examples of their Kabal.
Add 1 to the Strength characteristic of weapons this WARLORD is equipped with (excluding Relics).Crafted using psycho-empathic shards of poisoned wraithbone, this armour emanates crippling waves of dread, causing foes to quail.
KABAL OF THE OBSIDIAN ROSE ARCHON model only.Even when faced with insurmountable odds, the Kabalites of the Obsidian Rose know that anything less than the perfect execution of their deadly art is utterly unacceptable.
The insidious Kabal of Lady Aurelia Malys, the Poisoned Tongue encircle their enemies like a stalking viper, employing the subtlest of deceits before striking with venomous potency. When their schemes call for it, they apply their practised intellects to acts of outright violence, and are capable of striking down the most dauntless of foes with the vilest of poisons.
The toxin crafters of the Kabal of the Poisoned Tongue tailor their venoms to the targets of a raid, ensuring they will have the most gruesome effect on the victims’ physiologies.
The Archons of the Kabal of the Poisoned Tongue are aloof in the extreme, having nothing but scorn for their foes. Such is the power of their conviction that their underlings will stand their ground no matter the odds.
The Soul-seeker fires splinters of toxic spirit stones, each of which shatters upon impact to create clouds of empaphagic vapours.
KABAL OF THE POISONED TONGUE ARCHON model equipped with a splinter pistol only. This Relic replaces a splinter pistol and has the following profile:WEAPON | RANGE | TYPE | S | AP | D |
Soul-seeker | |||||
Soul-seeker | 18" | Pistol 2 | 2 | -2 | D3 |
Abilities: Poisoned Weapon (2+). Each time you select a target for this weapon, you can ignore the Look Out, Sir rule. Each time an attack is made with this weapon, the target does not receive the benefits of cover against that attack. |
The Kabalites of the Poisoned Tongue excel at wrong-footing their enemies before an attack is launched.
This Kabal revels in the misfortunes of others. Whether lulling vengeful aggressors into minefields or panicking victims into breaking cover, the sinister chuckling of these warriors is often the last thing their victims hear.
Units with this Obsession have the following ability:Cruel misdirection is this Kabal’s speciality, whether that is seeding the ground before them with torment mines, a feigned retreat leading the foe into an ambush or disappearing from view only to reappear unleashing a hail of deadly splinter fire.
Units with this Obsession are eligible to shoot in a turn in which they Fell Back, but if they do, then until the end of the turn, each time a model in that unit makes a ranged attack, subtract 1 from that attack’s hit roll.This Kabal inhabits some of the highest spires of Commorragh, allowing them to literally look down on their rivals. Convinced of their superiority, these haughty warriors see victory as an absolute certainty, and to flee before their lessors is all but unthinkable.
Each time a Combat Attrition test is taken for a unit with this Obsession, add 1 to that Combat Attrition test.The perfection of tailored fault lines in their crystalline ammunition is a speciality of this Kabal. Fracturing under stress an instant before they hit, these shards shower enemies in a storm of toxin-laced shrapnel.
Each time a model with this Obsession makes an attack with a splinter weapon, an unmodified hit roll of 6 scores 1 additional hit.This Kabal revels in high-speed warfare, riding superior grav-craft to battle so as to ensure they reach the foe before their erstwhile allies. It is said that even the Reaver gangs of Commorragh are envious of the swiftness of this Kabal’s craft.
Add 2" to the Move characteristic of models with this Obsession that can FLY.This Kabal has studied the process of dying for countless centuries, experimenting with binding souls to corpses in the hopes of mastering the transition between life and death.
Each time a model with this Obsession would lose a wound as a result of a mortal wound, roll one D6: on a 5+, that wound is not lost.This Kabal have long been experts in hitting armour seals, rebreather units, fuel lines and other weak points at range. Capable of pinpointing such frailties even on the move, these marksmen vie with one another to cause the maximum pain in the most efficient manner.
Each time a model with this Obsession makes an attack with a ranged weapon, on an unmodified wound roll of 6, improve the Armour Penetration characteristic of that attack by 1.This Kabal is a manufacturer and distributor of many lethal poisons, but they are careful to always maintain a large stockpile of their most potent toxins for their own nefarious use.
Selective predators one and all, this Kabal’s warriors compete to acquire the rarest and choicest trophies. The index finger of a devout Canoness, the bleached skull of a T’au Commander or the bony crest of a Tyranid alpha beast - among other mementos - all serve to increase the warrior’s prestige within the Dark City.
Each time a model with this Obsession makes an attack against a CHARACTER unit, add 1 to that attacks hit roll.The warriors of this Kabal are experts at using multiple webway portals to appear from unexpected quarters. Their enemies find themselves suddenly beset on all sides by swift and deadly fighters.
Each time you use the Webway Portal Stratagem, if any units with this Obsession are selected, reduce the Command point cost of that Stratagem by 1.Having risen to the apex of power through the mastery of elegant excruciation, the Cult of Strife’s arenas attract more patrons than any of their rivals, and it is both in these arenas and on the battlefields of realspace that the Cult’s reputation for excessive violence is writ large. They forge a spectacle of every conflict, never failing to leave their onlookers or their victims breathless.
Whether enthralling spectators in the arena or slaughtering their way through an enemy army, the Cult of Strife have developed a penchant for bombastically violent opening manoeuvres, always striving to ensure they get the honour of striking the first blow.
The Succubi of the Cult of Strife are renowned for their expertise at close-quarters combat within the arenas of Commorragh. The skills they display before the baying crowds on the blood-soaked sands are equally as deadly on the battlefield.
Each time this WARLORD makes a melee attack, an unmodified hit roll of 6 scores 2 additional hits.Worn decoratively on the wrist or shoulder, the Phial Bouquet contains a cocktail of artisanal combat drugs, decanted into the Succubus’ spinal column over the course of a battle.
CULT OF STRIFE SUCCUBUS model only. Roll one D6 at the start of each battle round. Until the end of the battle round, the bearer gains the associated effect from the Combat Drugs ability table. This effect can be one that the bearer is already affected by and is cumulative.The Cult of Strife are well versed in every conceivable method of murder, and after completing one act of slaughter they will often showcase another from their repertoire.
The Cursed Blade thrive on the mistrust and treachery at the heart of their own Cult, seeing betrayal as the ultimate tenet for honing their deadly arts. Woe comes swiftly to those who accept the welcoming smile and hand of friendship offered by their Wyches - beneath the smile there is a smirk of anticipation, and concealed within the hand is a killing blade.
There is no place for frailty amongst the Cult of the Cursed Blade, for they teach that weakness exists only to be exploited by the strong. Those Wyches who survive in the Cults arena are the physical embodiment of this philosophy.
The Succubi of the Cult of the Cursed Blade are cunning and treacherous, exploiting any opportunity to wrong-foot and deceive their foes before striking them with concealed weapons.
Each time you make an unmodified saving throw of 4+ for this WARLORD against a melee attack, after the attacking model’s unit has finished making its attacks, that enemy unit suffers 1 mortal wound. This WARLORD does not benefit from the second part of the Cursed Blades’ Only the Strong Will Thrive Obsession.The Traitors Embrace comprises a pair of metal rods that are sewn into the skin. At the moment of death, these rods cause their bearer’s bones to explode outward, rapidly growing into a jagged cage.
CULT OF THE CURSED BLADE SUCCUBUS model only. If the bearer is destroyed by a melee attack, roll one D6: on a 2+, after the attacking model’s unit has finished making its attacks, it suffers D3+3 mortal wounds.After luring their enemies towards them, the Cult of the Cursed Blade cast a volley of translucent charges into their midst that riddle the attackers with splinters of venomous shrapnel.
With acrobatic expertise and attacks so swift that few see them coming, the Cult of the Red Grief revel in their capacity to slay on the move, never stopping until all is bloody ruin. They strike, kill and move on in the space a few desperate breaths, taking to extremes the philosophy that the greatest defence is simply not to be there when the opponent’s blade falls.
Wyches of the Cult of the Red Grief revel in high-speed murder, and there is fierce competition amongst their ranks as to who can butcher their victims the quickest.
The Succubi of the Cult of the Red Grief believe the best defence is simply not to be there when the opponents blade falls. Such are their reflexes that they dodge blows with supernatural speed.
Each time a melee attack is made against this WARLORD, an unmodified hit roll of 1-3 for that attack fails, irrespective of any abilities that the weapon or the model making the attack may have.Forged by Organghast the Haemomancer, the Blood Glaive absorbs the viscera of those victims it slays. Sloughing off parts of its blade that have become nicked in battle, the freshly harvested gore is used to rehone its crimson edge.
CULT OF THE RED GRIEF SUCCUBUS model equipped with an archite glaive only. This Relic replaces an archite glaive and has the following profile:WEAPON | RANGE | TYPE | S | AP | D |
The Blood Glaive | |||||
The Blood Glaive | Melee | Melee | +2 | -3 | 3 |
Wyches of the Red Grief set foot on solid ground only for as long as it takes to butcher the enemy.
This Cult favours spectacular gymnastic displays. Its fighters are never still, springing from one foot to the other and flipping over the blows of their foe with ease.
Each time a imit with this Obsession consolidates or piles in, models in that unit can move horizontally through other models and terrain features (they cannot finish a move on top of another model, or its base).Some Wych Cults elevate gladiatorial battles to another level by creating a spectacle that maims and cripples in order to draw out the moment of the kill, heightening the pleasure they derive before the final blade falls.
While a unit with this Obsession that has the Power From Pain ability is within Engagement Range of any enemy units, treat the current battle round number as being one higher when determining what effects the Power From Pain ability has.This Cult’s warriors enter a killing trance when the moment of combat is joined, ripping their foes apart in a flurry of blows that owes nothing to grace and everything to bestial fury.
This Wych Cult is known for the meticulous skill of its warriors. Even the thickest armour is no defence against their assault, as blades plunge through eye lenses and slice through vulnerable seams.
Each time a model with this Obsession makes a melee attack, that attack benefits from the Blade Artists ability on an unmodified roll of 5+ instead of 6.The warriors of this Wych Cult are highly adept at using their bladed armour and equipment to plunge into the foe, opening up veins and slashing throats.
Each time a model with this Obsession finishes a charge move, you can select one enemy unit (excluding VEHICLE units) within Engagement Range and roll one D6: on a 6, that enemy unit suffers 1 mortal wound.Not for this Cult the banal stimulants of their peers. Its fighters believe in trying ever-more interesting and dangerous concoctions to fuel their displays. From Ambull adrenal gland distillations to pheromonic infusions derived from the Ethereals of the Tau, these warriors will try anything to give themselves an edge over their opponents, the potential for metabolic meltdown only adding to the thrill.
Once per battle, in your Command phase, you can declare that units with this Obsession will use their experimental concoctions. When you do so, roll one D3 on the Combat Drugs table. Every unit with this Obsession that has the Combat Drugs ability gains this additional ability (which is cumulative with any abilities they already have) until the end of the turn.This Wych Cult is driven to test its bladecraft against the largest and most dangerous foes in the galaxy. They are easily bored by slaughtering lesser opponents, but when faced with a truly monstrous quarry, they attack and dismember it with surprising speed and delight.
Each time a model with this Obsession makes a melee attack that targets a MONSTER or VEHICLE unit, add 1 to that attack’s wound roll.Taking a token from each defeated foe, the members of this Cult are bedecked in patches of flayed skin, bones and skulls that proclaim their many victories.
Each time a Morale test is taken for an enemy unit that had any models destroyed by a melee attack made by a unit with this Obsession, roll one additional D6 and discard the lowest result.Training extensively among the haunted spires above their arenas, and renowned for dizzying extravaganzas that dangerously test their speed and reactions, these stimm-fuelled warriors are adept at chasing down the most elusive and mobile prey.
Gruesome masters of up-close butchery, the Coven of Twelve engage in escalating acts of inventive misery and violence.
The practice of internecine assassinations that exists amongst the Coven of Twelve ensures that weapons and wits are kept razorsharp at all times, and only those members who exist in a state of hyperawareness - keeping a meticulously honed blade nearby at all times - survive long.
The Haemonculi of the Coven of Twelve have been slain and resurrected so many times that there are few methods of death they are not intimately familiar with. Unless they wish to experience a new fatality, they are notoriously difficult to kill.
Each time an attack is allocated to this WARLORD, subtract 1 from the Damage characteristic of that attack (to a minimum of 1).This blade allows its wielder to expertly carve samples of skin, fat and musculature from their victims for experimentation.
COVEN OF TWELVE HAEMONCULUS model equipped with Haemonculus tools only. This Relic replaces Haemonculus tools and has the following profile:WEAPON | RANGE | TYPE | S | AP | D |
The Flensing Blade | |||||
The Flensing Blade | Melee | Melee | User | -2 | D3 |
Abilities: Poisoned Weapon (2+). Each time an attack made with this weapon targets a CHARACTER unit, that attack has a Damage characteristic of 3. |
Amidst the treacherous Coven of Twelve, the art of assassination is held in high regard, with the most unique and inventive techniques garnering significant prestige. Many Haemonculi have been removed from this esteemed conclave, using methods perfected on the battlefield by their rivals.
Breaking the enemy’s spirits is but the opening salvo for the members of the Dark Creed.
The Coven of the Dark Creed has perfected every method of inducing fear, and their mere presence fills the mind with nightmarish dread.
Units with this Obsession have the following abilities:The twisted Haemonculi of the Dark Creed have orchestrated the terror of others for so long that they exude an insanity-inducing aura. The sight of them is enough to drive their foes into such depths of despair that their hearts stop beating.
At the end of your Movement phase, you can select one enemy unit within 9" of this WARLORD and roll 3D6: if the result is greater than the enemy units Leadership characteristic, until the start of your next Movement phase, that enemy unit cannot perform actions (if that unit is currently performing an action, it immediately fails), and it loses the Objective Secured ability.The needles fired by Spirit-sting are loaded with dew collected from a sconce at the bottom of the Chasm of Echoes. When injected, it causes the victims fears to manifest physically, bursting from their brain.
DARK CREED Haemonculus with stinger pistol only. Spirit-sting replaces the bearer’s stinger pistol and has the following profile:WEAPON | RANGE | TYPE | S | AP | D |
Spirit-sting | |||||
Spirit-sting | 12" | Pistol 3 | 2 | -3 | 1 |
Abilities: Poisoned Weapon (2+). Each time an attack is made with this weapon, invulnerable saving throws cannot be taken against that attack. |
The Coven of the Dark Creed have a well-earned reputation for novel methods of assassination.
No sadistic art is beyond the ken of these fleshcrafters and their countless, mutilated thralls.
The Prophets of Flesh have modified their own bodies and those of their servants to an extraordinary extent - so much so that few weapons their enemies bring to bear against them can inflict damage greater than that they have already endured.
Many Haemonculi of the Prophets of Flesh dabble in soothsaying. The insights they gain by doing so allow them to modify their own bodies in preparation, either to foil a foreseen blow or to ensure the death of one who fate sought to spare.
After this model is set up on the battlefield for the first time, choose one of the below:Fashioned from the flayed face of a Shadowseer, this mask plays tricks on the mind. The moment of hesitation this affords is enough for the wearer to plunge a surgical blade into the gawping viewers heart.
PROPHETS OF FLESH HAEMONCULUS model only.The Prophets of Flesh have innumerable servants, each of which is extensively marked with sigils of ownership by their masters. Only by committing the most impressive acts of sadism under the eyes of their betters can one of these twisted creatures slowly excise these marks.
The surgeon-artisans of this Coven are true masters of their craft. The sickening products of depraved laboratories, they emerge tougher and more resilient than their rivals.
Each time an attack is allocated to a model with this Obsession (excluding VEHICLE models), unless that attack has a Strength characteristic of 8 or more, subtract 1 from the Damage characteristic of that attack (to a minimum of 1).This Coven waits with the patience of a spider before descending on its victims in great force to gather a harvest of terror and flesh.
Each time a unit with this Obsession finishes a charge move, you can select one enemy unit (excluding VEHICLE units) within Engagement Range and roll one D6: on a 4+, that enemy unit suffers 1 mortal wound.The products of this Coven are highly sought after, their baleful technologies drawing upon the more unstable and destructive energies of the galaxy. Judged alongside such gloriously potent carnage, Haemonculi care little about the risk to their own thralls.
Each time a unit with this Obsession is selected to shoot, you can enhance any or all ranged weapons models in that unit are equipped with (liquifier guns and twin liquifier guns can never be enhanced). If you do so, until the end of the phase, each time an attack is made with an enhanced weapon, add 1 to that attack’s wound roll and add 1 to the Damage characteristic of that attack, but that attack’s hit roll cannot be re-rolled. If any unmodified hit rolls of 1 are made for attacks with an enhanced weapon, the bearer’s unit suffers 1 mortal wound after shooting with this weapon. If the bearer is a VEHICLE or MONSTER model, it suffers D3 mortal wounds instead.To a greater extent than other Haemonculi, the rulers of this Coven repeatedly experiment on their followers and even themselves. Test subjects are often intravenously fed varieties of strength-enhancing concoctions with which to tear into the enemy - to the delight of their masters.
Add 1 to the Strength characteristic of models with this Obsession.The Haemonculi of this Coven are consumed with the need to sate their appetite for fresh flesh - either to gorge themselves or experiment upon it, according to each individual’s whim.
You can re-roll charge rolls made for units with this Obsession.Fascination with the fragility of their foes’ genetic structures drives this Coven. Crafting horrific poisons, the Haemonculi put these to spectacular use on the battlefield, the most innocuous wound leading to rapid and explosive mutations.
Each time a model with this Obsession makes a melee attack with a poisoned weapon (excluding Relics) that targets a unit that is not a VEHICLE or TITANIC, an unmodified hit roll of 6 automatically wounds the target.The flensing caress and needle-fingered grip of these sadistic monsters finds every pain receptor and hidden weakness of their luckless victims.
Each time a unit with this Obsession is selected for The Torturer’s Craft Stratagem, reduce the Command point cost of that Stratagem by 1.The members of this Coven compulsively collect samples of all the many races of the galaxy. Their followers absorb fluids and other substances from their defeated foes, invigorating their own ravaged forms.
Each time an enemy unit is destroyed by a melee attack made by a unit with this Obsession, a model in that attacking unit can regain D3 lost wounds. Each model can only be healed once per turn. If the attacking unit is a WRACK unit, D3 destroyed models can be added back to the unit. These models can only be set up within Engagement Range of enemy units that are already within Engagement Range of this unit and no longer count as having been destroyed for the purposes of Morale tests this turn.This Coven have replaced their sensoria with knotted bundles of fleshy ganglia. Unhindered even by their thralls’ impassive masks, the arcane perception they grant ensures no prey can hide from them.
Each time a model with this Obsession makes an attack, the target does not receive the benefits of Light Cover or Heavy Cover against that attack.Each cut made by a member of this Coven leaves a series of vibrating shards in the victim’s flesh, agitating the skin around the wound and ensuring their foe bleeds out all the faster.
Each time a model with this Obsession makes an attack with a melee weapon, an unmodified hit roll of 6 scores 1 additional hit.AGENTS OF VECT (Kabal of the Black Heart – Strategic Ploy)
ALLIANCE OF AGONY (Drukhari – Requisition)
PRIZES FROM THE DARK CITY (Drukhari – Requisition)
TOLERATED AMBITION (Drukhari – Requisition)
ART OF POISONRY (Coteries of the Haemonculi – Requisition)
RULE THROUGH FEAR (Coteries of the Haemonculi – Requisition)
WEALTH AND POWER (Coteries of the Haemonculi – Requisition)
HEKATRIX OF THE CRUCIBAEL (Cult of Strife – Requisition)
SCREAMING JETS (Drukhari – Strategic Ploy)
WEBWAY PORTAL (Drukhari – Strategic Ploy)
Battle Round
INSIDIOUS MISDIRECTION (Kabal of the Poisoned Tongue – Strategic Ploy)
DEADLY RIVALS (Drukhari – Strategic Ploy)
HYPERSTIMM BACKLASH (Drukhari – Wargear)
HYPERSTIMM BACKLASH (Drukhari – Boarding Actions – Wargear)
CRUEL DECEPTION (Drukhari – Battle Tactic)
ENHANCED AETHERSAILS (Drukhari – Wargear)
EVISCERATING FLY-BY (Drukhari – Strategic Ploy)
MURDEROUS DESCENT (Drukhari – Strategic Ploy)
SWIFT OUTFLANKING (Drukhari – Strategic Ploy)
DANCE OF DEATH (Cult of Strife – Battle Tactic)
PICK THEM APART (Cult of Strife – Strategic Ploy)
CRUCIBLE OF MALEDICTION (Drukhari – Wargear)
MOVING TARGET (Drukhari – Boarding Actions – Strategic Ploy)
HAYWIRE GRENADE (Drukhari – Wargear)
NEVER STATIONARY (Drukhari – Strategic Ploy)
POTENT METALLOTOXINS (Drukhari – Wargear)
PREY ON THE WEAK (Drukhari – Strategic Ploy)
FEED ON THEIR FEAR (Drukhari – Boarding Actions – Strategic Ploy)
AN ESOTERIC KILL, DELIVERED FROM AFAR (The Dark Creed – Battle Tactic)
MASTERS OF THE SHADOWED SKY (Kabal of the Flayed Skull – Battle Tactic)
NO METHOD OF DEATH BEYOND OUR GRASP (Cult of Strife – Battle Tactic)
LIGHTNING-FAST REACTIONS (Drukhari – Boarding Actions – Battle Tactic)
HUNT FROM THE SHADOWS (Drukhari – Battle Tactic)
LIGHTNING-FAST REACTIONS (Drukhari – Battle Tactic)
SHOCK PROW (Drukhari – Wargear)
FLAWLESS APPROACH (Cult of Strife – Strategic Ploy)
VISIONS OF BUTCHERY (Coteries of the Haemonculi – Strategic Ploy)
VENOMOUS SHARDBOMBS (Cult of the Cursed Blade – Wargear)
LIGHTNING-FAST REACTIONS (Drukhari – Boarding Actions – Battle Tactic)
POTENT METALLOTOXINS (Drukhari – Wargear)
PREY ON THE WEAK (Drukhari – Strategic Ploy)
THE GREAT ENEMY (Drukhari – Battle Tactic)
THE TORTURER’S CRAFT (Drukhari – Battle Tactic)
FEED ON THEIR FEAR (Drukhari – Boarding Actions – Strategic Ploy)
MERCIES OF THE HAEMONCULUS (Drukhari – Boarding Actions – Strategic Ploy)
THE BLEEDING EDGE (Drukhari – Boarding Actions – Battle Tactic)
SINS WRIT LARGE (Prophets of Flesh – Battle Tactic)
BRUTAL VIVISECTION (Coteries of the Haemonculi – Strategic Ploy)
MERCIES OF THE HAEMONCULUS (Coteries of the Haemonculi – Strategic Ploy)
ART OF THE KILL (Cult of Strife – Battle Tactic)
THE BLADE WELL PLACED (Cult of Strife – Battle Tactic)
ATHLETIC AERIALISTS (Cult of the Red Grief – Strategic Ploy)
A MOST INVENTIVE DEMISE (Coven of Twelve – Epic Deed)
NO METHOD OF DEATH BEYOND OUR GRASP (Cult of Strife – Battle Tactic)
LIGHTNING-FAST REACTIONS (Drukhari – Boarding Actions – Battle Tactic)
POTENT METALLOTOXINS (Drukhari – Wargear)
PREY ON THE WEAK (Drukhari – Strategic Ploy)
THE GREAT ENEMY (Drukhari – Battle Tactic)
THE TORTURER’S CRAFT (Drukhari – Battle Tactic)
FEED ON THEIR FEAR (Drukhari – Boarding Actions – Strategic Ploy)
MERCIES OF THE HAEMONCULUS (Drukhari – Boarding Actions – Strategic Ploy)
THE BLEEDING EDGE (Drukhari – Boarding Actions – Battle Tactic)
SINS WRIT LARGE (Prophets of Flesh – Battle Tactic)
ART OF THE KILL (Cult of Strife – Battle Tactic)
THE BLADE WELL PLACED (Cult of Strife – Battle Tactic)
ATHLETIC AERIALISTS (Cult of the Red Grief – Strategic Ploy)
A MOST INVENTIVE DEMISE (Coven of Twelve – Epic Deed)
NO METHOD OF DEATH BEYOND OUR GRASP (Cult of Strife – Battle Tactic)
FAILURE IS NOT AN OPTION (Kabal of the Obsidian Rose – Strategic Ploy)
FAILURE IS NOT AN OPTION (Kabal of the Obsidian Rose – Strategic Ploy)
PROTECT THE GREAT ONE (Coteries of the Haemonculi – Strategic Ploy)
PRAY THEY DON’T TAKE YOU ALIVE (Drukhari – Epic Deed)
PAIN SYPHON (Drukhari – Strategic Ploy)
MERCIES OF THE HAEMONCULUS (Drukhari – Boarding Actions – Strategic Ploy)
VENOMS OF AGONISING ATROPHY (Coteries of the Haemonculi – Wargear)
INVIGORATED BY EVISCERATION (Cult of Strife – Battle Tactic)
BRUTAL VIVISECTION (Coteries of the Haemonculi – Strategic Ploy)
MERCIES OF THE HAEMONCULUS (Coteries of the Haemonculi – Strategic Ploy)
DEADLY EXEMPLAR (Cult of Strife – Epic Deed)
If your army includes any DRUKHARI Detachments (excluding Auxiliary Support, Super-heavy Auxiliary or Fortification Network Detachments), you have access to these Stratagems, and can spend CPs to use them.
Commorrite society is founded upon opportunistic deception.
The Chaos God Slaanesh is reviled by the Aeldari, who hate and despise his followers with a ferocious loathing.
Over long millennia in Commorragh’s undercity, the Haemonculus Covens have perfected the craft of carving flesh.
The hyper-fast reflexes of the Drukhari allow them to duck and weave to avoid all but the swiftest enemy strikes.
The denizens of Commorragh use the shadows to their advantage.
Even the most bloodthirsty Drukhari will veil their enmity to work together against a shared enemy for the same gruesome purpose.
Confident leaders might delegate some duties to a monitored underling, one easily disposed of if need be...
A warlord who wants their high status to be known will equip their raiding parties with the most extravagant weaponry.
By hurling rune-graven orbs into the air, the Drukhari can tear a route into the webway through which more of their kin can pour.
Cronos parasite engines absorb and magnify the agonies of nearby foes, driving their fellow raiders into a frenzy.
The airborne combatants of a Wych Cult have no need to slow down in order to carry out their slaughter.
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.
The scent of a foe in pain draws Drukhari to it like hungry predators to an injured beast, their senses sharpening at its tang.
Just as terrifying as a sudden emergence from the webway is the meteoric descent of a Drukhari raiding craft behind enemy lines.
Hellions and Reavers frequently spar for prestige and dominance, both in the arenas and high above the bloody streets of the Dark City.
Transport barques seek to ferry their murderous cargo on new attack angles, or else move aloft to provide encircling fire support.
As their transports descend, Drukhari are swift to plunge into their prey, blades bared.
Few armies are able to maintain their mettle when the sounds of their leader’s tortured screams fill the air.
Drukhari raiding craft bear many enhancements that allow for lightning-fast attacks and swift withdrawals.
When opened, the souls of tortured psykers spew outward, driving insane any nearby whose minds are attuned to the warp.
Haywire grenades send out a powerful electromagnetic pulse to debilitate and damage enemy vehicles.
Heedless of the brutal effects of overdosing, members of a Wych Cult may take a massive dose of combat drugs to further enhance their combat prowess.
Many Drukhari outfit their vehicles with energised rams which, when activated, emit directional waves of force, capable of carving through infantry formations and even shattering the hulls of tanks.
A few rare poisons contain virulent acidic compounds, ferrogangrenous venoms or even inorganic nanophages, which swiftly break down the most formidable of armour plating. When showered with these potent shards, enemy crews find their vehicles dissolving around them, or even swelling with infection and crushing them inside.
CHARACTER | WARLORD TRAIT |
Drazhar | Hatred Eternal |
Lelith Hesperax | Blood Dancer |
Urien Rakarth | Diabolical Soothsayer |
D3 | WARLORD TRAIT |
1 | HATRED ETERNAL This warlord is disgusted by the younger races that infest the galaxy, sickened by the unwashed and unrefined multitudes. They will take any opportunity to exterminate such vermin. Each time this WARLORD makes an attack, you can re-roll the hit roll and the wound roll. |
2 | SOUL THIRST In place of a soul, this warlord plays host to a howling chasm of horror and madness. They must swallow thousands of souls each day to stave off complete degeneration, yet this thirst lends them a lethal ferocity.
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3 | ANCIENT EVIL So long has this warlord lived, steeped in horror and cruelty, that their very gaze is said to be capable of paralysing their foes with fear. At the start of the Fight phase, you can select one enemy unit within Engagement Range of this WARLORD. That unit is not eligible to fight this phase until after all eligible units from your army have done so. |
D3 | WARLORD TRAIT |
1 | QUICKSILVER FIGHTER This warlord strikes with preternatural speed, slaying their foes before they even realise the fight has begun. Add 2 to the Attacks characteristic of this WARLORD. |
2 | STIMM ADDICT Though it entails all manner of horrific side effects, this warlord is addicted to using artificial stimulants to boost their combat effectiveness. When determining the effects of the Combat Drugs ability for this WARLORD before the battle, roll 2 additional dice, re-rolling results of 6 or results that are already in effect. This WARLORD’s Combat Drugs ability has these benefits in addition to any others. |
3 | PRECISION BLOWS This warlord is adept at slaying in a stunning display of violence, every blow placed perfectly to dismember or decapitate. Each time an unmodified hit roll of 6 is made for a melee attack made by this WARLORD, the target unit suffers a number of mortal wounds equal to the Damage characteristic of the weapon used for that attack, and the attack sequence ends. |
D3 | WARLORD TRAIT |
1 | MASTER REGENESIST A master of fleshcrafting, this creature can rejuvenate even the most seriously wounded of minions with a flick of their bladed fingers. Each time this WARLORD uses their Fleshcraft ability, the target model regains up to 3 lost wounds instead of D3. |
2 | MASTER NEMESINE This warlord knows a variety of ways to kill every realspace species they have ever discovered. There is no weak point unknown to them. Each time this WARLORD makes an attack, re-roll a wound roll of 1. |
3 | MASTER ARTISAN This warlord is not only gifted in the arts of fleshcrafting and mettalosculpture, but also in the more metaphysical arts. Irrespective of the medium they work with, it is their own twisted body that bears the greatest hallmarks of their dark genius. Add 1 to the Toughness and Wounds characteristics of this WARLORD. |
If every model in your army (excluding UNALIGNED units) has the DRUKHARI keyword, and your WARLORD has the DRUKHARI keyword, you can, if you are playing a matched play battle that instructs you to select secondary objectives (e.g. a mission from the Eternal War mission pack in the Warhammer 40,000 Core Book), select one of them to be from the DRUKHARI secondary objectives listed below.
Like all other secondary objectives, each of the secondary objectives listed below has a category, and they follow all the normal rules for secondary objectives (for example, when you select secondary objectives, you cannot choose more than one from each category, you can score no more than 15 victory points from each secondary objective you select during the mission etc.).
The Drukhari raid the galaxy’s worlds with a single aim uppermost in their minds: the capture of living beings. Once violently subdued and secured with all manner of tortuous bindings, these unfortunate souls are taken back to the Dark City where a horrible fate awaits them. Whether as bait in the arenas, fresh meat upon a filthy, surgical slab or a bruised plaything for their new masters, the victims existence now has only one purpose - their agonies and sorrow are fodder to invigorate and nourish their captors.
Many of these vicious beasts will not last a single show of bloodletting. Those with enough savagery for that may not endure the cruel attentions of the Beastmasters. Yet for those feral and exotic monstrosities that leave the audiences roaring for more... for one of those, a Wych could name their price.
Sowing terror in the foe’s ranks and sending them fleeing is of great physical and strategic value to the Drukhari. Alongside pain and anguish, it feeds their withered souls, granting them a form of supernatural vigour. Fear is infectious, spreading through the remaining enemy force, softening them up for the Drukhari’s final, swift assault. Those who run furthest will provide diverting hunting sport at battle’s end, a gift from the raids leader to their followers. Some will even be spared, alive yet scarred inside and out, to gibber of nightmares and changelings for years to come. Their warnings will degenerate into horrifying fairy tales of stolen children and hooks, poisonous beauty and cruel laughter that gnaws at the society’s consciousness, preparing them subtly for the next raid in a century - or decade’s - time. Yet, were none of that true, the Drukhari would still terrify, torture and flense their foes for one, simple reason. They like doing it.
The Drukhari rarely linger during realspace raids, as the efficient corralling of their inevitable prey is of great import. Protracted meat grinders do not suit their style of warfare, and they avoid - where possible - the enemy’s lumbering reinforcements. Their swift-moving raiding forces often seek to encircle and drive the foe together so there can be no escape, clustering their enemies like bewildered grox awaiting shipment to the abattoir.
In this section you'll find additional rules for playing Crusade battles with Drukhari, such as Agendas, Battle Traits and Crusade Relics that are bespoke to DRUKHARI units. You can find out more about Crusade armies in the Warhammer 40,000 Core Book.
Competition to partake in a realspace raid is vicious. Those who secure such a position know it to be a route to wealth and power. The flesh of those taken captive is owned by the raid’s orchestrator - or by their shadowy patrons, backers and creditors - but participating warriors seen to be instrumental in such captures can bank on greater prestige, as well as more tangible assets doled out in the wake of a successful raid.
Drukhari commanders barely tolerate their rivals. They seek any opportunity to put their particular skills to use in reminding such upstarts just who is in charge of their temporary alliance.
Drukhari commanders learn early how best to inflate their own standing by taking the achievements of others and twisting them to their own advantage. Leading a large raid is the perfect opportunity to take credit for all manner of successes, real or not, and reap the political bounty they generate.
A common method of heightening terror amongst prey is to ensure the initial victims of the raid are exhibited in all manner of loathsome ways, sending a clear message that such a fate will be shared by the remaining defenders. Raising flayed captives on spikes, linking screaming victims into the enemy’s vox-net or hanging dripping trophies that still moan through stitched lips from visible vantage points ensures the enemy knows exactly what fate awaits them.
The masters of each faction within the Dark City vie for power and influence above all else, and proudly flaunt their domination over rivals nobles, their competitors in the arena or their twisted contemporaries amongst the Covens.
The superior rulers of Commorragh gift their most talented murderers and blade artists with the choicest wargear and influence, granting them a measure of their master’s power - under the implicit guarantee of death should failure follow.
Soul traps vary in size and appearance, from pyramidal prisms to jewelled skulls engraved with vampiric runes, but all serve to capture the spirit essence of powerful enemies and empower the bearer with stolen energies.
This twisted benefactor has invested significantly in the breathtaking skills of their favoured gladiators. As well as basking in the reflected glory of these Wyches, both within and without their arena, such contacts afford the patron the opportunity to avail themselves of the latest combat stimms, no matter the risk.
Sometimes an example needs to be made, and those who have failed their commander find themselves thrust into the arena to be slaughtered or disposed of in some other suitably gruesome manner.
The lords of the Kabals know all manner of methods to launder the various currencies of their trade throughout the Dark City. Whether this is rounding up captives from the slums to sell to the arenas or coercing dock workers to redirect cargo to their own holdings, no machination is below them.
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Drukhari raids provide many valuable spoils. Worthy captives, trophies of exotic kills and stolen soul-fragments are among the most desirable resources hauled back to Commorragh. Powerhungry lords trade portions of these spoils to gain leverage, or to simply bribe interested parties, allowing them to bring more of the Dark City’s nightmarish districts under their own control. But this is a dangerous game - as their power grows, so do the chances that a rival or even an agent of the Supreme Overlord will attempt to forcibly remind them of their place.
Your Lord uses a portion of their influence to strike at a target of opportunity, ousting its incumbent owners and taking it for their own.
You can randomly generate one territory from the tables below by first rolling a D6 to select one of the two tables (on a 1-3, use table 1; on a 4-6, use table 2), before rolling a D66 on that table (to roll a D66, roll two D6s, one after the other - the first result is your ‘tens’ and the second is your ‘units’. For example, a D66 roll where the first result is a 3 and the second is a 6 is a result of 36).
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This lord’s string of arcane armourers and energy-wreathed testing facilities give them access to exotic weapons technologies.
Once per battle, if your ASCENDANT LORD is on the battlefield, you can use one Wargear Stratagem for 0 Command points.Commanding hundreds of alchemists and venom refiners, this lord’s Kabalites carry vials of experimental poisons.
Once per battle, in your Command phase, if your ASCENDANT LORD is on the battlefield, you can select one <KABAL> unit from your army. Until the end of the turn, any poisoned weapons this unit is equipped with gain the Poisoned Weapon (2+) ability.This lord owns several gladiatorial murder-complexes, whose inventive warriors fight all the harder to retain the patronage granted them, and its associated prestige.
In the Update Experience Points step, Each WYCHES unit that was part of your Crusade army for this battle gains 1 additional experience point.Even the flocks of mercenary Scourges fear and salute this lord.
In the Update Experience Points step, Each SCOURGES unit that was part of your Crusade army for this battle gains 1 additional experience point.Only the most powerful can call upon the favoured of the shrines.
In the Update Experience Points step, Each INCUBI unit that was part of your Crusade army for this battle gains 1 additional experience point.Control of trade in and out of Commorragh’s many ports is essential to maintaining an iron grip over the rest of the city.
After each battle, when rolling to determine if a Raid Spoils point is gained, add 2 to the roll.When a deed needs doing, having a ready supply of those Drukhari desperate to elevate themselves can be very useful.
Each time you spend a Raid Spoils point, roll one D6: on a 6, that Raid Spoils point is refunded.Many goods, both mundane and esoteric pass through these regions. A percentage of the profits flows to this lord’s coffers, along with any items of particular interest to them.
Once after each battle, you can use the Relic Requisition for 0RP.This brazen lord has some influence over the sinister denizens of Aelindrach, and is able to negotiate the service of their most potent scions.
In the Update Experience Points step, Each Mandrakes unit that was part of your Crusade army for this battle gains 1 additional experience point.Being in possession of such enviable estates means this lord is never short of fawning admirers, and ever seeks opportunities to refresh their stable of pets to showcase at the next ball.
Once per battle, if an enemy WARLORD is destroyed by a melee attack made by your ASCENDANT LORD, you can use the Pray They Don’t Take You Alive Stratagem for 0 Command points.Given the correct incentives, these peerless street killers can be persuaded to leave their dens and accompany a lord's raid.
In the Update Experience Points step, Each REAVERS or HELLIONS unit that was part of your Crusade army for this battle gains 1 additional experience point.Workshops crafting the finest anti-grav craft are essential to any realspace raid. Owning the best means ones warriors are borne to battle more swiftly than those of rivals.
At the end of the battle, you can ignore one failed Out of Action test taken for a DRUKHARI VEHICLE unit from your army - that test is treated as having been passed instead.Power and influence has many uses outside of the acquisition of new territories. A cunning negotiator can barter the spoils of a raid for any number of useful services, supplies or favours.
In addition to using the Dominate ability, you can also spend Raid Spoils points on the following:SPECIALIST SUPPLIES (1+ RAID SPOILS) Haemonculi have few qualms about the sources of the most interesting and rare bio-samples they barter for, and will trade great swathes of their spoils in order to experiment with them on their thrall creations. If your Order of Battle contains an ASCENDANT LORD HAEMONCULUS unit, after each battle you can select one <HAEMONCULUS COVEN> unit (excluding VEHICLE units) from your Order of Battle and spend any number of Raid Spoils points. That unit gains a number of experience points equal to the number of Raid Spoils points spent. |
PERFECT SPECIMENS (3 RAID SPOILS) Whether trading openly for a clutch of another lord’s prized warriors or employing street gangs to abduct a rival’s property, Haemonculi are always eager to acquire the most magnificent physiques to experiment on. If your Order of Battle contains an ASCENDANT LORD HAEMONCULUS unit, when you add a <HAEMONCULUS COVEN> CORE unit to your Order of Battle you can spend 3 Raid Spoils points. If you do so, that added unit gains 6 experience points (and therefore gains the Blooded rank). Select one Battle Honour for them as normal. |
JUST A REPLICA [1 RAID SPOILS) Haemonculi engrossed in greater works have been known to surgically alter an underling into a facsimile of themselves. Such occasions allow the master to avoid unnecessary risk when their visible presence is required more than their scientific expertise, and the subservient Haemonculus is swiftly disposed of should they become too ambitious. If an Out of Action test is failed for an ASCENDANT LORD HAEMONCULUS unit, you can spend 1 Raid Spoils point. If you do so, that test is treated as having been passed, but that HAEMONCULUS unit does not gain any experience points from that battle. |
ASSERT AUTHORITY (1 RAID SPOIL) The best method of accumulating new territory for oneself is to take it from ones closest rivals, thus ensuring that as your power grows, theirs diminishes. If your Order of Battle contains an ASCENDANT LORD ARCHON unit, if you win a battle against an army that includes an ASCENDANT LORD unit, you can select one territory that Ascendant Lord controls. Add that territory to your list of territories claimed. Your opponent must remove it from their list of territories claimed. |
EXPERT MANIPULATION (3 RAID SPOILS) Archons are well practiced at playing the long game, drawing out labyrinthine plans to outwit their foes. Once they set their gaze upon something, they will bribe, extort and threaten all who stand in their way of acquiring it. If your Order of Battle contains an ASCENDANT LORD ARCHON unit, once after each battle you can spend 3 Raid Spoils points to select one territory from the Territories table. Add that territory to your list of territories claimed. |
COMPLEX RAIDCRAFTING (1 RAID SPOILS) This master schemer has many aims and objectives, and by passing on bribes is able to ensure that their underlings each know exactly what is expected of them. If your Order of Battle contains an ASCENDANT LORD ARCHON unit, before a battle, spend 1 Raid Spoils point. You can select 1 additional Agenda for your army for that battle. |
INCREASE HOLDINGS (2 RAID SPOILS) The best way to showcase your Cult’s skills is to ensure you control as many of Commorragh’s many arenas as possible. Giving your own fighters top billing and relegating your rivals to supporting slots at unfavourable events ensures your prestige grows unimpeded. If your Order of Battle contains an ASCENDANT LORD SUCCUBUS unit, once after each battle you can spend 2 Raid Spoils points to select one Arena territory from the Territories table. Add that territory to your list of territories claimed. |
THE DEADLIEST CATCH (3 RAID SPOILS) Using her contacts, this Succubus ensures she knows when new and exotic beasts are likely to arrive at Commorragh’s many docks, and can work to ensure the very best of these find their way into her holding pens. If your Order of Battle contains an ASCENDANT LORD SUCCUBUS unit, when you add a DRUKHARI BEAST unit to your Order of Battle, you can spend 3 Raid Spoils points. If you do so, that unit gains the Razor-edged, Brutal, Shredder or Fleshbane Weapon Enhancement Battle Honour (see Warhammer 40,000 Core Book). Increase that unit’s Crusade points total by 1. |
PERSONAL SUPPLY (1 RAID SPOILS) Through both threats and demonstrations of explosive violence directed at their personal network of contacts, this Succubus ensures a greater supply of the most powerful stimulants. If your Order of Battle contains an ASCENDANT LORD SUCCUBUS unit, when you randomly determine Combat Drugs abilities for a unit you can spend 1 Raid Spoils point. If you do so, you can re-roll one or both of the results. |
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Soulshard Grenade Crafted from the captured spirit stones of Aeldari psykers, this grenade houses a soul that has been tortured to the point of madness. When thrown into the foe, the housing shatters and the mindless soul within lashes out, enacting revenge on the first living thing it can find. Once per battle, at the end of your Movement phase, the bearer can use this Relic. If it does so, select one enemy unit within 6" of the bearer and roll a number of D6 equal to the number of models in that unit (to a maximum of 15). CHARACTER units count as 5 models and VEHICLE and MONSTER units count as 10. If that enemy unit is a PSYKER, add 1 to each result. For each result of 6+, that enemy unit suffers 1 mortal wound. |
This agoniserwas crafted by the Haemonculus Vrothskarthe Epicurate. Its psychomantic pain field extends in an invisible scalpel-like edge, drawing upon existing pain and doubt to amplify the resultant agony to excruciating levels. Its merest touch grants a terrifying, multi-spectrum barrage upon the victim's sensorium. Model with agoniser only. This Relic replaces an agoniser and has the following profile:
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Master Clone Field While some influential figures in Commorragh can claim to own a clone field, this peerless example is said to be the first ever created. It projects multiple hologram-like images, which mimic the wearers movements perfectly. Enemies find their attacks absorbed by the simulacra, distracting them long enough for their true target to close in and strike a killing blow.
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Once one of a trio of devices, this subtle polygon of tainted crystal was created at great risk and expense. When the Exodite world of Saeneth was swallowed by the warp, the Drukhari were there to collect the death throes of those Aeldari who perished. The Casket overflows with the suffering of Saeneth's people - agonies only their race could experience. The possessor feels their vitality strengthened as they drink in its waves of despair, inuring them to the pitiful blows of the enemy.
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Mask of the First Age This intricately decorated mask is thought to date from the founding of the oldest pleasure cults, and was worn at ostentatious sensation-banquets by nobles who wished to display their power openly. Ownership of such a relic, and the nerve-shredding empathic technologies contained within, is a potent symbol of the wearer’s influence. This model has the following abilities:
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Below you will find Warlord Traits, Relics and Stratagems for Drukhari units that are drawn from the Cult of Strife.
Codex: Drukhari describes how certain Drukhari units belong to a Wych Cult, and how you can use the <WYCH CULT> keyword to specify where such a unit is drawn from. The rules in the following section are for units that are drawn from the Wych Cult of the CULT OF STRIFE.
Some rules in this section refer to a CULT OF STRIFE Detachment. This is one that only includes units with the CULT OF STRIFE keyword (excluding units specified under BLADES FOR HIRE and units with the UNALIGNED keyword).
D3 | WARLORD TRAIT |
1 | COMPETITIVE EDGE This Succubus trains and tests herself at every opportunity, maintaining a consistent rate of murder lest she lose her razor-sharp competitiveness. Each time this WARLORD fights, if all of its attacks target one enemy unit, after resolving all of those attacks, it can make a number of additional attacks against that enemy unit equal to the number of attacks that did not reach the inflict damage step of the attack sequence during that fight. |
2 | UNPARALLELED AGILITY This Succubus moves with preternatural speed, even compared to the famed fighters of Commorragh’s arenas. She dances and flits around her foes, evading every clumsy blow dealt by her foes. Each time an attack is made against this WARLORD, subtract 1 from that attack’s hit roll and wound roll. |
3 | MASTER EXECUTIONER Every blow this Warlord lands, every cut she makes and every darting strike are perfectly placed to inflict the maximum bodily trauma upon her foes. Each time this WARLORD makes an attack, you can re-roll the wound roll. |
This lash is coated in toxins that paralyse its victims, rendering those to whom its caress is bestowed a transfixed spectator to their own grisly demise.
Model equipped with an agoniser only. This Relic replaces an agoniser and has the following profile:WEAPON | RANGE | TYPE | S | AP | D |
Morvaine’s Agoniser | |||||
Morvaine’s Agoniser | Melee | Melee | User | -3 | 1 |
Abilities: Poisoned Weapon (4+). Each time the bearer fights, after all its attacks have been resolved, select one enemy unit that was hit by an attack made with this weapon (you cannot select a VEHICLE or MONSTER unit). Until the start of your next turn, that enemy unit cannot Fall Back. |
This ostentatious garland radiates a palpable aura of repugnance and hatred, causing those who look upon it to fall to their knees with forced humility.
Fashioned from the living bone of a once powerful Archon, the Glaive Exquisite devours the souls of the arrogant and proud. Should it be given only blood from the weak and unworthy, it will slake its thirst on the soul of the one who wields it instead.
Model equipped with an archite glaive only. This Relic replaces an archite glaive and has the following profile:WEAPON | RANGE | TYPE | S | AP | D |
The Glaive Exquisite | |||||
The Glaive Exquisite | Melee | Melee | +2 | -5 | 2 |
Abilities: Each time an attack made with this weapon targets an enemy unit with a Leadership characteristic of 8 or more, add 1 to that attack's wound roll. At the end of any phase in which the bearer fought with this weapon, if it did not target any enemy units with a Leadership characteristic of 8 or more, it suffers 1 mortal wound. |
A closely guarded secret among the poison artisans of the Cult of Strife, the Dark Lotus Toxin causes its victims’ blood to vaporise within their own veins.
Add 1 to the Strength and Damage characteristics of all melee weapons the bearer is equipped with (excluding Relics).Nothing is of greater importance to the Cult of Strife than an artful kill, and no greater spectacle than when they put their refined tastes into practice.
Borrowing from the performances of their Harlequin kindred, the Wyches of the Cult of Strife add their own unique flourishes to the dance of death, leaping and pirouetting past mesmerised enemies in preparation for the inevitable crescendo of violence.
The Cult of Strife welcome the attentions of enemy combatants, and by feeding upon the death throes of their victims they are never short of the vigour required to remain front and centre on the stage of battle.
The Cult of Strife teaches that no armour is inviolate. So it is that these fighters strike at visors, eyes and armour joins with hard-won skill.
In the Cult of Strife, the respect commanded by a Succubus is commensurate to her latest act of beauteous murder.
The Cult of Strife are taught to give no respite as they close for the kill, darting forward in fleeting bounds that afford no time for an enemy to draw their weapons or gather their wits.
In the swirl of battle, the Cult of Strife change their partners in combat frequently, somersaulting from one violent engagement only to engage in another as they see fit.
After every ten thousand performances, the Crucibael plays host to a bloody competition in which Hekatrixes of the Cult of Strife may fight one another to the death. The sole survivor is bestowed an exquisite artefact to denote their status as champion.
The Coteries of the Haemonculi feed on agony as a leech feeds on blood. When the armies created by these demented flesh-sculptors are released upon the galaxy, whole worlds are plunged into madness.
It is far from unheard of for the Haemonculi to bring mercenary forces into their employ, such as Incubi and Scourges. These warriors add their own lethal powers to those of their paymasters, and few can stand against such combined evil.
A Coteries of the Haemonculi is an Army of Renown.The Haemonculi have a deep hold over their servants. On the one hand, they can offer immortality to the faithful, and an endless supply of agony and misery to feast on. On the other, they are capable of inflicting the most excruciating tortures upon those they deem to be failures. Such things provide ample motivation for a servant of a Haemonculus to fight fiercely in battle and never give up in seeing their liege’s desires become reality.
D3 | WARLORD TRAIT |
1 | CALCULATING GAZE (AURA) A Haemonculus always keeps a close eye over their followers. Knowing they will be punished severely for failure, the Haemonculus’ lackeys work and fight all the harder. While a friendly <HAEMONCULUS COVEN> CORE unit is within 6" of this WARLORD, each time a model in that unit makes an attack, re-roll a hit roll of 1. |
2 | SCHEMER SUPREME Haemonculi meticulously plan their schemes, anticipating every enemy movement. While this WARLORD is on the battlefield, each time your opponent spends a Command point to use a Stratagem you can roll one D6: on a 5+, you gain 1 Command point. |
3 | ARTIST OF DARK ALCHEMY The Haemonculus is supremely skilled in developing the most effective chemicals, effluents and other foul solutions for their warriors’ weaponry. Once per turn, after rolling to determine the number of attacks made with a weapon by a friendly <HAEMONCULUS COVEN> CORE model whose unit is within 6" of this WARLORD, this WARLORD can use this ability. If it does so, you can re-roll the number of attacks made with that weapon and, until the end of the phase, each time you roll to determine the number of attacks made with a weapon by a model in that unit, you can re-roll the result. |
This ichor injector was crafted by Urien Rakarth himself. The chemicals it discharges sends its victims into major bouts of muscle spasms.
COTERIES OF THE HAEMONCULI model equipped with an ichor injector only. This Relic replaces an ichor injector and has the following profile:WEAPON | RANGE | TYPE | S | AP | D |
Transfuser of Excruciation | |||||
Transfuser of Excruciation | Melee | Melee | - | - | - |
Abilities: Each time the bearer fights, no more than one attack can be made with this weapon. Each time an attack is made with this weapon, if a hit is scored, the target suffers 1 mortal wound and the attack sequence ends. Each time a unit (excluding VEHICLE units) suffers a mortal wound from this weapon, until the end of the battle, that unit is poisoned. While a unit is poisoned, subtract 1 from the Ballistic Skill, Weapon Skill and Strength characteristics of models in that unit. |
This skin mask changes to take on the features of the opponent’s loved ones, begging them not to attack.
COTERIES OF THE HAEMONCULI model only. At the start of the Morale phase, select one enemy unit within 12" of the bearer. Until the start of your next Command phase, subtract 4 from the Leadership characteristic of models in that unit.Those struck by the toxin-coated stinger darts of this weapon are bloated so severely that they become much larger targets.
COTERIES OF THE HAEMONCULI model equipped with a stinger pistol only. This Relic replaces a stinger pistol and has the following profile:WEAPON | RANGE | TYPE | S | AP | D |
Stinger-engorger pistol | |||||
Stinger-engorger pistol | 12" | Pistol 5 | 2 | 0 | 1 |
Abilities: Poisoned Weapon (2+). Each time the bearer is selected to shoot, after resolving its attacks, if any models in an enemy unit (excluding VEHICLE units) lost one or more wounds from those attacks, until the end of the turn, each time a friendly model makes an attack against that enemy unit, improve the Armour Penetration characteristic of that attack by 1. |
This orb scans biomarkers of warriors on the battlefield and identifies to the bearer the ideal candidates for experimentation.
COTERIES OF THE HAEMONCULI model only. At the start of the first battle round, select one enemy unit on the battlefield (excluding VEHICLE units). Until the end of the battle, the bearer gains the following ability:The Haemonculi inspire as much terror in their servants as they do their worst enemies.
The Haemonculi of this coven have concocted particularly virulent poisons for their weaponry.
Many Coteries of the Haemonculi are so wealthy and powerful they have connections throughout Commorragh, letting them buy, barter and blackmail their way to acquiring the finest wargear.
The servants of the Haemonculi always strive to impress their lieges. One such tactic is to carve up their foes in particularly revolting and inventive ways. Such a deed also inspires much fear in the enemy.
The mutilated appearance of the Haemonculi’s servants, combined with the general fear of battle and death, deeply unnerves foes.
Some Haemonculi surgically graft pain-suppressors and vials of rapid healing agents into their servants, which the Haemonculus can cause to come into effect whenever they will. Should any of their creations particularly impress them, the Haemonculus may feel inclined to activate these grafts, helping grant them more life to serve longer.
The servants and creations of a Haemonculus will do all they can to keep their liege safe.
The poisons, toxins and venoms employed by this Coteries of the Haemonculi are especially potent, sapping the enemy’s strength and will to fight.
Screams of agony and desperate cries for mercy feed the depraved Drukhari. These sadistic torturers conduct countless slave raids each day, each returning with a bounty of luckless captives whose deaths will be drawn out indeed...
REVENANT OF PAIN Wealthy Drukhari pay extortionate sums to the Haemonculi to return them to life from a morsel of their own flesh should they be slain in battle or murdered by a fellow Commorrite. Such individuals learn the lessons of death well, perfecting their bodies to render themselves less vulnerable - and more dangerous - in future. Add 1 to the bearer’s Strength and Toughness characteristics. |
BREAKNECK MURDERER Though all Drukhari are incredibly nimble and fast, there are some of their own kind who are faster than the rest. In the blink of an eye they can cover frighteningly far distances even on foot, bringing knives and swords to the throats of their enemies before any have chance to react.
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HELM OF SPITE The Drukhari look down upon those who use psychic witchery. Not only do they tempt the gaze of She Who Thirsts, but they also risk the wrath of Asdrubael Vect. Through necessity, the Drukhari’s psychic abilities have atrophied, leaving them vulnerable to the warpcraft of their foes. The Helm of Spite redresses this imbalance, shielding its wearer from harm and setting up afield of violent psionic feedback. In your opponent’s Psychic phase, the bearer can attempt to deny one psychic power as if it were a PSYKER. If that psychic power is successfully denied, the Psyker attempting to manifest that power suffers Perils of the Warp. |
The Drukhari never venture anywhere without a plethora of blades about their person. So it is that these fighters strike at visors, eyes and armour joins with hard-won skill.
The hyper-fast reflexes of the Drukhari allow them to duck and weave to avoid all but the swiftest enemy strikes.
Some Haemonculi surgically graft pain suppressors and vials of rapid healing agents into their servants, which the Haemonculus can cause to come into effect whenever they will. Should any of their creations particularly impress them, the Haemonculus may feel inclined to activate these grafts, helping grant them more life to serve longer.
Drukhari Kabalites are masters of firing accurately on the move, knowing that their best defence is to never be a sitting target.
The scent of a foe in pain draws Drukhari to it like hungry predators to an injured beast, their senses sharpening at its tang.
Heedless of the brutal effects of overdosing, members of a Wych Cult may take a massive dose of combat drugs to further enhance their combat prowess.
If your army is led by a DRUKHARI WARLORD, you can, when mustering your army, give one of the following Artefacts of Cruelty to a DRUKHARI CHARACTER model in your army. Named characters cannot be given any of the following Relics.
When a model in your army is given an Artefact of Cruelty, replace all instances of the <KABAL>, <WYCH CULT> or <HAEMONCULUS COVEN> keyword in that Relic’s rules (if any) with the name of the Kabal, Wych Cult or Haemonculus Coven that your model is drawn from.
Note that some Relics replace one of the model’s existing items of wargear. Where this is the case, you must, if you are using points values, still pay the cost of the wargear that is being replaced. Write down any Artefacts of Cruelty your models have on your army roster.
PARASITE’S KISS
Thought to be the finest splinter pistol ever crafted, this weapon spits out crystalline darts bound with psycho-vampiric circuitry. Upon biting into their flesh, the target’s very soul is leeched and transferred back to the gun’s wielder. As the luckless victim withers like rotten fruit, their killer flushes with vigour.
Model equipped with a splinter pistol only. This Relic replaces a splinter pistol and has the following profile:WEAPON | RANGE | TYPE | S | AP | D |
Parasite’s Kiss | |||||
Parasite’s Kiss | 12" | Pistol 3 | 2 | -2 | 2 |
Abilities: Poisoned Weapon (2+). Each time an enemy model is destroyed by an attack made with this weapon, the bearer regains 1 lost wound. |
THE ANIMUS VITAE
Tire Animus Vitae appears to be a smooth orb, until it is thrown at the feet of a victim and explodes into a lashing tangle of barbed wires that wrap around its prey. Slowly and spitefully, the Animus Vitae begins to constrict, cutting through armour, flesh and bone until its victims agonised cries become desperate screams. All the while the foul weapon radiates this agony, saturating the battlefield with pain so that the bearer and his kin can drink it in like a potent draught.
The Animus Vitae has the following profile:WEAPON | RANGE | TYPE | S | AP | D |
The Animus Vitae | |||||
The Animus Vitae | 6" | Grenade 1 | - | - | - |
Abilities: The bearer can only shoot with this weapon once per battle. If it hits, the target unit suffers D3 mortal wounds. If the target unit has 11 or more models, it suffers D3+3 mortal wounds instead. Until the end of the turn, friendly units with the Power From Pain ability treat the current battle round as being one higher than it actually is when determining what effects they gain. |
THE DJIN BLADE
Forged from an unknown alloy, the Djin Blade reflects an idealised reflection of whoever looks at it. Though the blade lends its wielder incredible prowess, it will feed off their essence until it turns upon them. On that day, the wielder’s reflection shifts into something malefic, the true face of the Djin leering out at them before it turns their heart to ash and their soul to drifting cinders.
Model equipped with a huskblade only. This Relic replaces a huskblade and has the following profile:WEAPON | RANGE | TYPE | S | AP | D |
The Djin Blade | |||||
The Djin Blade | Melee | Melee | +1 | -3 | 3 |
Abilities: Each time the bearer fights, it makes 2 additional attacks with this weapon. At the end of the Fight phase, roll one D6 if the bearer made any attacks with this weapon: on a 1, the bearer suffers 1 mortal wound. |
THE HELM OF SPITE
The Drukhari look down upon those who use psychic witchery. Not only do they tempt the gaze of She Who Thirsts, but they also risk the wrath of Asdrubael Vect. Through necessity, the Drukhari’s psychic abilities have atrophied, leaving them vulnerable to the warpcraft of their foes. The Helm of Spite redresses this imbalance, shielding its wearer from harm and setting up a field of violent psionic feedback.
In your opponent’s Psychic phase, the bearer can attempt to deny one psychic power as if it were a PSYKER. If that psychic power is successfully denied, the PSYKER attempting to manifest that power suffers Perils of the Warp.THE NIGHTMARE DOLL
Should the owner of the Nightmare Doll be harmed in battle, his injuries are absorbed by this creature. If its owner is riddled with bullets, tiny holes appear in the thing’s writhing body whilst its master remains whole. Should the Haemonculus be hit by a decapitating strike, the foe’s blade will pass through his gnarled neck without leaving so much as a scratch.
HAEMONCULUS model only. Each time the bearer would lose a wound, roll one D6: on a 4+, that wound is not lost.THE TRIPTYCH WHIP
Created in the nascent days of Commorragh’s arenas, the Triptych Whip is a fusion of three masterfully balanced agonisers. Since then it has been borne by only a handful of Succubi, passed down to one skilled enough to slay its bearer in gladiatorial combat.
SUCCUBUS model equipped with an agoniser only. This Relic replaces an agoniser and has the following profile:WEAPON | RANGE | TYPE | S | AP | D |
The Triptych Whip | |||||
The Triptych Whip | Melee | Melee | User | -3 | 2 |
Abilities: Poisoned Weapon (2+). Each time the bearer is selected to fight, add 3 to their Attacks characteristic until the end of the phase. |
WEAPON | RANGE | TYPE | S | AP | D | ABILITIES |
+20 Aeldari missile launcher | ||||||
Before selecting targets, select one of the profiles below to make attacks with. | ||||||
+20 Aeldari missile launcher | Before selecting targets, select one of the profiles below to make attacks with. | |||||
- Sunburst | ||||||
- Sunburst | 48" | Heavy D6 | 4 | -1 | 1 | Blast |
Blast | ||||||
- Starshot | ||||||
- Starshot | 48" | Heavy 1 | 8 | -2 | D6 | - |
Baleblast | ||||||
Baleblast | 18" | Assault 2 | 4 | -1 | 1 | Each time an attack is made with this weapon, an unmodified wound roll of 6 inflicts 1 mortal wound on the target in addition to any normal damage. |
Each time an attack is made with this weapon, an unmodified wound roll of 6 inflicts 1 mortal wound on the target in addition to any normal damage. | ||||||
+0..5 Blast pistol | ||||||
+0..5 Blast pistol | 6" | Pistol 1 | 8 | -4 | D6 | - |
+0..15 Blaster | ||||||
+0..15 Blaster | 18" | Assault 1 | 8 | -4 | D6 | - |
Brace of pistols | ||||||
Brace of pistols | 12" | Pistol 2 | 4 | 0 | 1 | - |
Casket of Flensing | ||||||
Casket of Flensing | 12" | Assault 2D6 | 3 | -2 | 1 | The bearer can only shoot with this weapon once per battle. Each time an attack is made with this weapon, that attack automatically hits the target. |
The bearer can only shoot with this weapon once per battle. Each time an attack is made with this weapon, that attack automatically hits the target. | ||||||
+10 Corsair blaster | ||||||
+10 Corsair blaster | 18" | Assault 1 | 8 | -4 | D6 | - |
+5 Corsair shredder | ||||||
+5 Corsair shredder | 18" | Assault D6 | 6 | -1 | 1 | Blast |
Blast | ||||||
+5 Dark scythe | ||||||
+5 Dark scythe | 24" | Heavy 3 | 8 | -4 | 2 | - |
+5 Disintegrator cannon | ||||||
+5 Disintegrator cannon | 36" | Heavy 3 | 5 | -3 | 2 | - |
+15 Dissonance cannon | ||||||
+15 Dissonance cannon | 24" | Assault 2 | 5 | -2 | 2 | Each time an attack is made with this weapon, an unmodified hit roll of 6 automatically wounds the target. |
Each time an attack is made with this weapon, an unmodified hit roll of 6 automatically wounds the target. | ||||||
+5 Dissonance pistol | ||||||
+5 Dissonance pistol | 12" | Pistol 1 | 5 | -2 | 1 | Each time an attack is made with this weapon, an unmodified hit roll of 6 automatically wounds the target. |
Each time an attack is made with this weapon, an unmodified hit roll of 6 automatically wounds the target. | ||||||
+0..10 Drukhari haywire blaster | ||||||
+0..10 Drukhari haywire blaster | 24" | Heavy D3 | 3 | -3 | D3 | Blast. Each time an attack is made with this weapon, if the target is a VEHICLE unit, an unmodified wound roll of 4+ is always successful, and an unmodified wound roll of 6 inflicts D3 mortal wounds on the target in addition to any normal damage. |
Blast. Each time an attack is made with this weapon, if the target is a VEHICLE unit, an unmodified wound roll of 4+ is always successful, and an unmodified wound roll of 6 inflicts D3 mortal wounds on the target in addition to any normal damage. | ||||||
Eyeburst | ||||||
Eyeburst | 12" | Pistol D6 | 4 | -2 | 1 | Each time an attack is made with this weapon, that attack automatically hits the target. |
Each time an attack is made with this weapon, that attack automatically hits the target. | ||||||
+5 Flamer | ||||||
+5 Flamer | 12" | Assault D6 | 4 | 0 | 1 | Each time an attack is made with this weapon, that attack automatically hits the target. |
Each time an attack is made with this weapon, that attack automatically hits the target. | ||||||
Fusion gun | ||||||
Fusion gun | 12" | Assault 1 | 8 | -4 | D6 | If the target is within half range of this weapon, roll two dice when inflicting damage with it and discard the lowest result. |
If the target is within half range of this weapon, roll two dice when inflicting damage with it and discard the lowest result. | ||||||
+10 Fusion pistol | ||||||
+10 Fusion pistol | 6" | Pistol 1 | 8 | -4 | D6+2 | - |
+0..10 Heat lance | ||||||
+0..10 Heat lance | 18" | Heavy 1 | 8 | -4 | D6+2 | - |
+5 Hexrifle | ||||||
+5 Hexrifle | 36" | Heavy 1 | 6 | -2 | 2 | Each time you select a target for this weapon, you can ignore the Look Out, Sir rule. Each time an attack is made with this weapon, an unmodified wound roll of 6 inflicts 1 mortal wound on the target in addition to any normal damage. |
Each time you select a target for this weapon, you can ignore the Look Out, Sir rule. Each time an attack is made with this weapon, an unmodified wound roll of 6 inflicts 1 mortal wound on the target in addition to any normal damage. | ||||||
Lasblaster | ||||||
Lasblaster | 24" | Assault 4 | 4 | 0 | 1 | Each time an attack is made with this weapon, an unmodified hit roll of 6 automatically wounds the target. |
Each time an attack is made with this weapon, an unmodified hit roll of 6 automatically wounds the target. | ||||||
+5..10 Liquifier gun | ||||||
+5..10 Liquifier gun | 12" | Assault D6 | 4 | -2 | 1 | Each time an attack is made with this weapon, that attack automatically hits the target. |
Each time an attack is made with this weapon, that attack automatically hits the target. | ||||||
+5 Neuro disruptor | ||||||
+5 Neuro disruptor | 12" | Pistol 1 | 6 | -3 | 1 | Each time an attack is made with this weapon, if a hit is scored, unless the target is a VEHICLE unit, the target suffers 1 mortal wound and the attack sequence ends. |
Each time an attack is made with this weapon, if a hit is scored, unless the target is a VEHICLE unit, the target suffers 1 mortal wound and the attack sequence ends. | ||||||
+5 Ossefactor | ||||||
+5 Ossefactor | 24" | Assault 1 | 2 | -3 | 2 | Poisoned Weapon (2+) |
Poisoned Weapon (2+) | ||||||
+0..5 Phantasm grenade launcher | ||||||
+0..5 Phantasm grenade launcher | 18" | Assault D3 | - | - | - | Blast. Each time a unit is hit by this weapon, roll 2D6. If the result is higher than the Leadership characteristic of that unit, it suffers 1 mortal wound. |
Blast. Each time a unit is hit by this weapon, roll 2D6. If the result is higher than the Leadership characteristic of that unit, it suffers 1 mortal wound. | ||||||
Plasma grenades | ||||||
Plasma grenades | 6" | Grenade D6 | 4 | -1 | 1 | Blast |
Blast | ||||||
Pulse disintegrator | ||||||
Pulse disintegrator | 36" | Assault 6 | 8 | -3 | 2 | - |
+5 Ranger long rifle | ||||||
+5 Ranger long rifle | 36" | Heavy 1 | 4 | -1 | 1 | Each time you select a target for this weapon, you can ignore the Look Out, Sir rule. Each time an attack is made with this weapon, an unmodified wound roll of 6 inflicts 1 mortal wound on the target in addition to any normal damage. |
Each time you select a target for this weapon, you can ignore the Look Out, Sir rule. Each time an attack is made with this weapon, an unmodified wound roll of 6 inflicts 1 mortal wound on the target in addition to any normal damage. | ||||||
Razorwing missiles | ||||||
Before selecting targets, select one of the profiles below to make attacks with. | ||||||
Razorwing missiles | Before selecting targets, select one of the profiles below to make attacks with. | |||||
- Monoscythe missile | ||||||
- Monoscythe missile | 48" | Assault D6 | 6 | 0 | 2 | Blast |
Blast | ||||||
- Necrotoxin missile | ||||||
- Necrotoxin missile | 48" | Assault 3D3 | 2 | 0 | 1 | Blast. Poisoned Weapon (2+) |
Blast. Poisoned Weapon (2+) | ||||||
- Shatterfield missile | ||||||
- Shatterfield missile | 48" | Assault D6 | 7 | -2 | 1 | Blast |
Blast | ||||||
+10 Scatter laser | ||||||
+10 Scatter laser | 36" | Heavy 6 | 6 | 0 | 1 | - |
Shardcarbine | ||||||
Shardcarbine | 18" | Assault 3 | 2 | 0 | 1 | Poisoned Weapon (4+) |
Poisoned Weapon (4+) | ||||||
+0..10 Shredder | ||||||
+0..10 Shredder | 18" | Assault D6 | 6 | -1 | 1 | Blast |
Blast | ||||||
+10 Shuriken cannon | ||||||
+10 Shuriken cannon | 24" | Heavy 3 | 6 | -1 | 2 | Shuriken |
Shuriken | ||||||
Shuriken catapult | ||||||
Shuriken catapult | 18" | Assault 2 | 4 | -1 | 1 | Shuriken |
Shuriken | ||||||
Shuriken pistol | ||||||
Shuriken pistol | 12" | Pistol 1 | 4 | -1 | 1 | Shuriken |
Shuriken | ||||||
Shuriken rifle | ||||||
Shuriken rifle | 24" | Rapid Fire 1 | 4 | -1 | 1 | Shuriken |
Shuriken | ||||||
Spirit syphon | ||||||
Spirit syphon | 12" | Assault D6 | 5 | -2 | 1 | Each time an attack is made with this weapon, that attack automatically hits the target. Each time an attack is made with this weapon, on an unmodified wound roll of 6, that attack has a Damage characteristic of 2. |
Each time an attack is made with this weapon, that attack automatically hits the target. Each time an attack is made with this weapon, on an unmodified wound roll of 6, that attack has a Damage characteristic of 2. | ||||||
+10 Spirit vortex | ||||||
+10 Spirit vortex | 18" | Assault D6 | 5 | -2 | 1 | Blast. Each time an attack is made with this weapon, on an unmodified wound roll of 6, that attack has a Damage characteristic of 2. |
Blast. Each time an attack is made with this weapon, on an unmodified wound roll of 6, that attack has a Damage characteristic of 2. | ||||||
+0..15 Splinter cannon | ||||||
+0..15 Splinter cannon | 36" | Heavy 3 | 3 | -1 | 2 | Poisoned Weapon (4+) |
Poisoned Weapon (4+) | ||||||
Splinter pistol | ||||||
Splinter pistol | 12" | Pistol 1 | 2 | 0 | 1 | Poisoned Weapon (4+) |
Poisoned Weapon (4+) | ||||||
Splinter pods | ||||||
Splinter pods | 18" | Assault 2 | 2 | 0 | 1 | Poisoned Weapon (4+) |
Poisoned Weapon (4+) | ||||||
Splinter rifle | ||||||
Splinter rifle | 24" | Rapid Fire 1 | 2 | 0 | 1 | Poisoned Weapon (4+) |
Poisoned Weapon (4+) | ||||||
Splinterstorm cannon | ||||||
Splinterstorm cannon | 36" | Rapid Fire 6 | * | -1 | 1 | Poisoned Weapon |
Poisoned Weapon | ||||||
+0..5 Stinger pistol | ||||||
+0..5 Stinger pistol | 12" | Pistol 1 | 2 | 0 | 1 | Poisoned Weapon (2+) |
Poisoned Weapon (2+) | ||||||
Stinger pod | ||||||
Stinger pod | 24" | Assault 2D6 | 5 | 0 | 1 | - |
Storm vortex projector | ||||||
Before selecting targets, select one of the profiles below to make attacks with. | ||||||
Storm vortex projector | Before selecting targets, select one of the profiles below to make attacks with. | |||||
- Blast | ||||||
- Blast | 24" | Heavy 2D6 | 6 | -1 | 1 | Blast |
Blast | ||||||
- Beam | ||||||
- Beam | 36" | Heavy D6 | 8 | -4 | D3+3 | - |
+15 Twin liquifier gun | ||||||
+15 Twin liquifier gun | 12" | Assault 2D6 | 4 | -2 | 1 | Each time an attack is made with this weapon, that attack automatically hits the target. |
Each time an attack is made with this weapon, that attack automatically hits the target. | ||||||
Twin shuriken catapult | ||||||
Twin shuriken catapult | 18" | Assault 4 | 4 | -1 | 1 | Shuriken |
Shuriken | ||||||
Twin splinter rifle | ||||||
Twin splinter rifle | 24" | Rapid Fire 2 | 2 | 0 | 1 | Poisoned Weapon (4+) |
Poisoned Weapon (4+) | ||||||
Void lance | ||||||
Void lance | 36" | Heavy 1 | 9 | -4 | D3+3 | - |
+15 Voidraven missiles | ||||||
Before selecting targets, select one of the profiles below to make attacks with. | ||||||
+15 Voidraven missiles | Before selecting targets, select one of the profiles below to make attacks with. | |||||
- Implosion missile | ||||||
- Implosion missile | 48" | Assault D3 | 6 | -3 | 2 | Blast |
Blast | ||||||
- Shatterfield missile | ||||||
- Shatterfield missile | 48" | Assault D6 | 7 | -2 | 1 | Blast |
Blast | ||||||
+15 Wraithcannon | ||||||
+15 Wraithcannon | 18" | Assault 1 | 10 | -4 | D3+3 | Each time an attack is made with this weapon, an unmodified wound roll of 6 inflicts 1 mortal wound on the target in addition to any normal damage. |
Each time an attack is made with this weapon, an unmodified wound roll of 6 inflicts 1 mortal wound on the target in addition to any normal damage. |
WEAPON | RANGE | TYPE | S | AP | D | ABILITIES |
Aeldari power sword | ||||||
Aeldari power sword | Melee | Melee | +1 | -3 | 1 | - |
+0..5 Agoniser | ||||||
+0..5 Agoniser | Melee | Melee | User | -3 | 1 | Poisoned Weapon (4+) |
Poisoned Weapon (4+) | ||||||
Archite glaive | ||||||
Archite glaive | Melee | Melee | +2 | -3 | 1 | - |
Beastmaster’s scourge | ||||||
Beastmaster’s scourge | Melee | Melee | +1 | 0 | 1 | - |
Bladevanes | ||||||
Bladevanes | Melee | Melee | +1 | -1 | 1 | - |
Chain-flails | ||||||
Chain-flails | Melee | Melee | User | 0 | 1 | Each time an attack is made with this weapon, make 2 hit rolls instead of 1. |
Each time an attack is made with this weapon, make 2 hit rolls instead of 1. | ||||||
Clawed fists | ||||||
Clawed fists | Melee | Melee | User | -2 | 2 | - |
Claws and talons | ||||||
Claws and talons | Melee | Melee | +1 | -1 | 1 | - |
Demiklaives | ||||||
Before selecting targets, select one of the profiles below to make attacks with. | ||||||
Demiklaives | Before selecting targets, select one of the profiles below to make attacks with. | |||||
- Single blade | ||||||
- Single blade | Melee | Melee | +2 | -3 | 2 | - |
- Dual blades | ||||||
- Dual blades | Melee | Melee | +1 | -2 | 2 | Each time the bearer fights, if this weapon profile is selected, it makes 2 additional attacks with this weapon. |
Each time the bearer fights, if this weapon profile is selected, it makes 2 additional attacks with this weapon. | ||||||
Dire scythe blade | ||||||
Dire scythe blade | Melee | Melee | User | -2 | 2 | - |
+5 Electrocorrosive whip | ||||||
+5 Electrocorrosive whip | Melee | Melee | 2 | -2 | 1 | Poisoned Weapon (4+). Each time an attack is made with this weapon, make 2 hit rolls instead of 1. |
Poisoned Weapon (4+). Each time an attack is made with this weapon, make 2 hit rolls instead of 1. | ||||||
+0..5 Flesh gauntlet | ||||||
+0..5 Flesh gauntlet | Melee | Melee | +1 | 0 | 1 | Each time an attack is made with this weapon, if the target is not a VEHICLE unit, an unmodified wound roll of 6 inflicts 1 mortal wound on the target in addition to any normal damage. |
Each time an attack is made with this weapon, if the target is not a VEHICLE unit, an unmodified wound roll of 6 inflicts 1 mortal wound on the target in addition to any normal damage. | ||||||
Glimmersteel blade | ||||||
Glimmersteel blade | Melee | Melee | User | -1 | 1 | - |
Haemonculus tools | ||||||
Haemonculus tools | Melee | Melee | User | 0 | 1 | Poisoned Weapon (2+) |
Poisoned Weapon (2+) | ||||||
Hekatarii blade | ||||||
Hekatarii blade | Melee | Melee | User | -1 | 1 | Each time the bearer fights, it makes 1 additional attack with this weapon. |
Each time the bearer fights, it makes 1 additional attack with this weapon. | ||||||
Hellglaive | ||||||
Hellglaive | Melee | Melee | +1 | -1 | 2 | - |
+0..5 Huskblade | ||||||
+0..5 Huskblade | Melee | Melee | User | -2 | 2 | - |
+0..5 Hydra gauntlets | ||||||
+0..5 Hydra gauntlets | Melee | Melee | +2 | -2 | 1 | Each time the bearer fights, it makes 1 additional attack with this weapon. |
Each time the bearer fights, it makes 1 additional attack with this weapon. | ||||||
Ichor injector | ||||||
Ichor injector | Melee | Melee | - | - | - | Each time the bearer fights, no more than one attack can be made with this weapon. Each time an attack is made with this weapon, if a hit is scored, the target suffers 1 mortal wound and the attack sequence ends. |
Each time the bearer fights, no more than one attack can be made with this weapon. Each time an attack is made with this weapon, if a hit is scored, the target suffers 1 mortal wound and the attack sequence ends. | ||||||
Klaive | ||||||
Klaive | Melee | Melee | +2 | -3 | 2 | - |
Lelith’s blades | ||||||
Lelith’s blades | Melee | Melee | +1 | -3 | 1 | Each time an attack is made with this weapon, an unmodified hit roll of 6 scores 1 additional hit. |
Each time an attack is made with this weapon, an unmodified hit roll of 6 scores 1 additional hit. | ||||||
Macro-scalpel | ||||||
Macro-scalpel | Melee | Melee | +1 | -2 | 2 | Each time the bearer fights, if it is equipped with 2 macro-scalpels, it makes 1 additional attack with this weapon. |
Each time the bearer fights, if it is equipped with 2 macro-scalpels, it makes 1 additional attack with this weapon. | ||||||
+5 Mindphase gauntlet | ||||||
+5 Mindphase gauntlet | Melee | Melee | User | -1 | 2 | - |
Monstrous cleaver | ||||||
Monstrous cleaver | Melee | Melee | User | -2 | 2 | Each time the bearer fights, it makes 1 additional attack with this weapon. |
Each time the bearer fights, it makes 1 additional attack with this weapon. | ||||||
Paired Hekatarii blades | ||||||
Paired Hekatarii blades | Melee | Melee | User | -3 | 1 | - |
+5 Power lance | ||||||
+5 Power lance | Melee | Melee | +2 | -2 | 1 | - |
+0..5 Power sword | ||||||
+0..5 Power sword | Melee | Melee | +1 | -3 | 1 | - |
Prow blade | ||||||
Prow blade | Melee | Melee | User | -2 | 2 | Each time the bearer fights, it can make 1 additional attack with this weapon and no more than 1 attack can be made with this weapon. |
Each time the bearer fights, it can make 1 additional attack with this weapon and no more than 1 attack can be made with this weapon. | ||||||
Razor feathers | ||||||
Razor feathers | Melee | Melee | User | -1 | 1 | - |
+0..5 Razorflails | ||||||
+0..5 Razorflails | Melee | Melee | User | -1 | 1 | Each time an attack is made with this weapon, make 2 hit rolls instead of 1. |
Each time an attack is made with this weapon, make 2 hit rolls instead of 1. | ||||||
+0..10 Scissorhand | ||||||
+0..10 Scissorhand | Melee | Melee | User | -2 | 1 | Poisoned Weapon (4+). Each time the bearer fights, it makes 2 additional attacks with this weapon. |
Poisoned Weapon (4+). Each time the bearer fights, it makes 2 additional attacks with this weapon. | ||||||
Shaimeshi blade | ||||||
Shaimeshi blade | Melee | Melee | User | 0 | 1 | Poisoned Weapon (2+). Each time an attack is made with this weapon, if the target is not a VEHICLE unit, an unmodified wound roll of 6 inflicts 1 mortal wound on the target in addition to any normal damage. |
Poisoned Weapon (2+). Each time an attack is made with this weapon, if the target is not a VEHICLE unit, an unmodified wound roll of 6 inflicts 1 mortal wound on the target in addition to any normal damage. | ||||||
+0..10 Shardnet and impaler | ||||||
+0..10 Shardnet and impaler | Melee | Melee | User | -2 | 2 | Each time the bearer fights, it makes 1 additional attack with this weapon. |
Each time the bearer fights, it makes 1 additional attack with this weapon. | ||||||
Spar-glaive | ||||||
Spar-glaive | Melee | Melee | User | 0 | 1 | Each time the bearer fights, it makes 1 additional attack with this weapon. |
Each time the bearer fights, it makes 1 additional attack with this weapon. | ||||||
Spirit-leech tentacles | ||||||
Spirit-leech tentacles | Melee | Melee | User | -1 | 1 | Each time an attack is made with this weapon, on an unmodified wound roll of 6, that attack has a Damage characteristic of 2. |
Each time an attack is made with this weapon, on an unmodified wound roll of 6, that attack has a Damage characteristic of 2. | ||||||
Sslyth battle-blade | ||||||
Sslyth battle-blade | Melee | Melee | User | -2 | 1 | - |
+5 Stunclaw | ||||||
+5 Stunclaw | Melee | Melee | +1 | 0 | 2 | Each time an attack is made with this weapon, an unmodified wound roll of 6 inflicts 1 mortal wound on the target in addition to any normal damage. |
Each time an attack is made with this weapon, an unmodified wound roll of 6 inflicts 1 mortal wound on the target in addition to any normal damage. | ||||||
+5 Talos gauntlet | ||||||
+5 Talos gauntlet | Melee | Melee | +2 | -3 | 3 | Each time an attack is made with this weapon, subtract 1 from that attack’s hit roll. |
Each time an attack is made with this weapon, subtract 1 from that attack’s hit roll. | ||||||
Talos ichor injector | ||||||
Talos ichor injector | Melee | Melee | - | - | - | Each time the bearer fights, no more than one attack can be made with this weapon. Each time an attack is made with this weapon, if a hit is scored, the target suffers D3 mortal wounds and the attack sequence ends. |
Each time the bearer fights, no more than one attack can be made with this weapon. Each time an attack is made with this weapon, if a hit is scored, the target suffers D3 mortal wounds and the attack sequence ends. | ||||||
The Executioner’s Demiklaives | ||||||
Before selecting targets, select one of the profiles below to make attacks with. | ||||||
The Executioner’s Demiklaives | Before selecting targets, select one of the profiles below to make attacks with. | |||||
- Single blade | ||||||
- Single blade | Melee | Melee | +2 | -3 | 3 | - |
- Dual blades | ||||||
- Dual blades | Melee | Melee | +1 | -3 | 2 | Each time the bearer fights, if this weapon profile is selected, it makes 2 additional attacks with this weapon. |
Each time the bearer fights, if this weapon profile is selected, it makes 2 additional attacks with this weapon. | ||||||
Ur-Ghul talons | ||||||
Ur-Ghul talons | Melee | Melee | User | -1 | 1 | - |
+0..5 Venom blade | ||||||
+0..5 Venom blade | Melee | Melee | User | -1 | 1 | Poisoned Weapon (2+) |
Poisoned Weapon (2+) | ||||||
Void sabre | ||||||
Void sabre | Melee | Melee | User | -3 | 1 | - |
Witch staff | ||||||
Witch staff | Melee | Melee | User | -1 | D3 | Each time an attack is made with this weapon, an unmodified wound roll of 2+ is always successful. |
Each time an attack is made with this weapon, an unmodified wound roll of 2+ is always successful. | ||||||
Wrack blades | ||||||
Wrack blades | Melee | Melee | User | -1 | 1 | Poisoned Weapon (4+) |
Poisoned Weapon (4+) |
OTHER WARGEAR | ABILITIES | ||||||
+5 Chain-snares | |||||||
Add 3 to the bearer’s Attacks characteristic. | |||||||
+5 Chain-snares | Add 3 to the bearer’s Attacks characteristic. | ||||||
Channeller stones | |||||||
Once per turn, the first time a saving throw is failed for the bearer’s unit, the Damage characteristic of that attack is changed to 0. | |||||||
Channeller stones | Once per turn, the first time a saving throw is failed for the bearer’s unit, the Damage characteristic of that attack is changed to 0. | ||||||
+5 Cluster caltrops | |||||||
Each time an enemy unit within Engagement Range of the bearer Falls Back, roll one D6: on a 4+, that unit suffers 1 mortal wound. | |||||||
+5 Cluster caltrops | Each time an enemy unit within Engagement Range of the bearer Falls Back, roll one D6: on a 4+, that unit suffers 1 mortal wound. | ||||||
+10 Faolchú | |||||||
Each time a model in the bearer’s unit makes a ranged attack, the target does not receive the benefits of Light Cover against that attack. | |||||||
+10 Faolchú | Each time a model in the bearer’s unit makes a ranged attack, the target does not receive the benefits of Light Cover against that attack. | ||||||
+5 Grav-talon | |||||||
After the bearer makes a charge move, select one enemy unit within Engagement Range of them and roll one D6: on a 4+,that unit suffers 1 mortal wound. On a 6, that unit suffers D3 mortal wounds instead. | |||||||
+5 Grav-talon | After the bearer makes a charge move, select one enemy unit within Engagement Range of them and roll one D6: on a 4+,that unit suffers 1 mortal wound. On a 6, that unit suffers D3 mortal wounds instead. | ||||||
+5 Grisly trophies | |||||||
The bearer gains the following ability: ‘Grisly Trophies (Aura): While an enemy unit is within 3" of this model, subtract 2 from the Leadership characteristic of models in that unit.’ | |||||||
+5 Grisly trophies | The bearer gains the following ability: ‘Grisly Trophies (Aura): While an enemy unit is within 3" of this model, subtract 2 from the Leadership characteristic of models in that unit.’ | ||||||
+5 Mistshield | |||||||
The bearer has a 4+ invulnerable save. | |||||||
+5 Mistshield | The bearer has a 4+ invulnerable save. | ||||||
+5 Shock prow | |||||||
The bearer has the SHOCK PROW keyword. | |||||||
+5 Shock prow | The bearer has the SHOCK PROW keyword. | ||||||
+5 Spirit probe | |||||||
The bearer gains the following ability: ‘Spirit Probe (Aura): While a friendly DRUKHARI CORE or DRUKHARI CHARACTER unit is within 6" of the bearer, each time a model in that unit makes a melee attack, you can re-roll a wound roll of 1.’ | |||||||
+5 Spirit probe | The bearer gains the following ability: ‘Spirit Probe (Aura): While a friendly DRUKHARI CORE or DRUKHARI CHARACTER unit is within 6" of the bearer, each time a model in that unit makes a melee attack, you can re-roll a wound roll of 1.’ | ||||||
+10 Splinter racks | |||||||
Each time a model embarked on this transport makes an attack with a Rapid Fire weapon, treat the target as being within half that weapon’s range. | |||||||
+10 Splinter racks | Each time a model embarked on this transport makes an attack with a Rapid Fire weapon, treat the target as being within half that weapon’s range. | ||||||
Void mine | |||||||
Once per battle, in your Movement phase, after the bearer makes a Normal Move or Advances, you can select one point on the battlefield the bearer moved across. Roll one D6 for each unit within 6" of that point, subtracting 1 if that unit has the CHARACTER keyword (excluding VEHICLE or MONSTER units): on a 4+, that unit suffers D6 mortal wounds. | |||||||
Void mine | Once per battle, in your Movement phase, after the bearer makes a Normal Move or Advances, you can select one point on the battlefield the bearer moved across. Roll one D6 for each unit within 6" of that point, subtracting 1 if that unit has the CHARACTER keyword (excluding VEHICLE or MONSTER units): on a 4+, that unit suffers D6 mortal wounds. |
As the Drukhari feed on the souls of the slain, they become imbued with supernatural might, eventually turning into killing machines.
This ability only applies if every unit in your army is a DRUKHARI or UNALIGNED unit. At the start of each battle round, this ability gains additional effects. These effects are cumulative.BATTLE ROUND | ADDITIONAL EFFECT |
1+ | Inured to Suffering: Models in this unit have a 6+ invulnerable save. |
2+ | Eager to Flay: This unit is eligible to declare a charge in a turn in which they Advanced. |
3+ | Flensing Fury: Each time a model in this unit makes a melee attack, add 1 to that attack’s hit roll. If this unit has the VEHICLE or MONSTER keyword, it does not suffer the penalty incurred to its hit rolls for firing Heavy weapons at enemy units that are within Engagement Range of it. |
4+ | Mantle of Agony: Models in this unit have a 5+ invulnerable save. |
5+ | Emboldened by Bloodshed: Each time a Morale test is taken for this unit, it is automatically passed. If this unit's characteristics can change as it suffers damage, this unit is considered to have double the number of wounds remaining for the purposes of determining what those characteristics are. |
THE ANIMUS VITAE
Tire Animus Vitae appears to be a smooth orb, until it is thrown at the feet of a victim and explodes into a lashing tangle of barbed wires that wrap around its prey. Slowly and spitefully, the Animus Vitae begins to constrict, cutting through armour, flesh and bone until its victims agonised cries become desperate screams. All the while the foul weapon radiates this agony, saturating the battlefield with pain so that the bearer and his kin can drink it in like a potent draught.
The Animus Vitae has the following profile:WEAPON | RANGE | TYPE | S | AP | D |
The Animus Vitae | |||||
The Animus Vitae | 6" | Grenade 1 | - | - | - |
Abilities: The bearer can only shoot with this weapon once per battle. If it hits, the target unit suffers D3 mortal wounds. If the target unit has 11 or more models, it suffers D3+3 mortal wounds instead. Until the end of the turn, friendly units with the Power From Pain ability treat the current battle round as being one higher than it actually is when determining what effects they gain. |
|
The Drukhari frequently use virulent poisons to kill their prey in excruciating ways.
Many Drukhari weapons have the Poisoned Weapon ability. Such a weapon will have an ability that reads ‘Poisoned Weapon’ and then a value, such as (4+) or (2+). Each time an attack is made with a poisoned weapon against a unit (excluding VEHICLE or TITANIC units), an unmodified wound roll of this value is always successful.PARASITE’S KISS
Thought to be the finest splinter pistol ever crafted, this weapon spits out crystalline darts bound with psycho-vampiric circuitry. Upon biting into their flesh, the target’s very soul is leeched and transferred back to the gun’s wielder. As the luckless victim withers like rotten fruit, their killer flushes with vigour.
Model equipped with a splinter pistol only. This Relic replaces a splinter pistol and has the following profile:WEAPON | RANGE | TYPE | S | AP | D |
Parasite’s Kiss | |||||
Parasite’s Kiss | 12" | Pistol 3 | 2 | -2 | 2 |
Abilities: Poisoned Weapon (2+). Each time an enemy model is destroyed by an attack made with this weapon, the bearer regains 1 lost wound. |
|
DANCER’S EDGE
WEAPON | RANGE | TYPE | S | AP | D |
Dancer’s Edge | |||||
Dancer’s Edge | Melee | Melee | +2 | -4 | 2 |
Abilities: Each time an attack is made with this weapon, on an unmodified wound roll of 6, invulnerable saving throws cannot be taken against that attack. |
The ARCHON keyword is used in the following Drukhari datasheets:
The SUCCUBUS keyword is used in the following Drukhari datasheets:
The HAEMONCULUS keyword is used in the following Drukhari datasheets:
The KABALITE WARRIORS keyword is used in the following Drukhari datasheets:
The WYCHES keyword is used in the following Drukhari datasheets:
The WRACKS keyword is used in the following Drukhari datasheets:
The BLADES FOR HIRE keyword is used in the following Drukhari datasheets:
The masters of each faction within the Dark City vie for power and influence above all else, and proudly flaunt their domination over rivals nobles, their competitors in the arena or their twisted contemporaries amongst the Covens.
The superior rulers of Commorragh gift their most talented murderers and blade artists with the choicest wargear and influence, granting them a measure of their master’s power - under the implicit guarantee of death should failure follow.
The LELITH HESPERAX keyword is used in the following Drukhari datasheets:
The URIEN RAKARTH keyword is used in the following Drukhari datasheets:
The CHARACTER keyword is used in the following Drukhari datasheets:
|
Even the most bloodthirsty Drukhari will veil their enmity to work together against a shared enemy for the same gruesome purpose.
Confident leaders might delegate some duties to a monitored underling, one easily disposed of if need be...
A warlord who wants their high status to be known will equip their raiding parties with the most extravagant weaponry.
The KABAL OF THE BLACK HEART and CORE keywords are used in the following Drukhari datasheets:
The TRANSPORT keyword is used in the following Drukhari datasheets:
The DRUKHARI and VEHICLE keywords are used in the following Drukhari datasheets:
The KABAL OF THE FLAYED SKULL and ARCHON keywords are used in the following Drukhari datasheets:
The KABAL OF THE FLAYED SKULL keyword is used in the following Drukhari datasheets:
The KABAL OF THE OBSIDIAN ROSE and ARCHON keywords are used in the following Drukhari datasheets:
The KABAL OF THE OBSIDIAN ROSE keyword is used in the following Drukhari datasheets:
The KABAL OF THE POISONED TONGUE keyword is used in the following Drukhari datasheets:
The KABAL OF THE POISONED TONGUE and ARCHON keywords are used in the following Drukhari datasheets:
The DRUKHARI and INFANTRY keywords are used in the following Drukhari datasheets:
The DRUKHARI and BIKER keywords are used in the following Drukhari datasheets:
The DRUKHARI and BEAST keywords are used in the following Drukhari datasheets:
By hurling rune-graven orbs into the air, the Drukhari can tear a route into the webway through which more of their kin can pour.
The CULT OF STRIFE and SUCCUBUS keywords are used in the following Drukhari datasheets:
Exotic chemical stimulants are widely used to heighten combat performance, despite the risk of a deadly overdose.
Units with this ability gain additional abilities depending on which combat drugs they are using during this battle. Before the battle, determine what additional abilities are granted to each unit from your army with the Combat Drugs ability. You can select one of the abilities from the table below for that unit. Alternatively, you can randomly determine two abilities from the table for units with the Combat Drugs ability by rolling two D6 and looking up the result (if a double is rolled, roll both dice again until two different results are rolled). Combat Drug effects must be noted on your army roster. If you wish to randomly determine a units Combat Drugs abilities, simply write ‘Random’ on your roster.D6 | COMBAT DRUGS |
1 | Adrenalight: Each time this unit fights, if it made a charge move or performed a Heroic Intervention this turn, then until that fight is resolved, add 1 to the Attacks characteristic of models in this unit. |
2 | Grave Lotus: Add 1 to the Strength characteristic of models in this unit. |
3 | Hypex: Add 2" to the Move characteristic of models in this unit. |
4 | Painbringer: Add 1 to the Toughness characteristic of models in this unit. |
5 | Serpentin: Improve the Weapon Skill characteristic of models in this unit by 1. |
6 | Splintermind: Improve the Ballistic Skill and Leadership characteristics of models in this unit by 1. |
The CULT OF STRIFE and WYCHES keywords are used in the following Drukhari datasheets:
The CULT OF THE CURSED BLADE and SUCCUBUS keywords are used in the following Drukhari datasheets:
The CULT OF THE CURSED BLADE and WYCHES keywords are used in the following Drukhari datasheets:
The CULT OF THE RED GRIEF and SUCCUBUS keywords are used in the following Drukhari datasheets:
The CULT OF THE RED GRIEF and INFANTRY keywords are used in the following Drukhari datasheets:
The CULT OF THE RED GRIEF and TRANSPORT keywords are used in the following Drukhari datasheets:
Every denizen of Commorragh learns from a young age the value of blades, and all are adept in their usage, whether those wielded by their cruel hands or as part of their razor-edged armour.
Each time a model in this unit makes an attack with a melee weapon, on an unmodified wound roll of 6, improve the Armour Penetration characteristic of that attack by 1.The COVEN OF TWELVE and HAEMONCULUS keywords are used in the following Drukhari datasheets:
The DARK CREED and CORE keywords are used in the following Drukhari datasheets:
The DARK CREED and CHARACTER keywords are used in the following Drukhari datasheets:
The GROTESQUES keyword is used in the following Drukhari datasheets:
The PROPHETS OF FLESH and HAEMONCULUS keywords are used in the following Drukhari datasheets:
The PROPHETS OF FLESH and INFANTRY keywords are used in the following Drukhari datasheets:
Over long millennia in Commorragh’s undercity, the Haemonculus Covens have perfected the craft of carving flesh.
The Supreme Overlord of Commorragh develops countermeasures for every conceivable course of events.
The Haemonculi of this coven have concocted particularly virulent poisons for their weaponry.
The Haemonculi inspire as much terror in their servants as they do their worst enemies.
Many Coteries of the Haemonculi are so wealthy and powerful they have connections throughout Commorragh, letting them buy, barter and blackmail their way to acquiring the finest wargear.
After every ten thousand performances, the Crucibael plays host to a bloody competition in which Hekatrixes of the Cult of Strife may fight one another to the death. The sole survivor is bestowed an exquisite artefact to denote their status as champion.
Just as terrifying as a sudden emergence from the webway is the meteoric descent of a Drukhari raiding craft behind enemy lines.
The Kabalites of the Poisoned Tongue excel at wrong-footing their enemies before an attack is launched.
The REAVERS keyword is used in the following Drukhari datasheets:
The HELLIONS keyword is used in the following Drukhari datasheets:
Hellions and Reavers frequently spar for prestige and dominance, both in the arenas and high above the bloody streets of the Dark City.
Heedless of the brutal effects of overdosing, members of a Wych Cult may take a massive dose of combat drugs to further enhance their combat prowess.
Heedless of the brutal effects of overdosing, members of a Wych Cult may take a massive dose of combat drugs to further enhance their combat prowess.
Commorrite society is founded upon opportunistic deception.
The RAIDER keyword is used in the following Drukhari datasheets:
The RAVAGER keyword is used in the following Drukhari datasheets:
Drukhari raiding craft bear many enhancements that allow for lightning-fast attacks and swift withdrawals.
The airborne combatants of a Wych Cult have no need to slow down in order to carry out their slaughter.
As their transports descend, Drukhari are swift to plunge into their prey, blades bared.
Transport barques seek to ferry their murderous cargo on new attack angles, or else move aloft to provide encircling fire support.
The CULT OF STRIFE keyword is used in the following Drukhari datasheets:
Borrowing from the performances of their Harlequin kindred, the Wyches of the Cult of Strife add their own unique flourishes to the dance of death, leaping and pirouetting past mesmerised enemies in preparation for the inevitable crescendo of violence.
In the swirl of battle, the Cult of Strife change their partners in combat frequently, somersaulting from one violent engagement only to engage in another as they see fit.
When opened, the souls of tortured psykers spew outward, driving insane any nearby whose minds are attuned to the warp.
Drukhari Kabalites are masters of firing accurately on the move, knowing that their best defence is to never be a sitting target.
The DRUKHARI and HAYWIRE GRENADE keywords are used in the following Drukhari datasheets:
Haywire grenades send out a powerful electromagnetic pulse to debilitate and damage enemy vehicles.
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.
A few rare poisons contain virulent acidic compounds, ferrogangrenous venoms or even inorganic nanophages, which swiftly break down the most formidable of armour plating. When showered with these potent shards, enemy crews find their vehicles dissolving around them, or even swelling with infection and crushing them inside.
The DRUKHARI and CORE keywords are used in the following Drukhari datasheets:
The scent of a foe in pain draws Drukhari to it like hungry predators to an injured beast, their senses sharpening at its tang.
The scent of a foe in pain draws Drukhari to it like hungry predators to an injured beast, their senses sharpening at its tang.
The Coven of the Dark Creed have a well-earned reputation for novel methods of assassination.
The Kabalites of the Flayed Skull view the skies as their rightful territory, and will scour it of those enemies who dare to trespass.
The Cult of Strife are well versed in every conceivable method of murder, and after completing one act of slaughter they will often showcase another from their repertoire.
The hyper-fast reflexes of the Drukhari allow them to duck and weave to avoid all but the swiftest enemy strikes.
The denizens of Commorragh use the shadows to their advantage.
The hyper-fast reflexes of the Drukhari allow them to duck and weave to avoid all but the swiftest enemy strikes.
The DRUKHARI and SHOCK PROW keywords are used in the following Drukhari datasheets:
Many Drukhari outfit their vehicles with energised rams which, when activated, emit directional waves of force, capable of carving through infantry formations and even shattering the hulls of tanks.
The CULT OF STRIFE and INFANTRY keywords are used in the following Drukhari datasheets:
The Cult of Strife are taught to give no respite as they close for the kill, darting forward in fleeting bounds that afford no time for an enemy to draw their weapons or gather their wits.
The mutilated appearance of the Haemonculi’s servants, combined with the general fear of battle and death, deeply unnerves foes.
After luring their enemies towards them, the Cult of the Cursed Blade cast a volley of translucent charges into their midst that riddle the attackers with splinters of venomous shrapnel.
The Chaos God Slaanesh is reviled by the Aeldari, who hate and despise his followers with a ferocious loathing.
Some Haemonculi surgically graft pain suppressors and vials of rapid healing agents into their servants, which the Haemonculus can cause to come into effect whenever they will. Should any of their creations particularly impress them, the Haemonculus may feel inclined to activate these grafts, helping grant them more life to serve longer.
The Drukhari never venture anywhere without a plethora of blades about their person. So it is that these fighters strike at visors, eyes and armour joins with hard-won skill.
The Prophets of Flesh have innumerable servants, each of which is extensively marked with sigils of ownership by their masters. Only by committing the most impressive acts of sadism under the eyes of their betters can one of these twisted creatures slowly excise these marks.
The servants of the Haemonculi always strive to impress their lieges. One such tactic is to carve up their foes in particularly revolting and inventive ways. Such a deed also inspires much fear in the enemy.
Some Haemonculi surgically graft pain-suppressors and vials of rapid healing agents into their servants, which the Haemonculus can cause to come into effect whenever they will. Should any of their creations particularly impress them, the Haemonculus may feel inclined to activate these grafts, helping grant them more life to serve longer.
Nothing is of greater importance to the Cult of Strife than an artful kill, and no greater spectacle than when they put their refined tastes into practice.
The Cult of Strife teaches that no armour is inviolate. So it is that these fighters strike at visors, eyes and armour joins with hard-won skill.
Wyches of the Red Grief set foot on solid ground only for as long as it takes to butcher the enemy.
Amidst the treacherous Coven of Twelve, the art of assassination is held in high regard, with the most unique and inventive techniques garnering significant prestige. Many Haemonculi have been removed from this esteemed conclave, using methods perfected on the battlefield by their rivals.
Even when faced with insurmountable odds, the Kabalites of the Obsidian Rose know that anything less than the perfect execution of their deadly art is utterly unacceptable.
The servants and creations of a Haemonculus will do all they can to keep their liege safe.
Few armies are able to maintain their mettle when the sounds of their leader’s tortured screams fill the air.
The CRONOS keyword is used in the following Drukhari datasheets:
Cronos parasite engines absorb and magnify the agonies of nearby foes, driving their fellow raiders into a frenzy.
The poisons, toxins and venoms employed by this Coteries of the Haemonculi are especially potent, sapping the enemy’s strength and will to fight.
The CULT OF STRIFE and BIKER keywords are used in the following Drukhari datasheets:
The Cult of Strife welcome the attentions of enemy combatants, and by feeding upon the death throes of their victims they are never short of the vigour required to remain front and centre on the stage of battle.
In the Cult of Strife, the respect commanded by a Succubus is commensurate to her latest act of beauteous murder.
The BEAST keyword is used in the following Drukhari datasheets:
The SCOURGES keyword is used in the following Drukhari datasheets:
The CULT OF STRIFE and CHARACTER keywords are used in the following Drukhari datasheets:
The and CHARACTER keywords are used in the following Drukhari datasheets:
The CLAWED FIENDS keyword is used in the following Drukhari datasheets:
The KHYMERAE keyword is used in the following Drukhari datasheets:
The BEASTMASTER keyword is used in the following Drukhari datasheets:
The COURT OF THE ARCHON keyword is used in the following Drukhari datasheets:
The MANDRAKES keyword is used in the following Drukhari datasheets:
Aeldari missile launcher used in the following datasheets:
Baleblast used in the following datasheets:
Blast pistol used in the following datasheets:
Blaster used in the following datasheets:
Brace of pistols used in the following datasheets:
Casket of Flensing used in the following datasheets:
Corsair blaster used in the following datasheets:
Corsair shredder used in the following datasheets:
Dark scythe used in the following datasheets:
Disintegrator cannon used in the following datasheets:
Dissonance cannon used in the following datasheets:
Dissonance pistol used in the following datasheets:
Eyeburst used in the following datasheets:
Flamer used in the following datasheets:
Fusion gun used in the following datasheets:
Fusion pistol used in the following datasheets:
Hexrifle used in the following datasheets:
Lasblaster used in the following datasheets:
Liquifier gun used in the following datasheets:
Neuro disruptor used in the following datasheets:
Ossefactor used in the following datasheets:
Phantasm grenade launcher used in the following datasheets:
Plasma grenades used in the following datasheets:
Pulse disintegrator used in the following datasheets:
Ranger long rifle used in the following datasheets:
Razorwing missiles used in the following datasheets:
Scatter laser used in the following datasheets:
Shardcarbine used in the following datasheets:
Shredder used in the following datasheets: