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.


Books

BookKindEditionVersionLast update
  Drukhari
  DrukhariCodex9Indomitus 1.1June 2021
  Imperial Armour: Compendium
  Imperial Armour: CompendiumIndex9Indomitus 1.1June 2021
  Harlequins
  HarlequinsCodex8Indomitus 1.4June 2021
  Warzone Charadon: Act I – Book of Rust
  Warzone Charadon: Act I – Book of RustExpansion9March 2021
  Warhammer Legends: Forge World
  Warhammer Legends: Forge WorldIndex91.0December 2020
  Warhammer Legends: Drukhari
  Warhammer Legends: DrukhariDataslate8December 2019

FAQ

Codex: Drukhari

 Q: Does the last sentence of the Animus Vitae’s ability only take effect if the attack made with this weapon hits?
A:
Yes.

The <KABAL>, <WYCH CULT> and <HAEMONCULUS COVEN> Keywords

Many datasheets in this section have either the <KABAL>, <WYCH CULT> or <HAEMONCULUS COVEN> keyword. These are keywords that you can select for yourself, as described in the Warhammer 40,000 Core Book, with the guidance detailed below.

When you include a <KABAL>, <WYCH CULT> or <HAEMONCULUS COVEN> unit in your army, you must nominate which Kabal, Wych Cult or Haemonculus Coven it is from and then replace the <KABAL>, <WYCH CULT> or <HAEMONCULUS COVEN> keyword in every instance on its datasheet with the name of your chosen Kabal, Wych Cult or Haemonculus Coven.

Example: If you include a Succubus in your army, and you decide she is from the Red Grief Wych Cult, her <WYCH CULT> keyword becomes RED GRIEF and her Brides of Death ability reads, ‘While a friendly RED GRIEF CORE unit is within 6" of this model, each time a model in that unit makes a melee attack, re-roll a wound roll of 1.’

If your army is Battle-forged, you can only include units from one <KABAL>, one <WYCH CULT> and one <HAEMONCULUS COVEN> in the same Detachment.

The datasheets for some units, such as Raiders or Venoms, may contain two or more of these keywords. Where this is the case, you must select one of the <KABAL>, <WYCH CULT> or <HAEMONCULUS COVEN> keywords to use before replacing that keyword with the name of your chosen Kabal, Wych Cult or Haemonculus Coven, as described above. The keywords that are not chosen are ignored.


Abilities

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.

Power From Pain

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 ROUNDADDITIONAL 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. 

Poisoned Weapon

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.

Blade Artists

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.

Insensible to Pain

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.

Combat Drugs

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.
D6COMBAT DRUGS
1Adrenalight: 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. 
2Grave Lotus: Add 1 to the Strength characteristic of models in this unit. 
3Hypex: Add 2" to the Move characteristic of models in this unit. 
4Painbringer: Add 1 to the Toughness characteristic of models in this unit. 
5Serpentin: Improve the Weapon Skill characteristic of models in this unit by 1. 
6Splintermind: Improve the Ballistic Skill and Leadership characteristics of models in this unit by 1. 


Weapon Definitions

Some rules refer to ‘splinter weapons’ or ‘Wych weapons’. The definitions of these weapons for the purposes of such rules can be found below:

Splinter Weapons

A splinter weapon is a shardcarbine or any weapon whose profile includes the word ‘splinter’ (splinter rifle, splinter cannon, splinter pods etc.), and any Relic that replaces a splinter weapon (e.g. Parasite’s Kiss).

Wych Weapons

‘Wych weapons’ is a catch-all term for the traditional ritual weapons used by Wyches in their arena performances. The following weapons are Wych weapons:
  • Archite glaive
  • Hekatarii blade
  • Hydra gauntlets
  • Razorflails
  • Shardnet and impaler
Any Relic that replaces one of these weapons (e.g. Dancer’s Edge) is also considered to be a Wych weapon.


Detachment Rules

A DRUKHARI Detachment is one that only includes models with the DRUKHARI keyword (excluding models with the UNALIGNED keyword).
  • DRUKHARI Detachments gain the Raiding Forces and Weakling Kin abilities.
  • If your army is Battle-forged, each DRUKHARI Detachment in your army must be designated as a Kabal Detachment, Wych Cult Detachment, Haemonculus Coven Detachment or Realspace Raid Detachment. Your army can only include one Realspace Raid Detachment. Realspace Raid Detachments gain the Realspace Raid ability.
  • Troops units in DRUKHARI Detachments gain the Objective Secured ability.

Raiding Forces

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’.
  • All <KABAL> units in a Kabal Detachment gain a Drukhari Obsession.
  • All <WYCH CULT> units in a Wych Cult Detachment gain a Drukhari Obsession.
  • All <HAEMONCULUS COVEN> units in a Haemonculus Coven Detachment gain a Drukhari Obsession.

Weakling Kin

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.

Realspace Raid

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.

As well as gaining Drukhari Obsessions for each <KABAL>, <WYCH CULT> and <HAEMONCULUS COVEN> unit in a Realspace Raid Detachment, you can also select the associated Kabal, Wych Cult and Haemonculus Coven Relics for the units in that Detachment (see Drukhari Kabals, Cults and Covens), even though your WARLORD is not from a Wych Cult or Haemonculus Coven.

All units in a Realspace Raid Detachment gain the REALSPACE RAIDER keyword, and you can replace your Warlord’s Overlord ability with the following ability:

Raid Mastermind: While a friendly REALSPACE RAIDER CORE unit is within 6" of this model, each time an attack is made by a model in that unit, re-roll a hit roll of 1.


Lords of Commorragh

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.

If your army is Battle-forged and includes any Drukhari Detachments (excluding Auxiliary Support, Super-heavy Auxiliary or Fortification Network Detachments), then when you muster your army, you can upgrade one of the following DRUKHARI CHARACTER units (excluding named characters) from each Detachment in your army: ARCHON, SUCCUBUS, HAEMONCULUS. If the Detachment is a Realspace Raid Detachment, you can upgrade one ARCHON, one SUCCUBUS and one HAEMONCULUS unit from that Detachment.

Make a note on your army roster each time you upgrade a unit using these rules. Each upgraded unit also gains an additional keyword, as described below:
  • An upgraded ARCHON unit gains the MASTER ARCHON keyword and the Splintered Genius Kabalite Diversion, below.
  • An upgraded SUCCUBUS unit gains the MASTER SUCCUBUS keyword and the Show Stealer Wych Cult Spectacle, below.
  • An upgraded HAEMONCULUS unit gains the MASTER HAEMONCULUS keyword and the Alchemical Maestro Haemonculus Proclivity, below.
Each time you upgrade one of the aforementioned units, its Power Rating is increased, as shown in the table below. If you are playing a matched play game, or a game that uses a points limit, then the points value of that unit is also increased by the amount shown in the same table.

Your army (or Crusade force) cannot include more than one MASTER ARCHON unit from the same Kabal, more than one MASTER SUCCUBUS unit from the same Wych Cult or more than one MASTER HAEMONCULUS unit from the same Haemonculus Coven.

A Crusade force cannot start with any upgraded CHARACTER units - to include one in a Crusade force, you must use the Lord of the Dark City Requisition.

LORDS OF COMMORRAGH
UPGRADEPOWERPOINTS
Splintered Genius+1+15
Show Stealer+1+15
Alchemical Maestro+1+20

Kabalite Diversion

SPLINTERED GENIUS

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.

RELICS AND WARLORD TRAITS
You can give a MASTER ARCHON model with this Kabalite Diversion the Soulhelm Relic, instead of giving them an Artefact of Cruelty Relic. In addition, you can give them the Consummate Weaponmaster Warlord Trait, instead of giving them another Warlord Trait.

Relic: Soulhelm

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:
  • Each time an attack is made that targets the bearer, subtract 1 from that attacks hit roll.
  • Each time the bearer would lose a wound, roll one D6: on a 5+, that wound is not lost.

Warlord Trait: Consummate Weaponmaster

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).

Wych Cult Spectacle

SHOW STEALER

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.

RELICS AND WARLORD TRAITS
You can give a MASTER SUCCUBUS model with this Wych Cult Spectacle the Dancer’s Edge Relic, instead of giving them an Artefact of Cruelty Relic. In addition, you can give them the Whirling Death Warlord Trait, instead of giving them another Warlord Trait.

Relic: Dancer’s Edge

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.

Warlord Trait: Whirling Death

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.

Haemonculus Proclivity

ALCHEMICAL MAESTRO

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.

RELICS AND WARLORD TRAITS
You can give a MASTER HAEMONCULUS model with this Haemonculus Proclivity the Poisoners Ampule Relic, instead of giving them an Artefact of Cruelty Relic. In addition, you can give them the Twisted Animator Warlord Trait, instead of giving them another Warlord Trait.

Relic: Poisoner’s Ampule

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.
  • Roll one D6: on a 2+, that unit suffers D3 mortal wounds.
  • Until the start of your next turn, any Aura abilities that unit has have no effect.
  • Until the start of your next turn, that unit cannot be affected by the Aura abilities of friendly models.

Warlord Trait: Twisted Animator

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.


Favoured Retinues

If your army includes a MASTER ARCHON, MASTER SUCCUBUS or MASTER HAEMONCULUS unit, you can also use the upgrades listed below. Each time you upgrade one of these units, its Power Rating is increased, as shown in the table below. If you are playing a matched play game, or a game that uses a points limit, then the points value of that unit is also increased by the amount shown in the same table. Make a note on your army roster each time you upgrade a unit using these rules.

A Crusade force cannot start with any upgraded units - to include one in a Crusade force, you must use the Chosen of the Master Requisition.

FAVOURED RETINUES
UNIT UPGRADEPOWERPOINTS
Kabalite Trueborn+1 per 5 models+2/model
Hekatrix Bloodbrides+1 per 5 models+2/model
Haemoxytes+1 per 5 models+2/model

Kabalite Trueborn

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:
  • Models in this unit have a Ballistic Skill characteristic of 2+.
  • Add 1 to the Leadership characteristic of models in this unit.
  • Each time a model in this unit makes a ranged attack, you can ignore any or all hit roll and Ballistic Skill modifiers.

Hekatrix Bloodbrides

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:
  • Models in this unit have a Weapon Skill characteristic of 2+.
  • Add 1 to the Leadership characteristic of models in this unit.
  • Each time an attack made by a model in this unit would trigger the Blade Artists ability, the Armour Penetration characteristic of that attack is increased by 3 instead of 1.

Haemoxytes

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:
  • Improve this unit’s Save characteristic and invulnerable save by 1 (to a maximum of 4+).
  • Add 1 to the Leadership characteristic of models in this unit.
  • Once per phase, the first time a saving throw is failed for this unit, the Damage characteristic of that attack is changed to 0.


Drukhari Kabals, Cults and Covens

Units in a DRUKHARI Kabal, Wych Cult, Haemonculus Coven or Realspace Raid Detachment gain access to the following rules:

KABAL, WYCH CULT AND HAEMONCULUS COVEN OBSESSIONS
All <KABAL>, <WYCH CULT> and <HAEMONCULUS COVEN> units (including URIEN RAKARTH and LELITH HESPERAX units) with this ability gain a Drukhari Obsession. The Obsession gained depends upon which Kabal, Wych Cult or Haemonculus Coven they are from, as shown on the following pages. If the <KABAL>, <WYCH CULT> or <HAEMONCULUS COVEN> unit is from one of the Kabals, Wych Cults or Haemonculus Covens named in this section, you must use the specified Drukhari Obsession. If you have created your own Kabal, Wych Cult or Haemonculus Coven, you must instead use the rules in the appropriate section to create an Obsession for them.

KABAL, WYCH CULT AND HAEMONCULUS COVEN WARLORD TRAITS
Each Kabal, Wych Cult or Haemonculus Coven has an associated Kabal, Wych Cult or Haemonculus Coven Warlord Trait. If a <KABAL>, <WYCH CULT> or <HAEMONCULUS COVEN> CHARACTER model from one of the Kabals, Wych Cults or Haemonculus Covens named in this section gains a Warlord Trait, they can have the relevant Kabal, Wych Cult or Haemonculus Coven Warlord Trait instead of a Drukhari Warlord Trait. Note that named characters must have the Warlord Traits specified on their datasheets.

KABAL, WYCH CULT AND HAEMONCULUS COVEN STRATAGEMS
Each Kabal, Wych Cult or Haemonculus Coven has an associated Stratagem. If your army includes a Kabal, Wych Cult or Haemonculus Coven Detachment (excluding Auxiliary Support Detachments) from one of the Kabals, Wych Cults or Haemonculus Covens named in this section, or a Realspace Raid Detachment that includes units from any of the Kabals, Wych Cults or Haemonculus Covens named in this section, you can spend Command points to use this Stratagem in addition to other Drukhari Stratagems.

BATTLE-FORGED RULES KABAL, WYCH CULT AND HAEMONCULUS COVEN RELICS
Each Kabal, Wych Cult or Haemonculus Coven has an associated Relic. If your army is led by a <KABAL> WARLORD, <WYCH CULT> WARLORD or <HAEMONCULUS COVEN> WARLORD model from one of the Kabals, Wych Cults or Haemonculus Covens named in this section, you can select this Relic instead of Artefacts of Cruelty.

Example: A Battle-forged army includes a Realspace Raid Detachment that includes an Archon (the WARLORD) from the Kabal of the Black Heart, a Succubus from the Cult of the Cursed Blade and a Haemonculus from the Coven of Twelve.

Every KABAL OF THE BLACK HEART unit in that Detachment gains the Thirst for Power Obsession, every CULT OF THE CURSED BLADE unit in that Detachment gains the Only the Strong Will Thrive Obsession and every COVEN OF TWELVE unit in that Detachment gains the Butchers of Flesh Obsession.

Because the Archon is the WARLORD they can be given the Labyrinthine Cunning Warlord Trait. If you spent Command points to use the Alliance of Agony or Tolerated Ambition Stratagems, this Detachments Succubus and/or Haemonculus could be given the Treacherous Deceiver and/or Scarlet Epicurean Warlord Traits respectively.

Because this Detachment is a Realspace Raid, you can spend Command points to use the Agents of Vect Stratagem because your WARLORD is from the Kabal of the Black Heart. You can also use the Venomous Shardbombs and A Most Inventive Demise Stratagems because the Detachment includes a Succubus and a Haemonculus from the Cult of the Cursed Blade and the Coven of Twelve respectively.

Because the Archon is the WARLORD, one KABAL OF THE BLACK HEART CHARACTER in the army can be given the Writ of the Living Muse Relic. Because this Detachment is a Realspace Raid, you can instead (or in addition if you use the Prizes from the Dark City Stratagem) select a COVEN OF TWELVE CHARACTER model to have the Flensing Blade Relic and/or select a CULT OF THE CURSED BLADE CHARACTER model to have the Traitor’s Embrace Relic.


Kabals

Kabal of the Black Heart

Enforcers of Vect’s will, the Kabal of the Black Heart are feared as the iron gauntlet that maintains his stranglehold.

OBSESSION: THIRST FOR POWER

Though by far the largest and most influential Kabal, the Black Heart has been taught by Vect to pursue ever more power.

  • Units with this Obsession that have the Power From Pain ability treat the current battle round as being one higher than it actually is when determining what effects they gain.
  • If a Realspace Raid Detachment includes a KABAL OF THE BLACK HEART ARCHON, then until the end of the battle, all BLADES FOR HIRE units in that Detachment that have the Power From Pain ability also treat the current battle round as being one higher than it actually is when determining what effects they gain.
  • Add 1 to the Leadership characteristic of models with this Obsession.
  • Each time a unit with this Obsession is selected to shoot or fight, you can re-roll one hit roll when resolving that unit’s attacks.

WARLORD TRAIT: LABYRINTHINE CUNNING

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.

RELIC: WRIT OFTHE LIVING MUSE

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.’

AGENTS OF VECT0CP
Kabal of the Black Heart – Strategic Ploy Stratagem

The Supreme Overlord of Commorragh develops countermeasures for every conceivable course of events.

Use this Stratagem after your opponent uses a Stratagem (excluding Command Re-roll). Until the end of the battle, the CP cost your opponent must pay to use that Stratagem again is increased by 1. This Stratagem can only be used once.

Kabal of the Flayed Skull

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.

OBSESSION: SLAY FROM THE SKIES

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.

  • Each time a model with this Obsession that can FLY or that is embarked upon a TRANSPORT unit that can FLY makes a ranged attack, the target does not receive the benefits of Light Cover against that attack.
  • Add 2" to the Move characteristic of VEHICLE units with this Obsession.

WARLORD TRAIT: FAMED SAVAGERY

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.

RELIC: THE OBSIDIAN VEIL

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.

MASTERS OF THE SHADOWED SKY1CP
Kabal of the Flayed Skull – Battle Tactic Stratagem

The Kabalites of the Flayed Skull view the skies as their rightful territory, and will scour it of those enemies who dare to trespass.

Use this Stratagem when you select a KABAL OF THE FLAYED SKULL unit from your army to shoot with. Until the end of the phase, each time that unit makes an attack that targets a unit that can FLY, add 1 to that attack’s hit roll. If the target is an AIRCRAFT unit, add 2 to that attack’s hit roll instead.

Kabal of the Obsidian Rose

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.

OBSESSION: FLAWLESS WORKMANSHIP

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.

  • Add 6" to the Range characteristic of all Assault, Rapid Fire and Heavy weapons (excluding Relics) models with this Obsession are equipped with.
  • Each time a unit with this Obsession is selected to shoot or fight, you can re-roll one wound roll when making that unit’s attacks.

WARLORD TRAIT: DEATHLY PERFECTIONIST

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).

RELIC: THE ARMOUR OF MISERY

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.
  • The bearer has a Save characteristic of 3+.
  • Each time a melee attack is made against the bearer, subtract 1 from that attack’s hit roll.

FAILURE IS NOT AN OPTION1CP
Kabal of the Obsidian Rose – Strategic Ploy Stratagem

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.

Use this Stratagem after taking Combat Attrition tests for a KABAL OF THE OBSIDIAN ROSE unit from your army, but before any models flee. You can shoot with each model that would flee. If the unit is within Engagement Range of any enemy units, each model that would flee can instead make one melee attack. If any enemy models are destroyed by these attacks, no models flee from this unit. Treat the Morale test as having been passed.

Kabal of the Poisoned Tongue

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.

OBSESSION: THE SERPENT’S KISS

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.

  • Each time a model with this Obsession makes an attack with a poisoned weapon, improve the Poisoned Weapon ability of that weapon by 1 to a maximum of 2+ (e.g. Poisoned Weapon (4+) becomes Poisoned Weapon (3+)).
  • If an enemy unit has any models destroyed by an attack made with a poisoned weapon by a model with this Obsession, until the end of the turn, subtract 1 from Combat Attrition tests taken for that enemy unit.

WARLORD TRAIT: TOWERING ARROGANCE

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.

  • Each time this WARLORD would lose a wound as the result of a mortal wound, roll one D6: on a 5+, that wound is not lost.
  • This WARLORD has the following ability: ‘Towering Arrogance (Aura): While a friendly KABAL OF THE POISONED TONGUE unit is within 6" of this WARLORD, each time a Combat Attrition test is taken for that unit, ignore any or all modifiers.’

RELIC: SOUL-SEEKER

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.


INSIDIOUS MISDIRECTION2CP
Kabal of the Poisoned Tongue – Strategic Ploy Stratagem

The Kabalites of the Poisoned Tongue excel at wrong-footing their enemies before an attack is launched.

Use this Stratagem at the start of the first battle round. Select up to three KABAL OF THE POISONED TONGUE units from your army and redeploy them. If the mission uses the Strategic Reserves rules, any of those units can be placed into Strategic Reserves without having to spend any additional CPs, regardless of how many units are already in Strategic Reserves. If both players have abilities that redeploy units, roll off; the winner chooses who redeploys their units first.

Other Kabals

If your chosen Kabal does not have an associated Kabal Obsession above, you must instead create their Kabal Obsession by selecting two of the Obsessions from the lists below. An All-consuming Obsession counts as two selections.

Dark Mirth

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:

Dark Mirth (Aura): While it is within 12" of this unit, each time an enemy unit is selected to make a Normal Move, Advance, Fall Back or is selected to charge, roll one D6: on a 5+, that enemy unit suffers 1 mortal wound.

Deadly Deceivers (All-consuming)

Cruel misdirection is this Kabфl’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.

Disdain for Lesser Beings

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.

Merciless Razorkin

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.

Mobile Raiders

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.

Soul Bound

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.

Torturous Efficiency

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.

Toxin Crafters (All-consuming)

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.

  • Each time a model with this Obsession makes an attack with a poisoned weapon, on an unmodified hit roll of 6, change that attack’s Poisoned Weapon ability to Poisoned Weapon (2+).
  • Each time a model with this Obsession makes an attack with a poisoned weapon, re-roll a wound roll of 1.

Twisted Hunters

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.

Webway Raiders

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.


Wych Cults

Cult of Strife

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.

OBSESSION: THE SPECTACLE OF MURDER

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.

  • At the start of the Fight phase, if a unit with this Obsession is within Engagement Range of any enemy units, it can fight first that phase.
  • Each time you declare a charge for a unit with this Obsession, if there are no other units from your army within Engagement Range of any of the enemy units selected as targets of that charge, add 1 to the charge roll.

WARLORD TRAIT: BLOOD DANCER

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.

RELIC: THE PHIAL BOUQUET

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.

NO METHOD OF DEATH BEYOND OUR GRASP2CP
Cult of Strife – Battle Tactic Stratagem

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.

Use this Stratagem at the end of your Shooting phase or the Fight phase. Select one CULT OF STRIFE WYCHES unit from your army. If it is the Shooting phase, that unit can shoot again. If it is the Fight phase, and that unit is within Engagement Range of any enemy units, that unit can fight again. You can only use this Stratagem once per battle round.

Cult of the Cursed Blade

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.

OBSESSION: ONLY THE STRONG WILL THRIVE

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.

  • Add 1 to the Strength characteristic of models with this Obsession.
  • Each time you make an unmodified saving throw of 6 for a model with this Obsession against a melee attack, after the attacking model’s unit has finished making its attacks, that enemy unit suffers 1 mortal wound.

WARLORD TRAIT: TREACHEROUS DECEIVER

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.

RELIC: TRAITOR’S EMBRACE

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.

VENOMOUS SHARDBOMBS1CP
Cult of the Cursed Blade – Wargear Stratagem

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.

Use this Stratagem after the enemy has declared a charge against a CULT OF THE CURSED BLADE WYCHES unit from your army. That unit can fire Overwatch before the charge roll is made. When it does so, up to five models in that unit that are equipped with plasma grenades can make attacks with them, and until the end of the phase, plasma grenades this unit is equipped with gain the Poisoned Weapon (2+) ability.

Cult of the Red Grief

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.

OBSESSION: THE SPEED OF THE KILL

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.

  • You can re-roll charge rolls made for units with this Obsession.
  • Add 2 to Advance rolls made for units with this Obsession.

WARLORD TRAIT: HYPERSWIFT REFLEXES

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.

RELIC: THE BLOOD GLAIVE

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

ATHLETIC AERIALISTS1CP
Cult of the Red Grief – Strategic Ploy Stratagem

Wyches of the Red Grief set foot on solid ground only for as long as it takes to butcher the enemy.

Use this Stratagem after a CULT OF THE RED GRIEF INFANTRY unit has resolved its close combat attacks, but before it makes a consolidation move. Instead of consolidating as normal, if every model from this unit is within 6" of a friendly CULT OF THE RED GRIEF TRANSPORT unit, they can embark in that TRANSPORT as if it were the Movement phase even if this unit has disembarked this turn, provided it has enough transport capacity remaining to embark the whole unit.

Other Cults

If your chosen Cult does not have an associated Cult Obsession above, you must instead create their Cult Obsession by selecting two of the Obsessions from the lists below. An All-consuming Obsession counts as two selections.

Acrobatic Display

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).

The Art of Pain

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.

Berserk Fugue (All-consuming)

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.

  • Each time a model with this Obsession makes a melee attack, if that model’s unit made a charge move, was charged or performed a Heroic Intervention this turn, an unmodified hit roll of 6 scores 1 additional hit.
  • 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.

Precise Killers

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.

Slashing Impact

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.

Stimulant Innovators

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.

Test of Skill

'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.

Trophy Takers

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.

Agile Hunters (All-consuming)

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.

  • Each time a model with this Obsession makes an attack that targets a unit that can FLY, add 1 to that attacks hit roll.
  • If a unit with this Obsession with the Combat Drugs ability has the Hypex ability, add 3" to that unit’s Move characteristic instead of 2".


Haemonculus Covens

Coven of Twelve

Gruesome masters of up-close butchery, the Coven of Twelve engage in escalating acts of inventive misery and violence.

OBSESSION: BUTCHERS OF FLESH

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.

  • Each time a model with this Obsession makes an attack with a melee weapon (excluding Relics), improve the Armour Penetration characteristic of that attack by 1.
  • If a unit with this Obsession is performing an action, it can still make attacks with ranged weapons without that action failing.

WARLORD TRAIT: SCARLET EPICUREAN

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).

RELIC: THE FLENSING BLADE

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.

A MOST INVENTIVE DEMISE1CP
Coven of Twelve – Epic Deed Stratagem

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.

Use this Stratagem after a COVEN OF TWELVE HAEMONCULUS unit from your army consolidates. Select one enemy CHARACTER model (excluding VEHICLE or MONSTER models) that is within Engagement Range of this HAEMONCULUS unit and roll one D6. On a 2-5 that model suffers D3 mortal wounds. On a 6 that model suffers D3+3 mortal wounds.

The Dark Creed

Breaking the enemy’s spirits is but the opening salvo for the members of the Dark Creed.

OBSESSION: DISTILLERS OF FEAR

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:
  • Aura of Terror (Aura): While an enemy unit is within 6" of a unit with this Obsession, subtract 1 from the Leadership characteristic of models in that unit, and subtract 1 from Combat Attrition tests made for that unit.
  • Each time you make a melee attack for a unit with this Obsession that targets a unit with a Leadership characteristic that is equal to or lower than the attacking units Leadership characteristic, add 1 to that attack’s hit roll.

WARLORD TRAIT: FEAR INCARNATE

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.

RELIC: SPIRIT-STING

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.

AN ESOTERIC KILL, DELIVERED FROM AFAR2CP/3CP
The Dark Creed – Battle Tactic Stratagem

The Coven of the Dark Creed have a well-earned reputation for novel methods of assassination.

Use this Stratagem when you select a DARK CREED CORE or DARK CREED CHARACTER unit from your army to shoot with. Until the end of the phase, each time you select a target for an attack made by this unit, you can ignore the Look Out, Sir rule. If the selected unit is a TALOS unit, this Stratagem costs 3CP; otherwise, it costs 2CP.

The Prophets of Flesh

No sadistic art is beyond the ken of these fleshcrafters and their countless, mutilated thralls.

OBSESSION: CONNOISSEURS OF PAIN

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.

  • At the start of your Command phase, each CHARACTER, GROTESQUES or MONSTER unit with this Obsession regains 1 lost wound.
  • Each time an attack is made against a unit with this Obsession, unless that attack has a Strength characteristic of 8 or more, an unmodified wound roll of 1-3 for that attack fails, irrespective of any abilities that the weapon or the model making the attack may have.

WARLORD TRAIT: DIABOLICAL SOOTHSAYER

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.

When this model is set up on the battlefield, choose one of the below:
  • Until the end of the battle, add 1 to this WARLORD’s Toughness and Wounds characteristics.
  • Until the end of the battle, add 1 to this WARLORD’s Movement and Attacks characteristics.

RELIC: THE VEXATOR MASK

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.
  • Enemy units cannot fire Overwatch at the bearer.
  • At the start of the Fight phase, you can select one enemy unit within 3" of the bearer. That unit is not eligible to fight this phase until after all eligible units from your army have done so.

SINS WRIT LARGE1CP/2CP
Prophets of Flesh – Battle Tactic Stratagem

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.

Use this Stratagem at the start of the Fight phase. Select one PROPHETS OF FLESH INFANTRY unit from your army that is within 6" of a friendly PROPHETS OF FLESH HAEMONCULUS unit. Until the end of the phase, each time an attack is made by this PROPHETS OF FLESH INFANTRY unit you can re-roll the hit roll. If the selected unit is a GROTESQUES unit, this Stratagem costs 2CP; otherwise, it costs 1CP.

Other Covens

If your chosen Coven does not have an associated Coven Obsession, you must instead create their Coven Obsession by selecting two of the Obsessions from the lists below. An All-consuming Obsession counts as two selections.

Artists of the Flesh (All-consuming)

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), subtract 1 from the Damage characteristic of that attack (to a minimum of 1).

Dark Harvest

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.

Dark Technomancers (All-consuming)

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 choose to enhance any or all of the 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.

Experimental Creations

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.

Hungry for Flesh

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.

Masters of Mutagens

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.

Master Torturers

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.

Obsessive Collectors

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.

Enhanced Sensory Organs

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.

Splinter Blades

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.


Stratagems by Phase

Before battle

ALLIANCE OF AGONY (Drukhari – Requisition)

PRIZES FROM THE DARK CITY (Drukhari – Requisition)

TOLERATED AMBITION (Drukhari – Requisition)

HEKATRIX OF THE CRUCIBAEL (Cult of Strife – Requisition)

During deployment

SCREAMING JETS (Drukhari – Strategic Ploy)

WEBWAY PORTAL (Drukhari – Strategic Ploy)

Battle Round

At the start of battle round

INSIDIOUS MISDIRECTION (Kabal of the Poisoned Tongue – Strategic Ploy)

Command phase

DEADLY RIVALS (Drukhari – Strategic Ploy)

HYPERSTIMM BACKLASH (Drukhari – Wargear)

Movement phase

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)

Psychic phase

CRUCIBLE OF MALEDICTION (Drukhari – Wargear)

Shooting phase

HAYWIRE GRENADE (Drukhari – Wargear)

NEVER STATIONARY (Drukhari – Strategic Ploy)

POTENT METALLOTOXINS (Drukhari – Wargear)

PREY ON THE WEAK (Drukhari – Strategic Ploy)

NO METHOD OF DEATH BEYOND OUR GRASP (Cult of Strife – Battle Tactic)

Enemy Shooting phase

HUNT FROM THE SHADOWS (Drukhari – Battle Tactic)

Being targeted

LIGHTNING FAST REACTIONS (Drukhari – Battle Tactic)

Charge phase

SHOCK PROW (Drukhari – Wargear)

FLAWLESS APPROACH (Cult of Strife – Strategic Ploy)

Fight phase

PREY ON THE WEAK (Drukhari – Strategic Ploy)

THE GREAT ENEMY (Drukhari – Battle Tactic)

THE TORTURER’S CRAFT (Drukhari – 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)

A MOST INVENTIVE DEMISE (Coven of Twelve – Epic Deed)

NO METHOD OF DEATH BEYOND OUR GRASP (Cult of Strife – Battle Tactic)

Enemy Fight phase

PREY ON THE WEAK (Drukhari – Strategic Ploy)

THE GREAT ENEMY (Drukhari – Battle Tactic)

THE TORTURER’S CRAFT (Drukhari – Battle Tactic)

ART OF THE KILL (Cult of Strife – Battle Tactic)

THE BLADE WELL PLACED (Cult of Strife – Battle Tactic)

NO METHOD OF DEATH BEYOND OUR GRASP (Cult of Strife – Battle Tactic)

Enemy taking casualties

PRAY THEY DON’T TAKE YOU ALIVE (Drukhari – Epic Deed)

PAIN SYPHON (Drukhari – Strategic Ploy)


Stratagems

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.

CRUEL DECEPTION1CP/2CP
Drukhari – Battle Tactic Stratagem

Commorrite society is founded upon opportunistic deception.

Use this Stratagem in your Movement phase, when a DRUKHARI unit from your army Falls Back. You can select for this unit to be eligible to shoot this turn or eligible to declare a charge this turn, or both. If you select both, this Stratagem costs 2CP; otherwise, it costs 1CP.
THE GREAT ENEMY1CP
Drukhari – Battle Tactic Stratagem

The Chaos God Slaanesh is reviled by the Aeldari, who hate and despise his followers with a ferocious loathing.

Use this Stratagem in the Fight phase, when a DRUKHARI unit from your army is selected to fight. Until the end of the phase, each time a model in that unit makes a melee attack against a SLAANESH unit, you can re-roll the hit roll and you can re-roll wound roll.
THE TORTURER’S CRAFT1CP/2CP
Drukhari – Battle Tactic Stratagem

Over long millennia in Commorragh’s undercity, the Haemonculus Covens have perfected the craft of carving flesh.

Use this Stratagem in the Fight phase when URIEN RAKARTH or a <HAEMONCULUS COVEN> unit from your army is selected to fight. Until the end of the phase, each time a model in that unit makes an attack, you can re-roll the wound roll. If this Stratagem is used when a CHARACTER or WRACKS unit that contains 10 or less models is selected to fight, it costs 1CP; otherwise, it costs 2CP.
LIGHTNING FAST REACTIONS1CP
Drukhari – Battle Tactic Stratagem

The hyper-fast reflexes of the Drukhari allow them to duck and weave to avoid all but the swiftest enemy strikes.

Use this Stratagem in your opponents Shooting phase or the Fight phase, when a DRUKHARI INFANTRY, DRUKHARI VEHICLE or DRUKHARI BIKER unit from your army (excluding URIEN RAKARTH or a <HAEMONCULUS COVEN> unit) is selected as the target of an attack. Until the end of the phase, each time an attack is made against that unit, subtract 1 from that attack’s hit roll.
HUNT FROM THE SHADOWS1CP
Drukhari – Battle Tactic Stratagem

The denizens of Commorragh use the shadows to their advantage.

Use this Stratagem in your opponent’s Shooting phase, when a DRUKHARI unit from your army that has the benefits of Light Cover is selected as the target of a ranged attack. Until the end of that phase, add an additional 1 to that unit’s saving throws (excluding invulnerable saving throws).
ALLIANCE OF AGONY1CP
Drukhari – Requisition Stratagem

Even the most bloodthirsty Drukhari will veil their enmity to work together against a shared enemy for the same gruesome purpose.

Use this Stratagem before the battle, when you are mustering your army, if your WARLORD is a REALSPACE RAIDER ARCHON. Select one SUCCUBUS model from your army and one HAEMONCULUS model from your army (excluding named characters) and determine one Warlord Trait for each of these models (this must be a Warlord Trait it can have); those models are only regarded as your WARLORD for the purposes of that Warlord Trait. Each Warlord Trait in your army must be unique (if randomly generated, re-roll duplicate results), and you cannot use this Stratagem to give a model two Warlord Traits. You can only use this Stratagem once.
TOLERATED AMBITION1CP
Drukhari – Requisition Stratagem

Confident leaders might delegate some duties to a monitored underling, one easily disposed of if need be...

Use this Stratagem before the battle, when you are mustering your army, if your WARLORD has the DRUKHARI keyword. Select one DRUKHARI CHARACTER model from your army (excluding named characters) and determine one Warlord Trait for it (this must be a Warlord Trait it can have); that model it is only regarded as your Warlord for the purposes of that Warlord Trait. Each Warlord Trait in your army must be unique (if randomly generated, re-roll duplicate results), and you cannot use this Stratagem to give a model two Warlord Traits. You can only use this Stratagem once, unless you are playing a Strike Force battle (in which case, you can use this Stratagem twice) or an Onslaught battle (in which case, you can use this Stratagem three times).
PRIZES FROM THE DARK CITY1CP
Drukhari – Requisition Stratagem

A warlord who wants their high status to be known will equip their raiding parties with the most extravagant weaponry.

Use this Stratagem before the battle, when you are mustering your army, if your WARLORD has the DRUKHARI keyword. Select one DRUKHARI CHARACTER model from your army and give them one Artefact of Cruelty (this must be a Relic they can have). Each Relic in your army must be unique, and you cannot use this Stratagem to give a model two Relics. You can only use this Stratagem once, unless you are playing a Strike Force battle (in which case, you can use this Stratagem twice) or an Onslaught battle (in which case, you can use this Stratagem three times).
WEBWAY PORTAL1CP/3CP
Drukhari – Strategic Ploy Stratagem

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.

Use this Stratagem before the battle when declaring reserves and transports (if you are playing a mission without this step, use this Stratagem during deployment instead). If you spend 1CP, you can set up one DRUKHARI INFANTRY, BIKER or BEAST unit from your army in the webway instead of placing it on the battlefield. If you spend 3CPs, you can place two DRUKHARI INFANTRY, BIKER or BEAST units in the webway instead.

In the Reinforcements step of one of your Movement phases, you can set up any units in the webway anywhere on the battlefield that is more than 9" away from any enemy models. You can only use this Stratagem once.
PAIN SYPHON1CP
Drukhari – Strategic Ploy Stratagem

Cronos parasite engines absorb and magnify the agonies of nearby foes, driving their fellow raiders into a frenzy.

Use this Stratagem when a DRUKHARI unit from your army that is within 6" of a friendly CRONOS unit destroys an enemy unit with a melee or ranged attack. Until the end of the battle, that DRUKHARI unit always treats each battle round as if it is battle round 5 for the purposes of the Power From Pain ability.
EVISCERATING FLY-BY1CP/2CP
Drukhari – Strategic Ploy Stratagem

The airborne combatants of a Wych Cult have no need to slow down in order to carry out their slaughter.

Use this Stratagem in your Movement phase, when you select a <WYCH CULT> unit that can FLY to make a Normal Move or Advance. After this unit has moved, select one enemy unit this unit moved across and roll one D6 for each model in this unit, adding 1 to the result if the enemy unit is an INFANTRY unit: for each result of 5+, that enemy unit suffers 1 mortal wound. If the selected <WYCH CULT> unit contains 5 or fewer models, this Stratagem costs 1CP; otherwise, it costs 2CP.
NEVER STATIONARY2CP
Drukhari – Strategic Ploy Stratagem

The Drukhari are masters at using hit-and-run tactics, engaging a target with a flurry of shots before quickly manoeuvring into cover or out of sight.

Use this Stratagem in your Shooting phase after making attacks with a DRUKHARI unit (excluding AIRCRAFT units) from your army. That unit can immediately make a Normal Move of up to 7". Until the end of the turn, that unit is not eligible to declare a charge.
PREY ON THE WEAK1CP
Drukhari – Strategic Ploy Stratagem

The scent of a foe in pain draws Drukhari to it like hungry predators to an injured beast, their senses sharpening at its tang.

Use this Stratagem in your Shooting phase or the Fight phase, when a DRUKHARI CORE unit from your army is selected to shoot or fight. Until the end of the phase, each time a model in this unit makes an attack:
  • If that attack targets a unit that was below its starting strength when this unit was selected to shoot or fight, re-roll a hit roll of 1.
  • If that attack targets a unit that was below Half-strength when this unit was selected to shoot or fight, you can re-roll the hit roll.
SCREAMING JETS1CP
Drukhari – Strategic Ploy Stratagem

Just as terrifying as a sudden emergence from the webway is the meteoric descent of a Drukhari raiding craft behind enemy lines.

Use this Stratagem before the battle when declaring reserves and transports (if you are playing a mission without this step, use this Stratagem during deployment instead). You can set up one DRUKHARI VEHICLE unit from your army in the skies instead of placing it on the battlefield.

In the Reinforcements step of one of your Movement phases, you can set up this unit anywhere on the battlefield that is more than 9" away from any enemy models. You can only use this Stratagem once.
DEADLY RIVALS2CP
Drukhari – Strategic Ploy Stratagem

Hellions and Reavers frequently spar for prestige and dominance, both in the arenas and high above the bloody streets of the Dark City.

Use this Stratagem in your Command phase. Select one REAVERS unit from your army and one HELLIONS unit from your army that are within 12" of and visible to each other. Until the end of the turn:
  • Add 1" to the Movement characteristics of models in these units.
  • Each time a model in these units makes an attack with a melee weapon, you can re-roll the hit roll.
SWIFT OUTFLANKING1CP
Drukhari – Strategic Ploy Stratagem

Transport barques seek to ferry their murderous cargo on new attack angles, or else move aloft to provide encircling fire support.

Use this Stratagem at the end of your Movement phase. Select one DRUKHARI TRANSPORT unit from your army that is wholly within 9" of any battlefield edge. Remove that unit from the battlefield. That unit is placed into Strategic Reserves.
MURDEROUS DESCENT1CP
Drukhari – Strategic Ploy Stratagem

As their transports descend, Drukhari are swift to plunge into their prey, blades bared.

Use this Stratagem in the Reinforcements step, after a TRANSPORT unit from your army is set up on the battlefield. Any units embarked upon that TRANSPORT unit can disembark after it is set up, but when they do so, they must be set up more than 9" away from any enemy units.
PRAY THEY DON’T TAKE YOU ALIVE1CP
Drukhari – Epic Deed Stratagem

Few armies are able to maintain their mettle when the sounds of their leader’s tortured screams fill the air.

Use this Stratagem in the Fight phase, when an enemy WARLORD unit is destroyed by a melee attack made by a DRUKHARI unit from your army. Until the end of the battle, each time a Combat Attrition test is taken for an enemy unit, subtract 1 from that Combat Attrition test.
ENHANCED AETHERSAILS1CP
Drukhari – Wargear Stratagem

Drukhari raiding craft bear many enhancements that allow for lightning-fast attacks and swift withdrawals.

Use this Stratagem in your Movement phase, when a RAIDER or RAVAGER unit from your army is selected to Advance. Do not make an Advance roll. Instead, until the end of the phase, add 8" to the Move characteristic of this model.
CRUCIBLE OF MALEDICTION2CP
Drukhari – Wargear Stratagem

When opened, the souls of tortured psykers spew outward, driving insane any nearby whose minds are attuned to the warp.

Use this Stratagem in your Psychic phase. Select one HAEMONCULUS unit from your army and roll one D6 for each enemy PSYKER unit within 12" of it; for each roll of 4+, that PSYKER unit suffers D3 mortal wounds. You can only use this Stratagem once.
HAYWIRE GRENADE1CP
Drukhari – Wargear Stratagem

Haywire grenades send out a powerful electromagnetic pulse to debilitate and damage enemy vehicles.

Use this Stratagem in your Shooting phase, when a DRUKHARI HAYWIRE GRENADE unit from your army is selected to shoot. Select one model in that unit; that model can only make one attack this phase, and must target an enemy VEHICLE unit within 6" of it, but if a hit is scored, that VEHICLE unit suffers D3 mortal wounds and the attack sequence ends.
HYPERSTIMM BACKLASH2CP
Drukhari – Wargear Stratagem

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.

Use this Stratagem in your Command phase. Select one <WYCH CULT> unit with the Combat Drugs ability from your army. Until your next Command phase, each effect of the Combat Drugs ability on that unit is doubled (e.g. if the unit is affected by Painbringer, add 2 to the Toughness characteristic of models affected by that combat drug instead of 1). A model with the Phial Bouquet Relic cannot be selected for this Stratagem.
SHOCK PROW1CP
Drukhari – Wargear Stratagem

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.

Use this Stratagem in the Charge phase, when a DRUKHARI SHOCK PROW unit from your army finishes a charge move. Select one enemy unit within Engagement Range of that SHOCK PROW unit:
  • If the selected enemy unit is a VEHICLE unit, roll one D6: on a 2+, that unit suffers D3 mortal wounds.
  • If the selected enemy unit is not a VEHICLE unit, roll one D6 for each model in that enemy unit that is within Engagement Range of the SHOCK PROW unit. For each dice result that equals or exceeds that enemy unit’s Toughness characteristic, it suffers 1 mortal wound.
POTENT METALLOTOXINS2CP
Drukhari – Wargear Stratagem

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.

Use this Stratagem in your Shooting phase or the Fight phase, when you select a DRUKHARI unit from your army to shoot or fight. Until the end of the phase, each time an attack is made with a poisoned weapon (excluding Relics) by that unit, that ability does not exclude VEHICLE units (though it does still exclude TITANIC units).

Warlord Traits

If a DRUKHARI CHARACTER model is your WARLORD, you can use the Drukhari Warlord Traits tables below to determine what Warlord Trait they have. Unless otherwise specified, <KABAL> models must use the Kabal Warlord Traits table, <WYCH CULT> models must use the Wych Cults Warlord Traits table and <HAEMONCULUS COVEN> models must use the Haemonculus Covens Warlord Traits table. You can either roll one D3 to randomly generate one, or you can select one.

When you have determined a Warlord Trait for a DRUKHARI CHARACTER model, replace all instances of the <KABAL>, <WYCH CULT> or <HAEMONCULUS COVEN> keyword in their Warlord Trait (if any) with the name of the Kabal, Wych Cult or Haemonculus Coven that your model is drawn from.

Named Characters and Warlord Traits

If one of the following characters gains a Warlord Trait, they must have the one shown below:
NAMED CHARACTERWARLORD TRAIT
DrazharHatred Eternal 
Lelith HesperaxBlood Dancer 
Urien RakarthDiabolical Soothsayer 

Kabal Warlord Traits

D3WARLORD 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.

  • Add 1 to the Attacks characteristic of this WARLORD.
  • Once per turn, when an enemy model that is within 6" of this WARLORD is destroyed, this model regains 1 lost wound.

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.


Wych Cult Warlord Traits

D3WARLORD 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.


Haemonculus Coven Warlord Traits

D3WARLORD 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.


Chapter Approved Rules

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.).

Purge the Enemy

TAKE THEM ALIVE!
Progressive Objective

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.

If you select this objective, you score victory points at the end of the battle round for each of the following that apply:
  • Score 3 victory points if any CHARACTER or MONSTER units were destroyed by a melee attack made by a DRUKHARI unit from your army during that battle round.
  • Score 1 victory point if any unit (excluding CHARACTER, MONSTER or VEHICLE units) were destroyed by a melee attack made by a DRUKHARI unit from your army during that battle round.
BEASTS FOR THE ARENAS
End Game Objective

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.

Score 3 victory points at the end of the battle for each enemy MONSTER, CAVALRY or BEAST unit that was destroyed by a melee attack made by a <WYCH CULT> unit from your army. If that enemy unit was TITANIC, score 5 victory points for it instead.

No Mercy, No Respite

FEAR AND TERROR
Progressive Objective

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.

Score 1 victory point at the end of the battle round for each model that fled from any enemy unit during that battle round.

Battlefield Supremacy

HERD THE PREY
Progressive Objective

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.

Score 2 victory points at the end of your turn for each table quarter that does not have any enemy units (excluding AIRCRAFT units) wholly within it. This objective cannot be scored in the first battle round.


Crusade Rules

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.

Agendas

If your Crusade army includes any DRUKHARI units, you can select an Agenda from the Drukhari Agendas, listed below. This is a new category of Agendas, and follows all the normal rules for Agendas (for example, when you select Agendas, you cannot choose more than one from each category).

A GRUESOME BOUNTY
Drukhari Agenda

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.

Keep a Captive tally for each DRUKHARI unit (excluding BEAST units) from your army. At the end of each turn, add 1 to that unit’s Captive tally if any enemy units were destroyed by a melee attack made by that unit that turn.

At the end of the battle, each unit gains 1 experience point for every mark on its Captive tally.
DEMONSTRATE SUPERIORITY
Drukhari Agenda

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.

If your army includes a Realspace Raid Detachment, keep a Superiority tally for all <KABAL> units in that Detachment, another for all the <WYCH CULT> units in that Detachment, and another for all the <HAEMONCULUS COVEN> units in that Detachment. Each time an enemy unit is destroyed by an attack made by a REALSPACE RAIDER unit from your army, add 1 to the Superiority tally for that unit’s sub-faction (e.g. Kabal, Wych Cult or Haemonculus Coven). At the end of the battle, the CHARACTER model from the sub-faction with the highest Superiority tally gains 3 experience points (unless that model is a named character), and you can nominate one other unit from that sub-faction to gain 3 experience points.

Example: At the end of the battle, the <WYCH CULT> units from your Realspace Raid Detachment have destroyed the most enemy units, and so have the highest tally. The SUCCUBUS model from that Detachment and one other <WYCH CULT> unit gains 3 experience points.
TAKE CREDIT
Drukhari Agenda

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.

At the end of the battle, select one DRUKHARI CHARACTER model from your army, and make a note of the total number of experience points DRUKHARI units from your army gained from other Agendas.
  • For every 2 experience points gained by other units, that CHARACTER unit gains 1 experience point (to a maximum of 4).
  • If that CHARACTER is an ASCENDANT LORD, then for every 5 experience points gained by other units, you gain 1 Raid Spoils point.
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Drukhari Agenda

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.

Keep a Terror tally for each DRUKHARI unit in your army.

DRUKHARI INFANTRY and BIKER units from your army can attempt the following action:

Redecorate (Action): At the end of your Movement phase, one unit from your army that is within 3" of an objective marker can start to perform this action. This action is completed at the end of your turn. If completed, add 1 to that unit’s Terror tally. That objective is now ‘Terrifying’ and has the following ability:

Terrifying (Aura): While a unit (excluding DRUKHARI units) is within 6" of this objective, subtract 1 from the Leadership characteristic of models in that unit.

While an enemy unit is within 6" of a Terrifying objective, each time that enemy unit fails a Morale test, add 1 to the Terror tally of each DRUKHARI unit from your army that is within 6" of the same objective.

At the end of the battle, each unit gains 1 experience point for every mark on its Terror tally.

Requisitions

A Crusade army that includes any DRUKHARI units can spend Requisition points (RPs) on any of the following Requisitions in addition to those presented in the Warhammer 40,000 Core Book.

LORD OF THE DARK CITY1RP

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.

Purchase this Requisition when an ARCHON, SUCCUBUS or HAEMONCULUS unit from your Crusade force gains the Battle-hardened, Heroic or Legendary rank. That model is upgraded to a Lord of Commorragh as described here; increase its Power Rating accordingly and make a note on its Crusade card. You cannot purchase this Requisition if doing so would cause your total Power Level to exceed your Crusade forces Supply Limit.
CHOSEN OF THE MASTER1RP

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.

Purchase this Requisition when you add a KABALITE WARRIORS unit to your Order of Battle if your Crusade force already includes a MASTER ARCHON unit, when you add a WYCHES unit to your Order of Battle if your Crusade force already includes a MASTER SUCCUBUS unit or when you add a WRACKS unit to your Order of Battle if your Crusade force already includes a MASTER HAEMONCULUS unit. That added unit is upgraded to a Favoured Retinue as described here; increase its Power Rating accordingly and make a note on its Crusade card. You cannot purchase this Requisition if doing so would cause your total Power Level to exceed your Crusade force’s Supply Limit, and you can only have one such unit in your Crusade army for each associated CHARACTER unit in your Crusade force.

You can only use this Requisition once for each MASTER ARCHON, MASTER SUCCUBUS or MASTER HAEMONCULUS unit on your Order of Battle.
SOUL TRAP1RP

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.

Purchase this Requisition once after a battle in which an enemy CHARACTER unit was destroyed by a melee attack made by an ARCHON model from your army. Add 1 Soul point to that ARCHON model’s Crusade card. Once that model has 5 Soul points, you can remove them and add 1 to that model’s Attacks, Strength, Toughness and Leadership characteristics. If you do so, increase that ARCHON model’s Crusade points value by 2, and you cannot select that ARCHON model for this Requisition again.
PATRON OF THE KILLING ARTS1RP

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.

Purchase this Requisition during the Muster Armies step, if your army includes any <WYCH CULT> units. Select one ARCHON or HAEMONCULUS unit from your army. Until the end of the battle, that unit gains the Combat Drugs ability; increase its Power Rating by 1 until the end of the battle. You cannot use this Requisition if this would take you over the maximum Power Level allowed for the battle size being played.
A CONSTANT SOURCE OF DISAPPOINTMENT1RP

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.

Purchase this Requisition after a battle, while you have an Ascendant Lord (pg 80) on your Order of Battle. Select a unit from your Order of Battle that has 2 or more Battle Scars. Remove that unit from your Order of Battle. You gain a number of Raid Spoils points (pg 80) equal to that unit’s Crusade points total.
CLANDESTINE DEALINGS1+RP

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.

Purchase this Requisition after a battle while you have an Ascendant Lord Archon (pg 80) on your Order of Battle after gaining Raid Spoils points (pg 80) for that battle. Gain a number of Raid Spoils points equal to the number of Requisition points spent on this Requisition.

Battle Traits

When a DRUKHARI unit gains a Battle Trait, you can use one of the tables below instead of one of the tables in the Warhammer 40,000 Core Book. Each time you do so, roll one D6 and consult the appropriate table to randomly determine what Battle Trait the unit gains, or choose one that tells the best narrative for your unit. All the normal rule for Battle Traits apply (e.g. a unit cannot have the same Battle Trait more than once). As with any Battle Honour, make a note on the unit's Crusade card when it gains a Battle Trait and increase its Crusade points accordingly, as described in the Warhammer 40,000 Core Book.

CHARACTER UNITS
D6TRAIT
1-2Perfectionist

As much to raise themselves above their peers as to crush ambitious hopes of any beneath them, this lord of Commorragh refines their skills constantly, ensuring they are perceived as the pinnacle of their chosen obsession.

If an Agenda would ask you to keep a tally, at the start of the Update Crusade Cards step, add 1 to one tally you are keeping for this model.
3-4Proficient Predator

This raid artisan has hunted the lesser races of the galaxy for millennia. They understand well the pain centres of their prey, and exert the precise amount of force necessary to subdue victims for their slave barges.

Once per turn, you can re-roll a single hit roll, wound roll, damage roll or saving throw made for this model.
5-6Lord of Toxins

This creature has access to some of the most virulent toxins in all of Commorragh. The hyperfine molecular structure of these venoms allows them to pass through bonded ceramite after the merest of scratches.

Each time this model makes a melee attack, an unmodified wound roll of 6 inflicts 1 mortal wound on the target in addition to any normal damage.
<WYCH CULT> INFANTRY AND <WYCH CULT> BIKER UNITS
D6TRAIT
1-2Fluid Encirclement

Invigorated by the scent of a kill, these gladiators throw themselves into the fray with excessive energy.

Each time this unit makes a pile-in move, you can move each model up to 6".
3-4Master Flensers

These performance killers are all experts with a blade, able to slay any victim in a flurry of darting knives.

Improve the Weapon Skill characteristic of models in this unit by 1.
5-6Lightning Strikes

Once amongst the foe, these combatants flash their blades in the blink of an eye, opening veins and severing limbs.

Each time you make a melee attack for a model in this unit, an unmodified hit roll of 6 scores one additional hit.
KABALITE WARRIOR UNITS
D6TRAIT
1-2Skilled Raiders

These enforcers have mastered superb balance, instinctively rolling with every subtle pitch of their grav-transport, while punishing the foe with deadly accurate fire.

When this unit is selected to shoot with while embarked on a TRANSPORT unit, each time a model in this unit makes a ranged attack, you can ignore any or all modifiers to the hit roll.
3-4Ambitious Servants

Seeking ever greater favour, these warriors are driven to perform above and beyond even their extraordinary abilities when in the presence of their superiors.

While this unit is within 6" of a friendly <KABAL> ARCHON unit, each time an attack is made by a model in this unit, re-roll a wound roll of 1.
5-6Privileged Position

Through guile, effrontery and threats, these Kabalites ensure they are among the first to benefit from the revitalising anguish of any captives.

Out of Action tests taken for this unit are automatically passed.
<HAEMONCULUS COVEN> INFANTRY AND <HAEMONCULUS COVEN> MONSTER UNITS
D6TRAIT
1-2Razorbone Spurs

The sharpened bones of these creatures protrude through their calloused skin, and are laced with seeping, toxic marrow.

Each time an enemy unit finishes a charge move within Engagement Range of this unit, roll one D6: on a 2+, that enemy unit suffers 1 mortal wound.
3-4Multi-steroid Glands

These fleshy nodules hang like ripe fruit from bony protrusions. At a Haemonculus’ instigation, they pump a cocktail of metabolism enhancers into the bearers.

At the start of each battle, you can roll one D3 on the Combat Drugs table. This unit gains the ability listed under the result.
5-6Psychotraumic Brands

The gnarled flesh of these creatures is imprinted with glowing sigils, burning into the minds of nearby psychic beings.

This unit has the following ability: ‘Psychotraumic Brands (Aura): While an enemy PSYKER unit is within 6" of this unit, subtract 2 from Psychic tests made for that unit.’

Territorial Dominance

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.

One CHARACTER model on your Order of Battle (excluding named characters) can be designated as an Ascendant Lord. That model gains the ASCENDANT LORD keyword. Your Crusade force can only include one ASCENDANT LORD unit. If you wish to change your Ascendant Lord, the previous one must first be removed from your Order of Battle. While you have an ASCENDANT LORD unit on your Order of Battle, after each battle, roll one D6: on a 4+, you gain one Raid Spoils point. If you won that battle, gain one additional Raid Spoils point. Raid Spoils can also be gained by other methods (Agendas etc.). Raid Spoils represent the various plunder taken while raiding realspace, and can be traded in for favours, influence, territory and many other things powerful Drukhari desire.

Keep a note of your Raid Spoil points total on your Order of Battle (the Crusade goals, notes and additional information box on your Order of Battle is a good place to keep track of this). If your Ascendant Lord is removed from your Order of Battle, all your current Raid Spoils points are lost.

If your Order of Battle contains an ASCENDANT LORD unit, you can spend Raid Spoils points to use the Dominate ability below to enable your Lord to claim dominance over a new territory in Commorragh, and to use the abilities listed under Spoils of Battle. Each ability will tell you how many Raid Spoils points must be spent to use it. When you use any of these abilities, delete any Raid Spoils points spent from your Order of Battle.

DOMINATE (1 RAID SPOILS POINT)

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).

Each territory is unique and cannot be selected or randomly generated more than once for your Ascendant Lord. If you randomly generate a territory that is already controlled by your Ascendant Lord, generate another. Keep a note of any territories claimed on your Order of Battle alongside your Raid Spoils total.

After gaining a new territory, roll one D6: on a 1, an assassination attempt is made on their life. Your ASCENDANT LORD unit gains one Battle Scar.

D66TERRITORIES TABLE 1
11The Splinterforge (Weapon Forge)
12The Hall of Hooks (Weapon Forge)
13The Sharpeners (Weapon Forge)
14The Murder Cove (Weapon Forge)
15Talonforge (Weapon Forge)
16The Gallery of Blades (Weapon Forge)
21Sorrowseep (Toxin Distillery)
22Well of Phantasms (Toxin Distillery)
23The Gland (Toxin Distillery)
24Vale of Vapours (Toxin Distillery)
25Tormentia’s Boutique (Toxin Distillery)
26The Fractal Alembic (Toxin Distillery)
31Howling Gulf (Arena)
32Mesmoria (Arena)
33The Flensing Ground (Arena)
34The Coreloop Gauntlet (Arena)
35The Gallery of Glass (Arena)
36Rethvhyr’s Veinyard (Arena)
41Spire of the Seven Talons (Scourge Spire)
42The Screaming Roost (Scourge Spire)
43The Gorenests (Scourge Spire)
44The Pinion (Scourge Spire)
45The Stratus Sphere (Scourge Spire)
46Bladefeather Den (Scourge Spire)
51The Bloodrazor (Incubi Shrine)
52Shrine of the Naked Hatred (Incubi Shrine)
53Shrine of the Cursed Night (Incubi Shrine)
54The Covenant of Anguish (Incubi Shrine)
55Shrine of the Crimson Hundred (Incubi Shrine)
56Shrine of The Severed (Incubi Shrine)
61Crimson Point (Docks)
62Shardbreak (Docks)
63Bleakharbour(Docks)
64Blodhavn (Docks)
65The Whisperdome (Docks)
66Dock of Thieves (Docks)
D66TERRITORIES TABLE 2
11Drudge Pit (Sprawl Slum)
12The Choke (Sprawl Slum)
13Sufferer’s Row (Sprawl Slum)
14The Fiendscape (Sprawl Slum)
15The Parchway (Sprawl Slum)
16Vect’s Heel (Sprawl Slum)
21The Whispers (Trading District)
22The Emporium of Tears (Trading District)
23The Skinmongers (Trading District)
24The Nervery (Trading District)
25The Fleshpits (Trading District)
26Traitor’s Auction (Trading District)
31The Evergloom (Shadow District)
32Direside (Shadow District)
33The Twilight Aisle (Shadow District)
34Netherweir (Shadow District)
35The Eyelid (Shadow District)
36Hope’s Horizon (Shadow District)
41Bleak Spiral (Noble Spire)
42Ghal-Harrow (Noble Spire)
43The Crimson Spine (Noble Spire)
44The Bonehalls (Noble Spire)
45Knife of the Muses (Noble Spire)
46Grovenspire (Noble Spire]
51The Splinters (Gang Territory)
52Broken Noose (Gang Territory)
53The Harrows (Gang Territory)
54Backstab Alleys (Gang Territory)
55Ebonspite Corner (Gang Territory)
56Bladewrought Lanes (Gang Territory)
61Ironveil Tontine (Raidcraft Workshop)
62The Shadowloom (Raidcraft Workshop)
63Forge of the Connoisseur (Raidcraft Workshop)
64The Fear Smeltery (Raidcraft Workshop)
65Blackforge (Raidcraft Workshop)
66Wingcast Spire (Raidcraft Workshop)

Territorial Abilities

While your Ascendant Lord is claiming dominance over three or more territories from the same category (see Territorial Dominance tables), they have access to the ability listed below for that category. Some of these abilities will affect your army during the battle, while others will take effect before or after the battle. At the end of the Muster Armies step of each battle, if your ASCENDANT LORD unit is included on your army roster, you can select any number of the territorial abilities your Ascendant Lord has access to. Add 1 to your ASCENDANT LORD units total Crusade points for that battle for each territorial ability they are using. These abilities are active for that battle, and remain active until the start of the Select Battle Size step of your next battle.

Weapon Forges

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.

Toxin Distilleries

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.

Arenas

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.

Scourge Spires

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.

Incubi Shrines

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.

Docks

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.

Sprawl Slums

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.

Trading Districts

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.

Shadow Districts

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.

Noble Spires

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.

Gang Territories

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.

Raidcraft Workshop

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.

Spoils of Battle

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.


Battle Scars

When a DRUKHARI unit gains a Battle Scar, you can select the relevant Battle Scar below instead of determining one from the Warhammer 40,000 Core Book. All the normal rules for Battle Scars apply (e.g. a unit cannot have the same Battle Scar more than once). As with any Battle Scar, make a note on the units Crusade card, but unlike other Battle Scars, do not decrease a unit’s Crusade points for acquiring one of the Battle Scars listed below.

BATTLE SCARS
UNITBATTLE SCAR
CHARACTER unit onlyInsensate

This warrior has become so jaded that their capacity to experience pain, pleasure or the anguish of others is diminished, slowly driving them mad with deprivation.

  • Each time an attack is allocated to this model, halve the Damage characteristic of that attack.
  • This unit cannot use the Power From Pain ability.
KABALITE WARRIORS unit onlyExcommunicate

Having committed some grave sin against their Kabal, these warriors attempt to strike out on their own, selling their services to the highest bidder.

This unit loses the <KABAL> keyword and gains the BLADES FOR HIRE keyword.
<WYCH CULT> INFANTRY or <WYCH CULT> BIKER unit onlyBiochemical Hypershock

Having overused countless combat stimulants, the bodies of these artistes are ravaged by chemicals. No longer in control of their effects, they suffer catastrophic physiological breakdowns.

  • When determining the abilities granted by this unit's Combat Drugs ability, you cannot select an ability, you must randomly determine 2.
  • Subtract 1 from the Toughness and Leadership characteristics of models in this unit.
<HAEMONCULUS COVEN> INFANTRY unit onlyCautionary Results

Haemonculi are frequently experimental in their surgery, especially if their patients have displeased them. Not all of the outcomes of these surgeries are favourable, but they certainly ensure greater loyalty.

  • Each time a model in this unit makes an attack, subtract 1 from that attack’s hit roll.
  • Add 1 to the Strength and Leadership characteristics of models in this unit.

Weapon Enhancements

When a DRUKHARI unit gains a Weapon Enhancement, you can, if the weapon selected is a poisoned weapon, use the table below instead of one of the tables in the Warhammer 40,000 Core Book. Once you have selected the weapon, roll one D6 and consult the table to randomly determine what Weapon Enhancement is gained, or choose the one that tells the best narrative for your unit. All the normal rules for Weapon Enhancements still apply. As with any Battle Honour, make a note on the unit’s Crusade card when it gains a Weapon Enhancement and increase its Crusade points accordingly, as described in the Warhammer 40,000 Core Book.

POISONED WEAPON ENHANCEMENTS
D6ENHANCEMENT
1Feralex

Those infected with this venom find themselves lashing out uncontrollably at all around them. Allies look on in terror as they are struck down by frenzied death throes.

Once per turn, at the end of your Shooting phase or the Fight phase, select one enemy unit that had any models destroyed by an attack made with this weapon this phase and roll one D6: on a 4+, that enemy unit suffers D3 mortal wounds.
2Shattergift

This venom causes any psychic activity to send shards of agony through the victim's mind, disrupting aetheric abilities.

Once per turn, at the end of your Shooting phase or the Fight phase, select one enemy unit that had any models destroyed by an attack made with this weapon this phase. Until the start of your next turn, each time that unit attempts to manifest a psychic power, subtract 3 from the Psychic test.
3Agonite

This venom spreads waves of agony so intense that even the most robust physiologies are overwhelmed with pain.

Each time an attack is made with this weapon, rules that ignore wounds cannot be used.
4Nerveshard

This toxin overloads the victim’s synapses, their drawn out agonised screams sending their allies fleeing in terror.

Each model that is destroyed by an attack made with this weapon counts as two models in the Morale phase.
5Icevein

Once in the victim's bloodstream, this poison causes their dying flesh to radiate an intense chill that numbs their allies, preventing any swift escape from attackers.

Once per turn, at the end of your Shooting phase or the Fight phase, select one enemy unit that had any models destroyed by an attack made with this weapon this phase. Until the start of your next turn, halve the Move characteristic of models in that enemy unit and subtract 2 from Advance rolls and charge rolls made for that unit.
6Deathbloom

A savagely applied dose of this toxin overloads the victim's organs with concentrated adrenal infusions that cause them to function so quickly that they rupture and burst in seconds.

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.

Crusade Relics

When a DRUKHARI CHARACTER model gains a Crusade Relic, you can instead select one of the Relics listed below. All the usual rules for selecting Crusade Relics, as described in the Warhammer 40,000 Core Book, apply.

Artificer Relic

A DRUKHARI CHARACTER model can be given the following Artificer Relic instead of one of the ones presented in the Warhammer 40,000 Core Book.

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.


Antiquity Relic

A DRUKHARI CHARACTER model of Heroic rank or higher can be given the following Antiquity Relic instead of one of the ones presented in the Warhammer 40,000 Core Book. Add 1 to a unit’s total Crusade points for each Antiquity Relic it has - this is in addition to the +1 from gaining a Battle Honour, for a total of +2.

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.

  • The bearer has a 4+ invulnerable save.
  • If the bearer is the target of a melee attack, after that enemy unit has fought, if it is still within Engagement Range, the bearer can make 2 melee attacks. These attacks must target that enemy unit.


Legendary Relic

A DRUKHARI CHARACTER model of Legendary rank can be given the following Legendary Relic instead of one of the ones presented in the Warhammer 40,000 Core Book. In addition, in order to give a model a Legendary Relic, you must also pay 1 Requisition point (if you do not have enough Requisition points, you cannot give that model a Legendary Relic). Add an additional 2 to a unit’s total Crusade points for each Legendary Relic it has - this is in addition to the +1 from gaining a Battle Honour, for a total of +3.

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:

  • Add 1 to the bearers Movement, Attacks, Wounds and Leadership characteristics.
  • Aura of Dominance (Aura): While a unit is within 6" of this model, each time a Morale test is made for that unit, you can choose whether that test is passed or failed.



Codex Supplement: Cult of Strife

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).

Warlord Traits

If a CULT OF STRIFE CHARACTER model gains a Warlord Trait, you can use the Cult of Strife Warlord Traits table below to determine what Warlord Trait they have instead of one from another source. You can either roll one D3 to randomly generate one, or you can select one.
D3WARLORD 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.


Relics

If your army is led by a CULT OF STRIFE WARLORD, you can, when mustering your army, give one of the following Artefacts of Cruelty Relics to a CULT OF STRIFE CHARACTER model from your army. Named characters cannot be given any of the following Relics.

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 Relics your models have on your army roster.

MORVAINE’S AGONISER

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.

GARLAND OF SPITE

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.

  • At the start of the Fight phase, select one enemy model (excluding a MONSTER or VEHICLE model) within Engagement Range of this model. Until the end of the phase, halve that model’s Attacks characteristic.
  • Each time a melee attack is made by the bearer, that attack automatically hits the target.

THE GLAIVE EXQUISITE

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.

DARK LOTUS TOXIN

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).

Stratagems

If your army includes any CULT OF STRIFE Detachments, you have access to these Stratagems, and can spend CPs to use them.

ART OF THE KILL2CP/3CP
Cult of Strife – Battle Tactic Stratagem

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.

Use this Stratagem in the Fight phase, when a CULT OF STRIFE unit from your army is selected to fight. Until the end of the phase, each time a model in that unit makes a melee attack, you can re-roll the wound roll. If that unit has 11 or more models, this Stratagem costs 3CP; otherwise, it costs 2CP.
DANCE OF DEATH1CP
Cult of Strife – Battle Tactic Stratagem

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.

Use this Stratagem in your Movement phase, when a CULT OF STRIFE unit in your army is selected to move, or in your Charge phase, when a CULT OF STRIFE unit in your army is selected to charge. Until the end of the phase, each time that unit makes a Normal Move, Advances, Falls Back or it makes a charge move, until that move is finished, models in that unit can move horizontally through models and terrain features (they cannot finish a move on top of another model, or its base).
INVIGORATED BY EVISCERATION1CP
Cult of Strife – Battle Tactic Stratagem

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.

Use this Stratagem after an enemy unit is destroyed as a result of a melee attack made by a model in a CULT OF STRIFE INFANTRY or CULT OF STRIFE BIKER unit from your army. Until the start of your next turn, models in that unit have a 4+ invulnerable save.
THE BLADE WELL PLACED2CP
Cult of Strife – Battle Tactic Stratagem

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.

Use this Stratagem in the Fight phase, when a CULT OF STRIFE INFANTRY unit from your army is selected to fight. Until the end of the phase, each time a melee attack is made by a model in that unit, improve the Armour Penetration characteristic of that attack by 1.
DEADLY EXEMPLAR1CP
Cult of Strife – Epic Deed Stratagem

In the Cult of Strife, the respect commanded by a Succubus is commensurate to her latest act of beauteous murder.

Use this Stratagem when a CULT OF STRIFE SUCCUBUS from your army destroys an enemy CHARACTER or MONSTER unit with a melee attack. Until the end of the battle, all CULT OF STRIFE units from your army that are on the battlefield are considered to be within range of that Succubus’ Brides of Death aura ability.
FLAWLESS APPROACH1CP
Cult of Strife – Strategic Ploy Stratagem

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.

Use this Stratagem in your Charge phase, when a CULT OF STRIFE INFANTRY unit from your army is selected to charge. Until the end of the turn:
  • Enemy units cannot fire Overwatch at that unit.
  • Enemy units selected as the target of that unit’s charge cannot Hold Steady or Set to Defend as a result of that unit’s charge.
PICK THEM APART2CP
Cult of Strife – Strategic Ploy Stratagem

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.

Use this Stratagem in your Movement phase, when a CULT OF STRIFE unit from your army Falls Back. That unit is eligible to shoot and/or charge this turn even though it Fell Back.
HEKATRIX OF THE CRUCIBAEL1CP
Cult of Strife – Requisition Stratagem

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.

Use this Stratagem before the battle. Select one CULT OF STRIFE Hekatrix model from your army. That model can have one of the following Relics, even though they are not a CHARACTER: Morvaine’s Agoniser; Dark Lotus Toxin; Garland of Spite. Each Relic in your army must be unique, and you cannot use this Stratagem to give a model two Relics. You can only use this Stratagem once.


Artefacts of Cruelty

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.


Reference


Wargear


Ranged Weapons

WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
+20
Aeldari missile launcher
When attacking with this weapon, choose one of the profiles below.
+20
Aeldari missile launcher
When attacking with this weapon, choose one of the profiles below.
 - Sunburst missile
 - Sunburst missile
48"
Heavy D6
4
-1
1
Blast
Blast
 - Starshot missile
 - Starshot missile
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.
+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.
+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
3
0
1
-
+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
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
-
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 4
6
0
1
-
Shardcarbine
Shardcarbine
18"
Assault 3
2
0
1
Poisoned Weapon (4+)
Poisoned Weapon (4+)
+0..10
Shredder
+0..10
Shredder
12"
Assault D3
6
0
1
Blast. When attacking a unit of INFANTRY, you can re-roll failed wound rolls for this weapon.
Blast. When attacking a unit of INFANTRY, you can re-roll failed wound rolls for this weapon.
+0..10
Shredder
+0..10
Shredder
18"
Assault D6
6
-1
1
Blast
Blast
+10
Shuriken cannon
+10
Shuriken cannon
24"
Assault 3
6
0
1
Each time you make a wound roll of 6+ for this weapon, that hit is resolved with an AP of -3 instead of 0.
Each time you make a wound roll of 6+ for this weapon, that hit is resolved with an AP of -3 instead of 0.
Shuriken catapult
Shuriken catapult
12"
Assault 2
4
0
1
Each time you make a wound roll of 6+ for this weapon, that hit is resolved with an AP of -3 instead of 0.
Each time you make a wound roll of 6+ for this weapon, that hit is resolved with an AP of -3 instead of 0.
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
12"
Assault 4
4
0
1
Each time you make a wound roll of 6+ for this weapon, that hit is resolved with an AP of -3 instead of 0.
Each time you make a wound roll of 6+ for this weapon, that hit is resolved with an AP of -3 instead of 0.
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

Melee Weapons

WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
+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
-
+5
Huskblade
+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.
+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
-
Wrack blades
Wrack blades
Melee
Melee
User
-1
1
Poisoned Weapon (4+)
Poisoned Weapon (4+)

Other Wargear

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.
+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.
+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
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.

The <HAEMONCULUS COVEN> keyword is used in following Drukhari datasheets:

Troops
Dedicated Transport
Wound Roll
Each time an attack scores a hit against a target unit, make a wound roll for that attack by rolling one D6 to see if that attack successfully wounds the target. The result required is determined by comparing the attacking weapon’s Strength (S) characteristic with the target’s Toughness (T) characteristic, as shown on the following table:

WOUND ROLL
ATTACK’S STRENGTH vs TARGET’S TOUGHNESSD6 ROLL REQUIRED
Is the Strength TWICE (or more) than the Toughness?2+
Is the Strength GREATER than the Toughness?3+
Is the Strength EQUAL to the Toughness?4+
Is the Strength LOWER than the Toughness?5+
Is the Strength HALF (or less) than the Toughness?6+

If the result of the wound roll is less than the required number, the attack fails and the attack sequence ends. An unmodified wound roll of 6 always successfully wounds the target, and an unmodified wound roll of 1 always fails. A wound roll can never be modified by more than -1 or +1. This means that if, after all the cumulative modifiers to a wound roll have been calculated, the total modifier would be -2 or worse, it is changed to be -1. Similarly, if, after all the cumulative modifiers to a wound roll have been calculated, the total modifier would be +2 or better, it is changed to be +1.
Saving Throw
The player commanding the target unit then makes one saving throw by rolling one D6 and modifying the roll by the Armour Penetration (AP) characteristic of the weapon that the attack was made with. For example, if the weapon has an AP of -1, then 1 is subtracted from the saving throw roll. If the result is equal to, or greater than, the Save (Sv) characteristic of the model the attack was allocated to, then the saving throw is successful and the attack sequence ends. If the result is less than the model’s Save characteristic, then the saving throw fails and the model suffers damage. An unmodified roll of 1 always fails.
Invulnerable Saves
Some models have an invulnerable save. Each time an attack is allocated to a model with an invulnerable save, you can choose to use either its normal Save (Sv) characteristic or its invulnerable save, but not both. If a model has more than one invulnerable save, it can only use one of them – choose which it will use. If you use a model’s invulnerable save, it is never modified by a weapon’s Armour Penetration value.

  • Invulnerable save: Saving throw that is never modified by attacking weapon’s AP.
  • A model with an invulnerable save can use it instead of its normal Sv.
Engagement Range
Engagement Range represents the zone of threat that models present to their enemies. While a model is within 1" horizontally and 5" vertically of an enemy model, those models are within Engagement Range of each other. While two enemy models are within Engagement Range of each other, those models’ units are also within Engagement Range of each other. Models cannot be set up within Engagement Range of enemy models.

  • Engagement Range: 1" horizontally + 5" vertically.
  • Models cannot be set up within Engagement Range of enemy models.
Charging with a Unit
Once you have chosen an eligible unit to declare a charge with, you must select one or more enemy units within 12" of it as the targets of its charge. The target(s) of this charge do not need to be visible to the charging unit. You then make a charge roll for your unit by rolling 2D6. This is the maximum number of inches each model in the charging unit can now be moved if they can make the charge move. To make a charge move, the unit’s charge roll must be sufficient that it is able to end that move in unit coherency and within Engagement Range of every unit that was a target of its charge, without moving within Engagement Range of any enemy units that were not a target of its charge. If this is possible, then the charge is successful and the models in the unit make a charge move so as to fulfil the above conditions. If this is impossible, the charge fails and no models in the charging unit move this phase.

  • Declare targets of the charge (must be within 12").
  • Charge roll = 2D6".
  • If insufficient to move charging unit into Engagement Range of all targets, charge fails.
  • If charge successful, models make their charge move.
  • Cannot make a charge move within Engagement Range of any unit that was not the target of the charge.
Advance
When a unit makes an Advance, make an Advance roll for the unit by rolling one D6. Add the result in inches to the Move (M) characteristic of each model in that unit until the end of the current phase. Each model in that unit can then move a distance in inches equal to or less than this total, but no model can be moved within Engagement Range of enemy models. A unit cannot shoot or declare a charge in the same turn that it made an Advance.

  • Advance: Models move up to M+D6".
  • Cannot move within Engagement Range of enemy models.
  • Units that Advance cannot shoot or charge this turn.
Hit Roll
When a model makes an attack, make one hit roll for that attack by rolling one D6. If the result of the hit roll is equal to or greater than the attacking model’s Ballistic Skill (BS) characteristic (if the attack is being made with a ranged weapon) or its Weapon Skill (WS) characteristic (if the attack is being made with a melee weapon), then that attack scores one hit against the target unit. If not, the attack fails and the attack sequence ends.

If an attack is made with a weapon that has an ability that says it ‘automatically hits the target’, no hit roll is made – that attack simply scores one hit on the target unit. An unmodified hit roll of 6 always scores a hit, and an unmodified hit roll of 1 always fails. A hit roll can never be modified by more than -1 or +1. This means that if, after all the cumulative modifiers to a hit roll have been calculated, the total modifier would be -2 or worse, it is changed to be -1. Similarly, if, after all the cumulative modifiers to a hit roll have been calculated, the total modifier would be +2 or better, it is changed to be +1.
HEAVY
Heavy weapons are amongst the biggest guns on the battlefield, but they require bracing to fire at full effect and are unwieldy to bring to bear at close quarters.
When an INFANTRY model shoots a Heavy weapon, subtract 1 from the hit rolls when resolving that weapon’s attacks if the firing model’s unit has moved for any reason this turn (e.g. it made a Normal Move this turn).

  • Subtract 1 from hit rolls if firing model is INFANTRY and its unit has moved this turn.
Engagement Range
Engagement Range represents the zone of threat that models present to their enemies. While a model is within 1" horizontally and 5" vertically of an enemy model, those models are within Engagement Range of each other. While two enemy models are within Engagement Range of each other, those models’ units are also within Engagement Range of each other. Models cannot be set up within Engagement Range of enemy models.

  • Engagement Range: 1" horizontally + 5" vertically.
  • Models cannot be set up within Engagement Range of enemy models.
Saving Throw
The player commanding the target unit then makes one saving throw by rolling one D6 and modifying the roll by the Armour Penetration (AP) characteristic of the weapon that the attack was made with. For example, if the weapon has an AP of -1, then 1 is subtracted from the saving throw roll. If the result is equal to, or greater than, the Save (Sv) characteristic of the model the attack was allocated to, then the saving throw is successful and the attack sequence ends. If the result is less than the model’s Save characteristic, then the saving throw fails and the model suffers damage. An unmodified roll of 1 always fails.
Invulnerable Saves
Some models have an invulnerable save. Each time an attack is allocated to a model with an invulnerable save, you can choose to use either its normal Save (Sv) characteristic or its invulnerable save, but not both. If a model has more than one invulnerable save, it can only use one of them – choose which it will use. If you use a model’s invulnerable save, it is never modified by a weapon’s Armour Penetration value.

  • Invulnerable save: Saving throw that is never modified by attacking weapon’s AP.
  • A model with an invulnerable save can use it instead of its normal Sv.
Morale Tests
To take a Morale test, roll one D6 and add the number of models from the unit that have been destroyed this turn. If the result is equal to or less than the highest Leadership (Ld) characteristic in the unit, the Morale test is passed and nothing else happens. An unmodified roll of 1 also always results in a passed Morale test, irrespective of the total result. In any other case, the Morale test is failed, one model flees that unit, and you must then take Combat Attrition tests for the remaining models in the unit. You decide which model from your unit flees – that model is removed from play and counts as having been destroyed, but it never triggers any rules that are used when a model is destroyed.

  • Morale test = D6 + number of models destroyed this turn.
  • Unmodified roll of 1 always a success (no models flee).
  • If Morale test exceeds unit’s Ld, one model flees and other models must take Combat Attrition tests.
Engagement Range
Engagement Range represents the zone of threat that models present to their enemies. While a model is within 1" horizontally and 5" vertically of an enemy model, those models are within Engagement Range of each other. While two enemy models are within Engagement Range of each other, those models’ units are also within Engagement Range of each other. Models cannot be set up within Engagement Range of enemy models.

  • Engagement Range: 1" horizontally + 5" vertically.
  • Models cannot be set up within Engagement Range of enemy models.
Charging with a Unit
Once you have chosen an eligible unit to declare a charge with, you must select one or more enemy units within 12" of it as the targets of its charge. The target(s) of this charge do not need to be visible to the charging unit. You then make a charge roll for your unit by rolling 2D6. This is the maximum number of inches each model in the charging unit can now be moved if they can make the charge move. To make a charge move, the unit’s charge roll must be sufficient that it is able to end that move in unit coherency and within Engagement Range of every unit that was a target of its charge, without moving within Engagement Range of any enemy units that were not a target of its charge. If this is possible, then the charge is successful and the models in the unit make a charge move so as to fulfil the above conditions. If this is impossible, the charge fails and no models in the charging unit move this phase.

  • Declare targets of the charge (must be within 12").
  • Charge roll = 2D6".
  • If insufficient to move charging unit into Engagement Range of all targets, charge fails.
  • If charge successful, models make their charge move.
  • Cannot make a charge move within Engagement Range of any unit that was not the target of the charge.
Performing a Heroic Intervention
When a unit performs a Heroic Intervention, you can move each model in that unit up to 3" – this is a Heroic Intervention move. Each model in the unit must finish its Heroic Intervention move closer to the closest enemy model. Remember that a unit must finish any type of move in unit coherency.

  • Heroic Intervention: Move up to 3".
  • Must end closer to the closest enemy model.
Objective Secured
Some units have an ability called Objective Secured. A player controls an objective marker if they have any models with this ability within range of that objective marker, even if there are more enemy models within range of that objective marker. If an enemy model within range of an objective marker also has this ability (or a similar ability), then the objective marker is controlled by the player who has the most models within range of that objective marker as normal.

  • Objective Secured: Player controls objective marker if any of their models in range have this ability.

The ARCHON keyword is used in following Drukhari datasheets:

The Warlord
While mustering your army, you can nominate one model (except a model with the FORTIFICATION keyword) to be your Warlord. That model gains the WARLORD keyword. If this model is a CHARACTER, you can also assign a Warlord Trait to it. Note, that more than one model in your army can have a Warlord Trait (e.g. by using Stratagems), but they are only considered your Warlord for the purpose of that trait.

The SUCCUBUS keyword is used in following Drukhari datasheets:

The HAEMONCULUS keyword is used in following Drukhari datasheets:

The KABALITE WARRIORS keyword is used in following Drukhari datasheets:

The WYCHES keyword is used in following Drukhari datasheets:

Troops

The WRACKS keyword is used in following Drukhari datasheets:

Troops

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

The ARCHON keyword is used in following Drukhari datasheets:

The SUCCUBUS keyword is used in following Drukhari datasheets:

The HAEMONCULUS keyword is used in following Drukhari datasheets:

Power Ratings
Every unit has a Power Rating listed on its datasheet, and it is a measure of its efficacy on the battlefield. They are designed to give players, at a glance, an idea of how mighty a unit is on the battlefield, irrespective of the weapons its models can be equipped with. They can therefore be used as a quick guide to establish the comparative strength of each army.

The Power Rating on a datasheet is for a minimum-sized unit. A unit’s Power Rating can be increased if additional models are added to the unit, and occasionally if other options are taken for the unit (such as equipping a unit with jump packs) - in either case the unit's datasheet will make it clear if the Power Rating listed at the top of the datasheet is increased as a result.

  • Power Ratings: Quick measure of a unit's efficacy.
Points Limit
An army’s size and relative power can also be described with a points limit instead of a Power Level — the bigger this limit, the larger and more powerful an army is. To use a points limit, you will first need to agree with your opponent what the points limit for your battle will be. Both players can use the same limit, but this does not need to be the case. You will then need to add up the points values for every unit in your army, and make sure the total does not exceed the agreed points limit for the game.

  • Points limit: Sum of all points values in army cannot exceed this.
Points Values
Every model and weapon has a points value, which is found in a number of Warhammer 40,000 publications. Points values are similar to Power Ratings, in that they give you a guide as to how powerful certain warriors and weapons are, but they offer a greater degree of granularity. A unit’s points value is calculated by adding together the points value of every individual model in that unit and the points value of every individual weapon equipped by a model in that unit. Certain items of wargear also have a points value, and must be included in a unit's points value if equipped by a model in that unit. While it takes a little longer to work out each unit's points value, doing so enables you to differentiate between two similar squads equipped with different weapon options, as the points values listed in our publications reflect the fact that some weapons are more powerful than others.

  • Points values: Detailed measure of a unit's efficacy.

The ARCHON keyword is used in following Drukhari datasheets:

The SUCCUBUS keyword is used in following Drukhari datasheets:

The HAEMONCULUS keyword is used in following Drukhari datasheets:

Power Level
An army's Power Level is a guide to how large and powerful an army is, so an army with a high Power Level is more powerful than one with a low Power Level. You can calculate the Power Level of an army by adding up the individual Power Ratings of every unit contained within it.

  • Power Level: Sum of all Power Ratings in army.
LORD OF THE DARK CITY1RP

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.

Purchase this Requisition when an ARCHON, SUCCUBUS or HAEMONCULUS unit from your Crusade force gains the Battle-hardened, Heroic or Legendary rank. That model is upgraded to a Lord of Commorragh as described here; increase its Power Rating accordingly and make a note on its Crusade card. You cannot purchase this Requisition if doing so would cause your total Power Level to exceed your Crusade forces Supply Limit.
Engagement Range
Engagement Range represents the zone of threat that models present to their enemies. While a model is within 1" horizontally and 5" vertically of an enemy model, those models are within Engagement Range of each other. While two enemy models are within Engagement Range of each other, those models’ units are also within Engagement Range of each other. Models cannot be set up within Engagement Range of enemy models.

  • Engagement Range: 1" horizontally + 5" vertically.
  • Models cannot be set up within Engagement Range of enemy models.
The Warlord
While mustering your army, you can nominate one model (except a model with the FORTIFICATION keyword) to be your Warlord. That model gains the WARLORD keyword. If this model is a CHARACTER, you can also assign a Warlord Trait to it. Note, that more than one model in your army can have a Warlord Trait (e.g. by using Stratagems), but they are only considered your Warlord for the purpose of that trait.
Consolidate
When a unit consolidates, you can move each model in the unit up to 3" – this is a Consolidation move. Each model must finish its Consolidation move closer to the closest enemy model. A model that is already touching an enemy model cannot move, but still counts as having consolidated. Remember that a unit must finish any type of move in unit coherency.

  • Consolidate: Move up to 3".
  • Must end closer to the closest enemy model.
The Warlord
While mustering your army, you can nominate one model (except a model with the FORTIFICATION keyword) to be your Warlord. That model gains the WARLORD keyword. If this model is a CHARACTER, you can also assign a Warlord Trait to it. Note, that more than one model in your army can have a Warlord Trait (e.g. by using Stratagems), but they are only considered your Warlord for the purpose of that trait.
Pile In
When a unit piles in, you can move each model in that unit up to 3" – this is a pile-in move. Each model in the unit must finish its pile-in move closer to the closest enemy model. A model that is already touching an enemy model cannot move, but still counts as having piled in. Remember that a unit must finish any type of move in unit coherency.

  • Pile in: Move up to 3".
  • Must end closer to the closest enemy model.
Saving Throw
The player commanding the target unit then makes one saving throw by rolling one D6 and modifying the roll by the Armour Penetration (AP) characteristic of the weapon that the attack was made with. For example, if the weapon has an AP of -1, then 1 is subtracted from the saving throw roll. If the result is equal to, or greater than, the Save (Sv) characteristic of the model the attack was allocated to, then the saving throw is successful and the attack sequence ends. If the result is less than the model’s Save characteristic, then the saving throw fails and the model suffers damage. An unmodified roll of 1 always fails.
Invulnerable Saves
Some models have an invulnerable save. Each time an attack is allocated to a model with an invulnerable save, you can choose to use either its normal Save (Sv) characteristic or its invulnerable save, but not both. If a model has more than one invulnerable save, it can only use one of them – choose which it will use. If you use a model’s invulnerable save, it is never modified by a weapon’s Armour Penetration value.

  • Invulnerable save: Saving throw that is never modified by attacking weapon’s AP.
  • A model with an invulnerable save can use it instead of its normal Sv.
Select Weapon
When a model makes a close combat attack, it must do so using a melee weapon (i.e. a weapon that has the ‘Melee’ type). The weapons a model is equipped with are described on its datasheet. If a model is not equipped with any melee weapons, or if it cannot make an attack with any of the melee weapons it is equipped with, then that model makes its attacks using a close combat weapon, which has the following profile:

WEAPONRANGETYPESAPD
Close combat weaponMeleeMeleeUser01

If a model has more than one melee weapon, select which it will use before resolving any attacks. If a model has more than one melee weapon and can make several attacks, it can split them between these weapons however you wish – declare which attacks are being made with which weapons before any attacks are resolved. If the selected weapon has more than one profile that you must choose between, you must declare which profile is being used at the same time. Different attacks made with such a weapon can be made using different profiles if you wish.

If your unit is making attacks with more than one melee weapon against a unit, and those weapons have different characteristics profiles, then after you have resolved an attack with one of those weapons you must, if any other weapons with the same characteristics profile are also being used to make attacks against that unit, resolve those attacks before resolving any attacks against the target with a weapon that has a different characteristics profile. Note that all the attacks you have declared are always resolved against the target unit even if, when you come to resolve an individual attack, no models in the target unit remain in range (this can happen because of models being destroyed and removed from the battlefield as the result of resolving other attacks made by the attacking model’s unit first).

  • Each close combat attack is made with a melee weapon.
  • A model makes attacks using the close combat weapon profile if it has no other melee weapons.
  • If a unit attacks with multiple weapons, all attacks made with weapons that have the same profile must be resolved before resolving attacks with the next.
Engagement Range
Engagement Range represents the zone of threat that models present to their enemies. While a model is within 1" horizontally and 5" vertically of an enemy model, those models are within Engagement Range of each other. While two enemy models are within Engagement Range of each other, those models’ units are also within Engagement Range of each other. Models cannot be set up within Engagement Range of enemy models.

  • Engagement Range: 1" horizontally + 5" vertically.
  • Models cannot be set up within Engagement Range of enemy models.
Mortal Wounds
Some attacks inflict mortal wounds – these are so powerful that no armour or force field can withstand their fury. Each mortal wound inflicts 1 point of damage on the target unit, and they are always applied one at a time. Do not make a wound roll or saving throw (including invulnerable saves) against a mortal wound – just allocate it as you would any other attack and inflict damage to a model in the target unit. Unlike damage inflicted by normal attacks, excess damage from mortal wounds is not lost. Instead, keep allocating damage to another model in the target unit until either all the damage has been allocated or the target unit is destroyed.

If an attack inflicts mortal wounds in addition to the normal damage, resolve the normal damage first. If an attack inflicts mortal wounds in addition to the normal damage, but the normal damage is subsequently saved, the target unit still suffers the mortal wounds, as described before. If an ability modifies the damage inflicted by a weapon, and that weapon can inflict mortal wounds in addition to the normal damage, the modifier does not apply to any mortal wounds that are inflicted (unless the rule specifically states otherwise).

  • Each mortal wound inflicted on a unit causes one model in the unit to lose one wound.
  • No saving throws can be made against mortal wounds.
  • Mortal wounds inflicted by attacks in addition to normal damage always apply, even if normal damage saved.
Aura Abilities
Some abilities affect models or units in a given range – these are aura abilities. A model with an aura ability is always within range of its effect. The effects of multiple, identically named aura abilities are not cumulative (i.e. if a unit is within range of two models with the same aura ability, that aura ability only applies to the unit once).

The <HAEMONCULUS COVEN> and WRACKS keywords are used in following Drukhari datasheets:

Troops
The Warlord
While mustering your army, you can nominate one model (except a model with the FORTIFICATION keyword) to be your Warlord. That model gains the WARLORD keyword. If this model is a CHARACTER, you can also assign a Warlord Trait to it. Note, that more than one model in your army can have a Warlord Trait (e.g. by using Stratagems), but they are only considered your Warlord for the purpose of that trait.
Points Limit
An army’s size and relative power can also be described with a points limit instead of a Power Level — the bigger this limit, the larger and more powerful an army is. To use a points limit, you will first need to agree with your opponent what the points limit for your battle will be. Both players can use the same limit, but this does not need to be the case. You will then need to add up the points values for every unit in your army, and make sure the total does not exceed the agreed points limit for the game.

  • Points limit: Sum of all points values in army cannot exceed this.

The KABALITE WARRIORS keyword is used in following Drukhari datasheets:

The WYCHES keyword is used in following Drukhari datasheets:

Troops

The WRACKS keyword is used in following Drukhari datasheets:

Troops
Power Level
An army's Power Level is a guide to how large and powerful an army is, so an army with a high Power Level is more powerful than one with a low Power Level. You can calculate the Power Level of an army by adding up the individual Power Ratings of every unit contained within it.

  • Power Level: Sum of all Power Ratings in army.
CHOSEN OF THE MASTER1RP

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.

Purchase this Requisition when you add a KABALITE WARRIORS unit to your Order of Battle if your Crusade force already includes a MASTER ARCHON unit, when you add a WYCHES unit to your Order of Battle if your Crusade force already includes a MASTER SUCCUBUS unit or when you add a WRACKS unit to your Order of Battle if your Crusade force already includes a MASTER HAEMONCULUS unit. That added unit is upgraded to a Favoured Retinue as described here; increase its Power Rating accordingly and make a note on its Crusade card. You cannot purchase this Requisition if doing so would cause your total Power Level to exceed your Crusade force’s Supply Limit, and you can only have one such unit in your Crusade army for each associated CHARACTER unit in your Crusade force.

You can only use this Requisition once for each MASTER ARCHON, MASTER SUCCUBUS or MASTER HAEMONCULUS unit on your Order of Battle.

The LELITH HESPERAX keyword is used in following Drukhari datasheets:

The URIEN RAKARTH keyword is used in following Drukhari datasheets:

Saving Throw
The player commanding the target unit then makes one saving throw by rolling one D6 and modifying the roll by the Armour Penetration (AP) characteristic of the weapon that the attack was made with. For example, if the weapon has an AP of -1, then 1 is subtracted from the saving throw roll. If the result is equal to, or greater than, the Save (Sv) characteristic of the model the attack was allocated to, then the saving throw is successful and the attack sequence ends. If the result is less than the model’s Save characteristic, then the saving throw fails and the model suffers damage. An unmodified roll of 1 always fails.
Invulnerable Saves
Some models have an invulnerable save. Each time an attack is allocated to a model with an invulnerable save, you can choose to use either its normal Save (Sv) characteristic or its invulnerable save, but not both. If a model has more than one invulnerable save, it can only use one of them – choose which it will use. If you use a model’s invulnerable save, it is never modified by a weapon’s Armour Penetration value.

  • Invulnerable save: Saving throw that is never modified by attacking weapon’s AP.
  • A model with an invulnerable save can use it instead of its normal Sv.
Saving Throw
The player commanding the target unit then makes one saving throw by rolling one D6 and modifying the roll by the Armour Penetration (AP) characteristic of the weapon that the attack was made with. For example, if the weapon has an AP of -1, then 1 is subtracted from the saving throw roll. If the result is equal to, or greater than, the Save (Sv) characteristic of the model the attack was allocated to, then the saving throw is successful and the attack sequence ends. If the result is less than the model’s Save characteristic, then the saving throw fails and the model suffers damage. An unmodified roll of 1 always fails.

The URIEN RAKARTH keyword is used in following Drukhari datasheets:

The LELITH HESPERAX keyword is used in following Drukhari datasheets:

Command Points
The starting number of CPs each player starts with for Battle-forging their army depends on the size of the battle you are playing. This is usually defined in the mission pack that is being played, but if one is not presented in the mission pack, use the following table. Note that the total Power Level is based on the combined power of all the models used in the battle (so the combined Power Level of both your and your opponent's armies). If you are using a game that uses points values, then the points limit is the maximum points limit per side.

COMMAND POINTS
BATTLE SIZETOTAL POWER LEVELPOINTS LIMITCOMMAND POINTS
Combat PatrolUp to 50Up to 5003
Incursion51-100501-10006
Strike Force101-2001001-200012
Onslaught201-3002001-300018

  • Starting number of Command points varies with battle size.
The Warlord
While mustering your army, you can nominate one model (except a model with the FORTIFICATION keyword) to be your Warlord. That model gains the WARLORD keyword. If this model is a CHARACTER, you can also assign a Warlord Trait to it. Note, that more than one model in your army can have a Warlord Trait (e.g. by using Stratagems), but they are only considered your Warlord for the purpose of that trait.

The ARCHON keyword is used in following Drukhari datasheets:

The SUCCUBUS keyword is used in following Drukhari datasheets:

The HAEMONCULUS keyword is used in following Drukhari datasheets:

ALLIANCE OF AGONY1CP
Drukhari – Requisition Stratagem

Even the most bloodthirsty Drukhari will veil their enmity to work together against a shared enemy for the same gruesome purpose.

Use this Stratagem before the battle, when you are mustering your army, if your WARLORD is a REALSPACE RAIDER ARCHON. Select one SUCCUBUS model from your army and one HAEMONCULUS model from your army (excluding named characters) and determine one Warlord Trait for each of these models (this must be a Warlord Trait it can have); those models are only regarded as your WARLORD for the purposes of that Warlord Trait. Each Warlord Trait in your army must be unique (if randomly generated, re-roll duplicate results), and you cannot use this Stratagem to give a model two Warlord Traits. You can only use this Stratagem once.
The Warlord
While mustering your army, you can nominate one model (except a model with the FORTIFICATION keyword) to be your Warlord. That model gains the WARLORD keyword. If this model is a CHARACTER, you can also assign a Warlord Trait to it. Note, that more than one model in your army can have a Warlord Trait (e.g. by using Stratagems), but they are only considered your Warlord for the purpose of that trait.
TOLERATED AMBITION1CP
Drukhari – Requisition Stratagem

Confident leaders might delegate some duties to a monitored underling, one easily disposed of if need be...

Use this Stratagem before the battle, when you are mustering your army, if your WARLORD has the DRUKHARI keyword. Select one DRUKHARI CHARACTER model from your army (excluding named characters) and determine one Warlord Trait for it (this must be a Warlord Trait it can have); that model it is only regarded as your Warlord for the purposes of that Warlord Trait. Each Warlord Trait in your army must be unique (if randomly generated, re-roll duplicate results), and you cannot use this Stratagem to give a model two Warlord Traits. You can only use this Stratagem once, unless you are playing a Strike Force battle (in which case, you can use this Stratagem twice) or an Onslaught battle (in which case, you can use this Stratagem three times).
The Warlord
While mustering your army, you can nominate one model (except a model with the FORTIFICATION keyword) to be your Warlord. That model gains the WARLORD keyword. If this model is a CHARACTER, you can also assign a Warlord Trait to it. Note, that more than one model in your army can have a Warlord Trait (e.g. by using Stratagems), but they are only considered your Warlord for the purpose of that trait.
PRIZES FROM THE DARK CITY1CP
Drukhari – Requisition Stratagem

A warlord who wants their high status to be known will equip their raiding parties with the most extravagant weaponry.

Use this Stratagem before the battle, when you are mustering your army, if your WARLORD has the DRUKHARI keyword. Select one DRUKHARI CHARACTER model from your army and give them one Artefact of Cruelty (this must be a Relic they can have). Each Relic in your army must be unique, and you cannot use this Stratagem to give a model two Relics. You can only use this Stratagem once, unless you are playing a Strike Force battle (in which case, you can use this Stratagem twice) or an Onslaught battle (in which case, you can use this Stratagem three times).
Saving Throw
The player commanding the target unit then makes one saving throw by rolling one D6 and modifying the roll by the Armour Penetration (AP) characteristic of the weapon that the attack was made with. For example, if the weapon has an AP of -1, then 1 is subtracted from the saving throw roll. If the result is equal to, or greater than, the Save (Sv) characteristic of the model the attack was allocated to, then the saving throw is successful and the attack sequence ends. If the result is less than the model’s Save characteristic, then the saving throw fails and the model suffers damage. An unmodified roll of 1 always fails.
Invulnerable Saves
Some models have an invulnerable save. Each time an attack is allocated to a model with an invulnerable save, you can choose to use either its normal Save (Sv) characteristic or its invulnerable save, but not both. If a model has more than one invulnerable save, it can only use one of them – choose which it will use. If you use a model’s invulnerable save, it is never modified by a weapon’s Armour Penetration value.

  • Invulnerable save: Saving throw that is never modified by attacking weapon’s AP.
  • A model with an invulnerable save can use it instead of its normal Sv.
Engagement Range
Engagement Range represents the zone of threat that models present to their enemies. While a model is within 1" horizontally and 5" vertically of an enemy model, those models are within Engagement Range of each other. While two enemy models are within Engagement Range of each other, those models’ units are also within Engagement Range of each other. Models cannot be set up within Engagement Range of enemy models.

  • Engagement Range: 1" horizontally + 5" vertically.
  • Models cannot be set up within Engagement Range of enemy models.
Charging with a Unit
Once you have chosen an eligible unit to declare a charge with, you must select one or more enemy units within 12" of it as the targets of its charge. The target(s) of this charge do not need to be visible to the charging unit. You then make a charge roll for your unit by rolling 2D6. This is the maximum number of inches each model in the charging unit can now be moved if they can make the charge move. To make a charge move, the unit’s charge roll must be sufficient that it is able to end that move in unit coherency and within Engagement Range of every unit that was a target of its charge, without moving within Engagement Range of any enemy units that were not a target of its charge. If this is possible, then the charge is successful and the models in the unit make a charge move so as to fulfil the above conditions. If this is impossible, the charge fails and no models in the charging unit move this phase.

  • Declare targets of the charge (must be within 12").
  • Charge roll = 2D6".
  • If insufficient to move charging unit into Engagement Range of all targets, charge fails.
  • If charge successful, models make their charge move.
  • Cannot make a charge move within Engagement Range of any unit that was not the target of the charge.
HEAVY
Heavy weapons are amongst the biggest guns on the battlefield, but they require bracing to fire at full effect and are unwieldy to bring to bear at close quarters.
When an INFANTRY model shoots a Heavy weapon, subtract 1 from the hit rolls when resolving that weapon’s attacks if the firing model’s unit has moved for any reason this turn (e.g. it made a Normal Move this turn).

  • Subtract 1 from hit rolls if firing model is INFANTRY and its unit has moved this turn.
Engagement Range
Engagement Range represents the zone of threat that models present to their enemies. While a model is within 1" horizontally and 5" vertically of an enemy model, those models are within Engagement Range of each other. While two enemy models are within Engagement Range of each other, those models’ units are also within Engagement Range of each other. Models cannot be set up within Engagement Range of enemy models.

  • Engagement Range: 1" horizontally + 5" vertically.
  • Models cannot be set up within Engagement Range of enemy models.
Saving Throw
The player commanding the target unit then makes one saving throw by rolling one D6 and modifying the roll by the Armour Penetration (AP) characteristic of the weapon that the attack was made with. For example, if the weapon has an AP of -1, then 1 is subtracted from the saving throw roll. If the result is equal to, or greater than, the Save (Sv) characteristic of the model the attack was allocated to, then the saving throw is successful and the attack sequence ends. If the result is less than the model’s Save characteristic, then the saving throw fails and the model suffers damage. An unmodified roll of 1 always fails.
Invulnerable Saves
Some models have an invulnerable save. Each time an attack is allocated to a model with an invulnerable save, you can choose to use either its normal Save (Sv) characteristic or its invulnerable save, but not both. If a model has more than one invulnerable save, it can only use one of them – choose which it will use. If you use a model’s invulnerable save, it is never modified by a weapon’s Armour Penetration value.

  • Invulnerable save: Saving throw that is never modified by attacking weapon’s AP.
  • A model with an invulnerable save can use it instead of its normal Sv.
Power From Pain

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 ROUNDADDITIONAL 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 ARCHON keyword is used in following Drukhari datasheets:

The Warlord
While mustering your army, you can nominate one model (except a model with the FORTIFICATION keyword) to be your Warlord. That model gains the WARLORD keyword. If this model is a CHARACTER, you can also assign a Warlord Trait to it. Note, that more than one model in your army can have a Warlord Trait (e.g. by using Stratagems), but they are only considered your Warlord for the purpose of that trait.

The KABAL OF THE BLACK HEART and CORE keywords are used in following Drukhari datasheets:

Saving Throw
The player commanding the target unit then makes one saving throw by rolling one D6 and modifying the roll by the Armour Penetration (AP) characteristic of the weapon that the attack was made with. For example, if the weapon has an AP of -1, then 1 is subtracted from the saving throw roll. If the result is equal to, or greater than, the Save (Sv) characteristic of the model the attack was allocated to, then the saving throw is successful and the attack sequence ends. If the result is less than the model’s Save characteristic, then the saving throw fails and the model suffers damage. An unmodified roll of 1 always fails.
Engagement Range
Engagement Range represents the zone of threat that models present to their enemies. While a model is within 1" horizontally and 5" vertically of an enemy model, those models are within Engagement Range of each other. While two enemy models are within Engagement Range of each other, those models’ units are also within Engagement Range of each other. Models cannot be set up within Engagement Range of enemy models.

  • Engagement Range: 1" horizontally + 5" vertically.
  • Models cannot be set up within Engagement Range of enemy models.
Charging with a Unit
Once you have chosen an eligible unit to declare a charge with, you must select one or more enemy units within 12" of it as the targets of its charge. The target(s) of this charge do not need to be visible to the charging unit. You then make a charge roll for your unit by rolling 2D6. This is the maximum number of inches each model in the charging unit can now be moved if they can make the charge move. To make a charge move, the unit’s charge roll must be sufficient that it is able to end that move in unit coherency and within Engagement Range of every unit that was a target of its charge, without moving within Engagement Range of any enemy units that were not a target of its charge. If this is possible, then the charge is successful and the models in the unit make a charge move so as to fulfil the above conditions. If this is impossible, the charge fails and no models in the charging unit move this phase.

  • Declare targets of the charge (must be within 12").
  • Charge roll = 2D6".
  • If insufficient to move charging unit into Engagement Range of all targets, charge fails.
  • If charge successful, models make their charge move.
  • Cannot make a charge move within Engagement Range of any unit that was not the target of the charge.
Psychic Tests
When a PSYKER unit attempts to manifest a psychic power, you must take a Psychic test for that unit by rolling 2D6. If the total is equal to or greater than that power’s warp charge value, the Psychic test is passed. If you roll a double 1 or a double 6 when taking a Psychic test, that unit immediately suffers Perils of the Warp.

  • Psychic test: Passed if 2D6 equals or exceeds psychic power’s warp charge.
  • If double 1 or double 6 rolled, PSYKER suffers Perils of the Warp.
Deny the Witch
When a PSYKER unit attempts to deny a psychic power, you must take a Deny the Witch test for that unit by rolling 2D6. If the total is greater than the result of the Psychic test, the Deny the Witch test is passed and the psychic power is denied. Only one attempt can be made to deny a psychic power. If a PSYKER unit can attempt to deny more than one psychic power in a psychic phase, this will be listed on its datasheet.

  • Deny the Witch: Passed if 2D6 exceeds result of the opposing PSYKER’s Psychic test.
  • Only one attempt can be made to deny each psychic power.
Number of Attacks (melee)
When a model fights, it will make a number of attacks. You make one hit roll for each attack being made (see Making Attacks).

The number of attacks a model makes is determined by its Attacks (A) characteristic, which can be found on its datasheet. For example, if a model has an A of 2, it can make two attacks.

  • Number of attacks made by each model that can fight = A.
COMMAND RE-ROLL1CP
Core Stratagem
Use this Stratagem after you have made a hit roll, a wound roll, a damage roll, a saving throw, an Advance roll, a charge roll, a Psychic test, a Deny the Witch test or you have rolled the dice to determine the number of attacks made by a weapon. Re-roll that roll, test or saving throw.
Flying
If a unit’s datasheet has the FLY keyword, then when it makes a Normal Move, an Advance or it Falls Back, its models can be moved across other models (and their bases) as if they were not there, and they can be moved within Engagement Range of enemy models. In addition, any vertical distance up and/or down that they make as part of that move is ignored. However, these models cannot finish their move either on top of another model (or its base) or within Engagement Range of any enemy models.

  • FLY models can move over other models when they make a Normal Move, an Advance or when they Fall Back.
  • FLY models ignore vertical distances when they make a Normal Move, an Advance or when they Fall Back.

The TRANSPORT keyword is used in following Drukhari datasheets:

Dedicated Transport
Heavy Support
Light Cover
When an attack made with a ranged weapon wounds a model that is receiving the benefits of cover from this terrain feature, add 1 to the saving throw made against that attack (invulnerable saving throws are not affected).

  • +1 to saving throws against ranged weapons.
  • Invulnerable saving throws unaffected.

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

Dedicated Transport
Fortifications
The Warlord
While mustering your army, you can nominate one model (except a model with the FORTIFICATION keyword) to be your Warlord. That model gains the WARLORD keyword. If this model is a CHARACTER, you can also assign a Warlord Trait to it. Note, that more than one model in your army can have a Warlord Trait (e.g. by using Stratagems), but they are only considered your Warlord for the purpose of that trait.

The KABAL OF THE FLAYED SKULL and ARCHON keywords are used in following Drukhari datasheets:

Saving Throw
The player commanding the target unit then makes one saving throw by rolling one D6 and modifying the roll by the Armour Penetration (AP) characteristic of the weapon that the attack was made with. For example, if the weapon has an AP of -1, then 1 is subtracted from the saving throw roll. If the result is equal to, or greater than, the Save (Sv) characteristic of the model the attack was allocated to, then the saving throw is successful and the attack sequence ends. If the result is less than the model’s Save characteristic, then the saving throw fails and the model suffers damage. An unmodified roll of 1 always fails.
Invulnerable Saves
Some models have an invulnerable save. Each time an attack is allocated to a model with an invulnerable save, you can choose to use either its normal Save (Sv) characteristic or its invulnerable save, but not both. If a model has more than one invulnerable save, it can only use one of them – choose which it will use. If you use a model’s invulnerable save, it is never modified by a weapon’s Armour Penetration value.

  • Invulnerable save: Saving throw that is never modified by attacking weapon’s AP.
  • A model with an invulnerable save can use it instead of its normal Sv.

The KABAL OF THE FLAYED SKULL keyword is used in following Drukhari datasheets:

Dedicated Transport
ASSAULT
Assault weapons fire so rapidly or indiscriminately that they can be shot from the hip as warriors dash forwards into combat.
If a unit includes any models equipped with Assault weapons, that unit is still eligible to shoot with in your Shooting phase even if it has Advanced this turn, but you can only resolve attacks using those Assault weapons when you select that unit to shoot with. If a model shoots an Assault weapon in the same turn in which its unit has Advanced, subtract 1 from hit rolls when resolving that weapon’s attacks.

  • Can be shot even if firing model’s unit Advanced.
  • Subtract 1 from hit rolls if the firing model’s unit Advanced.
RAPID FIRE
Rapid fire weapons are versatile armaments capable of aimed single shots at long range or controlled bursts of fire at close quarters.
When a model shoots a Rapid Fire weapon, double the number of attacks it makes if its target is within half the weapon’s range.

  • Double number of attacks made if target is within half range.
HEAVY
Heavy weapons are amongst the biggest guns on the battlefield, but they require bracing to fire at full effect and are unwieldy to bring to bear at close quarters.
When an INFANTRY model shoots a Heavy weapon, subtract 1 from the hit rolls when resolving that weapon’s attacks if the firing model’s unit has moved for any reason this turn (e.g. it made a Normal Move this turn).

  • Subtract 1 from hit rolls if firing model is INFANTRY and its unit has moved this turn.
The Warlord
While mustering your army, you can nominate one model (except a model with the FORTIFICATION keyword) to be your Warlord. That model gains the WARLORD keyword. If this model is a CHARACTER, you can also assign a Warlord Trait to it. Note, that more than one model in your army can have a Warlord Trait (e.g. by using Stratagems), but they are only considered your Warlord for the purpose of that trait.

The KABAL OF THE OBSIDIAN ROSE and ARCHON keywords are used in following Drukhari datasheets:

Combat Attrition Tests
If a unit fails a Morale test, then after the first model has fled the unit, you must take Combat Attrition tests. To do so, roll one D6 for each remaining model in that unit, subtracting 1 from the result if the unit is below Half-strength; for each result of 1, one additional model flees that unit. You decide which models from your unit flee – those models are removed from play and count as having been destroyed, but they never trigger any rules that are used when a model is destroyed.

  • Combat Attrition tests: Roll one D6 for each remaining model in unit; for each 1, one additional model flees.
  • Subtract 1 from Combat Attrition tests if unit is below Half-strength.

The KABAL OF THE OBSIDIAN ROSE keyword is used in following Drukhari datasheets:

Dedicated Transport
Engagement Range
Engagement Range represents the zone of threat that models present to their enemies. While a model is within 1" horizontally and 5" vertically of an enemy model, those models are within Engagement Range of each other. While two enemy models are within Engagement Range of each other, those models’ units are also within Engagement Range of each other. Models cannot be set up within Engagement Range of enemy models.

  • Engagement Range: 1" horizontally + 5" vertically.
  • Models cannot be set up within Engagement Range of enemy models.
Poisoned Weapon

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.
The Warlord
While mustering your army, you can nominate one model (except a model with the FORTIFICATION keyword) to be your Warlord. That model gains the WARLORD keyword. If this model is a CHARACTER, you can also assign a Warlord Trait to it. Note, that more than one model in your army can have a Warlord Trait (e.g. by using Stratagems), but they are only considered your Warlord for the purpose of that trait.

The KABAL OF THE POISONED TONGUE keyword is used in following Drukhari datasheets:

Dedicated Transport

The KABAL OF THE POISONED TONGUE and ARCHON keywords are used in following Drukhari datasheets:

Poisoned Weapon

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.
Look out, Sir
Models cannot target a unit that contains any CHARACTER models with a Wounds characteristic of 9 or less with a ranged weapon while that CHARACTER unit is within 3" of any of the following:
  • A friendly unit that contains 1 or more VEHICLE or MONSTER models with a wounds characteristic of 10 or more.
  • A friendly non-CHARACTER unit that contains 1 or more VEHICLE or MONSTER models.
  • A friendly non-CHARACTER unit that contains 3 or more models.
In all cases, if that CHARACTER unit is both visible to the firing model and it is the closest enemy unit to the firing model, it can be targeted normally. When determining if that CHARACTER unit is the closest enemy unit to the firing model, ignore other enemy units that contain any CHARACTER models with a Wounds characteristics of 9 or less.

  • Cannot shoot at an enemy CHARACTER with 9 or less wounds while it is within 3" of a friendly unit that contains 1 MONSTER, 1 VEHICLE or 3+ other models (excluding CHARACTER models with 9 or less wounds) unless it is the closest target.
Terrain and Cover
Some pieces of terrain can provide certain bonuses to units in your army. Each bonus and how to acquire it is described in the Terrain Features section of the Core Rules. If a model has acquired such a bonus (to it's Save, Leadership or other characteristics), it is considered as receiving the benefit of cover. There are ways for some models to ignore such bonuses while making an attack, but it should be known what kind of benefit is ignored (see the Rare Rules for clarification).
PISTOL
Due to their compact size, pistols can even be used in melee to shoot at point-blank range.
A model can make attacks with a Pistol even when its unit is within Engagement Range of enemy units, but it must target an enemy unit that is within Engagement Range of its own unit when it does so. In such circumstances, the model can target an enemy unit even if other friendly units are within Engagement Range of the same enemy unit.

When a model equipped with both a Pistol and another type of ranged weapon (e.g. a Pistol and a Rapid Fire weapon) shoots, it can either shoot with its Pistol(s) or with its other ranged weapons. Choose which it will fire (Pistols or non-Pistols) before selecting targets.

  • Can be shot even if firing model’s unit is within Engagement Range of enemy unit.
  • Cannot be shot alongside any other type of weapon.
Roll-offs
Some rules instruct players to roll off. To do so, both players roll one D6, and whoever scores highest wins the roll-off. If there is a tie for the highest roll, make the roll-off again. Neither player is allowed to re-roll or modify any of the D6 when making a roll-off.

  • Roll-off: Both players roll a D6 – highest wins.
  • Roll again if a tie.
Normal Move
When a unit makes a Normal Move, each model in that unit can move a distance in inches equal to or less than the Move (M) characteristic shown on its datasheet, but no model can be moved within Engagement Range of enemy models.

  • Normal Move: Models move up to M".
  • Cannot move within Engagement Range of any enemy models.
Fall Back
When a unit Falls Back, each model in that unit can move a distance in inches equal to or less than the Move (M) characteristic shown on its datasheet, and when doing so you can move it within Engagement Range of enemy models, but it cannot end its move within Engagement Range of any enemy models – if it cannot do this then it cannot Fall Back. A unit cannot declare a charge in the same turn that it Fell Back. A unit cannot shoot or attempt to manifest a psychic power in the same turn that it Fell Back unless it is TITANIC.

  • Fall Back: Models move up to M".
  • Units that Fall Back cannot charge this turn.
  • Units that Fall Back cannot shoot or manifest psychic powers this turn unless they are TITANIC.
Poisoned Weapon

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.
Characters
Some models have the CHARACTER keyword. These models can make Heroic Interventions in Charge Phase and are not easy targets in the Shooting Phase (see Look out, Sir, rule). If your Warlord has the CHARACTER keyword he may be able to have a Warlord Trait (see Warlord Trait section on model’s faction page).

Note that CHARACTERS cannot use their Aura Abilities while performing actions.

The DRUKHARI and BIKER keywords are used in following Drukhari datasheets:

The DRUKHARI and BEAST keywords are used in following Drukhari datasheets:

WEBWAY PORTAL1CP/3CP
Drukhari – Strategic Ploy Stratagem

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.

Use this Stratagem before the battle when declaring reserves and transports (if you are playing a mission without this step, use this Stratagem during deployment instead). If you spend 1CP, you can set up one DRUKHARI INFANTRY, BIKER or BEAST unit from your army in the webway instead of placing it on the battlefield. If you spend 3CPs, you can place two DRUKHARI INFANTRY, BIKER or BEAST units in the webway instead.

In the Reinforcements step of one of your Movement phases, you can set up any units in the webway anywhere on the battlefield that is more than 9" away from any enemy models. You can only use this Stratagem once.
Engagement Range
Engagement Range represents the zone of threat that models present to their enemies. While a model is within 1" horizontally and 5" vertically of an enemy model, those models are within Engagement Range of each other. While two enemy models are within Engagement Range of each other, those models’ units are also within Engagement Range of each other. Models cannot be set up within Engagement Range of enemy models.

  • Engagement Range: 1" horizontally + 5" vertically.
  • Models cannot be set up within Engagement Range of enemy models.
Engagement Range
Engagement Range represents the zone of threat that models present to their enemies. While a model is within 1" horizontally and 5" vertically of an enemy model, those models are within Engagement Range of each other. While two enemy models are within Engagement Range of each other, those models’ units are also within Engagement Range of each other. Models cannot be set up within Engagement Range of enemy models.

  • Engagement Range: 1" horizontally + 5" vertically.
  • Models cannot be set up within Engagement Range of enemy models.
Charging with a Unit
Once you have chosen an eligible unit to declare a charge with, you must select one or more enemy units within 12" of it as the targets of its charge. The target(s) of this charge do not need to be visible to the charging unit. You then make a charge roll for your unit by rolling 2D6. This is the maximum number of inches each model in the charging unit can now be moved if they can make the charge move. To make a charge move, the unit’s charge roll must be sufficient that it is able to end that move in unit coherency and within Engagement Range of every unit that was a target of its charge, without moving within Engagement Range of any enemy units that were not a target of its charge. If this is possible, then the charge is successful and the models in the unit make a charge move so as to fulfil the above conditions. If this is impossible, the charge fails and no models in the charging unit move this phase.

  • Declare targets of the charge (must be within 12").
  • Charge roll = 2D6".
  • If insufficient to move charging unit into Engagement Range of all targets, charge fails.
  • If charge successful, models make their charge move.
  • Cannot make a charge move within Engagement Range of any unit that was not the target of the charge.
Engagement Range
Engagement Range represents the zone of threat that models present to their enemies. While a model is within 1" horizontally and 5" vertically of an enemy model, those models are within Engagement Range of each other. While two enemy models are within Engagement Range of each other, those models’ units are also within Engagement Range of each other. Models cannot be set up within Engagement Range of enemy models.

  • Engagement Range: 1" horizontally + 5" vertically.
  • Models cannot be set up within Engagement Range of enemy models.
Charging with a Unit
Once you have chosen an eligible unit to declare a charge with, you must select one or more enemy units within 12" of it as the targets of its charge. The target(s) of this charge do not need to be visible to the charging unit. You then make a charge roll for your unit by rolling 2D6. This is the maximum number of inches each model in the charging unit can now be moved if they can make the charge move. To make a charge move, the unit’s charge roll must be sufficient that it is able to end that move in unit coherency and within Engagement Range of every unit that was a target of its charge, without moving within Engagement Range of any enemy units that were not a target of its charge. If this is possible, then the charge is successful and the models in the unit make a charge move so as to fulfil the above conditions. If this is impossible, the charge fails and no models in the charging unit move this phase.

  • Declare targets of the charge (must be within 12").
  • Charge roll = 2D6".
  • If insufficient to move charging unit into Engagement Range of all targets, charge fails.
  • If charge successful, models make their charge move.
  • Cannot make a charge move within Engagement Range of any unit that was not the target of the charge.
The Warlord
While mustering your army, you can nominate one model (except a model with the FORTIFICATION keyword) to be your Warlord. That model gains the WARLORD keyword. If this model is a CHARACTER, you can also assign a Warlord Trait to it. Note, that more than one model in your army can have a Warlord Trait (e.g. by using Stratagems), but they are only considered your Warlord for the purpose of that trait.

The CULT OF STRIFE and SUCCUBUS keywords are used in following Drukhari datasheets:

Engagement Range
Engagement Range represents the zone of threat that models present to their enemies. While a model is within 1" horizontally and 5" vertically of an enemy model, those models are within Engagement Range of each other. While two enemy models are within Engagement Range of each other, those models’ units are also within Engagement Range of each other. Models cannot be set up within Engagement Range of enemy models.

  • Engagement Range: 1" horizontally + 5" vertically.
  • Models cannot be set up within Engagement Range of enemy models.
Charging with a Unit
Once you have chosen an eligible unit to declare a charge with, you must select one or more enemy units within 12" of it as the targets of its charge. The target(s) of this charge do not need to be visible to the charging unit. You then make a charge roll for your unit by rolling 2D6. This is the maximum number of inches each model in the charging unit can now be moved if they can make the charge move. To make a charge move, the unit’s charge roll must be sufficient that it is able to end that move in unit coherency and within Engagement Range of every unit that was a target of its charge, without moving within Engagement Range of any enemy units that were not a target of its charge. If this is possible, then the charge is successful and the models in the unit make a charge move so as to fulfil the above conditions. If this is impossible, the charge fails and no models in the charging unit move this phase.

  • Declare targets of the charge (must be within 12").
  • Charge roll = 2D6".
  • If insufficient to move charging unit into Engagement Range of all targets, charge fails.
  • If charge successful, models make their charge move.
  • Cannot make a charge move within Engagement Range of any unit that was not the target of the charge.
Performing a Heroic Intervention
When a unit performs a Heroic Intervention, you can move each model in that unit up to 3" – this is a Heroic Intervention move. Each model in the unit must finish its Heroic Intervention move closer to the closest enemy model. Remember that a unit must finish any type of move in unit coherency.

  • Heroic Intervention: Move up to 3".
  • Must end closer to the closest enemy model.
Combat Drugs

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.
D6COMBAT DRUGS
1Adrenalight: 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. 
2Grave Lotus: Add 1 to the Strength characteristic of models in this unit. 
3Hypex: Add 2" to the Move characteristic of models in this unit. 
4Painbringer: Add 1 to the Toughness characteristic of models in this unit. 
5Serpentin: Improve the Weapon Skill characteristic of models in this unit by 1. 
6Splintermind: Improve the Ballistic Skill and Leadership characteristics of models in this unit by 1. 

The CULT OF STRIFE and WYCHES keywords are used in following Drukhari datasheets:

Troops
Engagement Range
Engagement Range represents the zone of threat that models present to their enemies. While a model is within 1" horizontally and 5" vertically of an enemy model, those models are within Engagement Range of each other. While two enemy models are within Engagement Range of each other, those models’ units are also within Engagement Range of each other. Models cannot be set up within Engagement Range of enemy models.

  • Engagement Range: 1" horizontally + 5" vertically.
  • Models cannot be set up within Engagement Range of enemy models.
Saving Throw
The player commanding the target unit then makes one saving throw by rolling one D6 and modifying the roll by the Armour Penetration (AP) characteristic of the weapon that the attack was made with. For example, if the weapon has an AP of -1, then 1 is subtracted from the saving throw roll. If the result is equal to, or greater than, the Save (Sv) characteristic of the model the attack was allocated to, then the saving throw is successful and the attack sequence ends. If the result is less than the model’s Save characteristic, then the saving throw fails and the model suffers damage. An unmodified roll of 1 always fails.
The Warlord
While mustering your army, you can nominate one model (except a model with the FORTIFICATION keyword) to be your Warlord. That model gains the WARLORD keyword. If this model is a CHARACTER, you can also assign a Warlord Trait to it. Note, that more than one model in your army can have a Warlord Trait (e.g. by using Stratagems), but they are only considered your Warlord for the purpose of that trait.

The CULT OF THE CURSED BLADE and SUCCUBUS keywords are used in following Drukhari datasheets:

Engagement Range
Engagement Range represents the zone of threat that models present to their enemies. While a model is within 1" horizontally and 5" vertically of an enemy model, those models are within Engagement Range of each other. While two enemy models are within Engagement Range of each other, those models’ units are also within Engagement Range of each other. Models cannot be set up within Engagement Range of enemy models.

  • Engagement Range: 1" horizontally + 5" vertically.
  • Models cannot be set up within Engagement Range of enemy models.
Charging with a Unit
Once you have chosen an eligible unit to declare a charge with, you must select one or more enemy units within 12" of it as the targets of its charge. The target(s) of this charge do not need to be visible to the charging unit. You then make a charge roll for your unit by rolling 2D6. This is the maximum number of inches each model in the charging unit can now be moved if they can make the charge move. To make a charge move, the unit’s charge roll must be sufficient that it is able to end that move in unit coherency and within Engagement Range of every unit that was a target of its charge, without moving within Engagement Range of any enemy units that were not a target of its charge. If this is possible, then the charge is successful and the models in the unit make a charge move so as to fulfil the above conditions. If this is impossible, the charge fails and no models in the charging unit move this phase.

  • Declare targets of the charge (must be within 12").
  • Charge roll = 2D6".
  • If insufficient to move charging unit into Engagement Range of all targets, charge fails.
  • If charge successful, models make their charge move.
  • Cannot make a charge move within Engagement Range of any unit that was not the target of the charge.

The CULT OF THE CURSED BLADE and WYCHES keywords are used in following Drukhari datasheets:

Troops
Overwatch
Certain rules enable units to fire Overwatch at an enemy unit before it can charge. If an enemy unit declares a charge that targets one or more units from your army that have such a rule, each of those units can fire Overwatch before the charge roll is made. A unit cannot fire Overwatch if there are any enemy units within Engagement Range of it. Overwatch is resolved like a normal shooting attack (albeit one resolved in the Charge phase) and uses all the normal rules, except that an unmodified hit roll of 6 is always required for a successful hit roll, irrespective of the firing model’s Ballistic Skill or any hit roll modifiers. In addition, when a model fires Overwatch, it does so at the charging unit. Any rule that states the unit cannot be targeted unless it is the closest target (e.g. Look Out, Sir) does not apply when firing Overwatch.

  • Overwatch: Before charge roll made, all charge targets that can fire Overwatch can do so.
  • Can never fire Overwatch while enemy units are in Engagement Range.
  • When firing Overwatch, shoot with unit, but attacks only hit on unmodified 6s.
Engagement Range
Engagement Range represents the zone of threat that models present to their enemies. While a model is within 1" horizontally and 5" vertically of an enemy model, those models are within Engagement Range of each other. While two enemy models are within Engagement Range of each other, those models’ units are also within Engagement Range of each other. Models cannot be set up within Engagement Range of enemy models.

  • Engagement Range: 1" horizontally + 5" vertically.
  • Models cannot be set up within Engagement Range of enemy models.
Charging with a Unit
Once you have chosen an eligible unit to declare a charge with, you must select one or more enemy units within 12" of it as the targets of its charge. The target(s) of this charge do not need to be visible to the charging unit. You then make a charge roll for your unit by rolling 2D6. This is the maximum number of inches each model in the charging unit can now be moved if they can make the charge move. To make a charge move, the unit’s charge roll must be sufficient that it is able to end that move in unit coherency and within Engagement Range of every unit that was a target of its charge, without moving within Engagement Range of any enemy units that were not a target of its charge. If this is possible, then the charge is successful and the models in the unit make a charge move so as to fulfil the above conditions. If this is impossible, the charge fails and no models in the charging unit move this phase.

  • Declare targets of the charge (must be within 12").
  • Charge roll = 2D6".
  • If insufficient to move charging unit into Engagement Range of all targets, charge fails.
  • If charge successful, models make their charge move.
  • Cannot make a charge move within Engagement Range of any unit that was not the target of the charge.
Poisoned Weapon

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.
Engagement Range
Engagement Range represents the zone of threat that models present to their enemies. While a model is within 1" horizontally and 5" vertically of an enemy model, those models are within Engagement Range of each other. While two enemy models are within Engagement Range of each other, those models’ units are also within Engagement Range of each other. Models cannot be set up within Engagement Range of enemy models.

  • Engagement Range: 1" horizontally + 5" vertically.
  • Models cannot be set up within Engagement Range of enemy models.
Charging with a Unit
Once you have chosen an eligible unit to declare a charge with, you must select one or more enemy units within 12" of it as the targets of its charge. The target(s) of this charge do not need to be visible to the charging unit. You then make a charge roll for your unit by rolling 2D6. This is the maximum number of inches each model in the charging unit can now be moved if they can make the charge move. To make a charge move, the unit’s charge roll must be sufficient that it is able to end that move in unit coherency and within Engagement Range of every unit that was a target of its charge, without moving within Engagement Range of any enemy units that were not a target of its charge. If this is possible, then the charge is successful and the models in the unit make a charge move so as to fulfil the above conditions. If this is impossible, the charge fails and no models in the charging unit move this phase.

  • Declare targets of the charge (must be within 12").
  • Charge roll = 2D6".
  • If insufficient to move charging unit into Engagement Range of all targets, charge fails.
  • If charge successful, models make their charge move.
  • Cannot make a charge move within Engagement Range of any unit that was not the target of the charge.
The Warlord
While mustering your army, you can nominate one model (except a model with the FORTIFICATION keyword) to be your Warlord. That model gains the WARLORD keyword. If this model is a CHARACTER, you can also assign a Warlord Trait to it. Note, that more than one model in your army can have a Warlord Trait (e.g. by using Stratagems), but they are only considered your Warlord for the purpose of that trait.

The CULT OF THE RED GRIEF and SUCCUBUS keywords are used in following Drukhari datasheets:

The CULT OF THE RED GRIEF and INFANTRY keywords are used in following Drukhari datasheets:

Troops
Fast Attack
Consolidate
When a unit consolidates, you can move each model in the unit up to 3" – this is a Consolidation move. Each model must finish its Consolidation move closer to the closest enemy model. A model that is already touching an enemy model cannot move, but still counts as having consolidated. Remember that a unit must finish any type of move in unit coherency.

  • Consolidate: Move up to 3".
  • Must end closer to the closest enemy model.

The CULT OF THE RED GRIEF and TRANSPORT keywords are used in following Drukhari datasheets:

Dedicated Transport
Heavy Support
Transport Capacity
All TRANSPORT models have a transport capacity listed on their datasheet. This determines how many friendly models, and of what type, can embark within them. A model’s transport capacity can never be exceeded.

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

  • Transport capacity: Maximum number of models that can embark within the Transport.
  • Units can start the battle embarked in a TRANSPORT.
Consolidate
When a unit consolidates, you can move each model in the unit up to 3" – this is a Consolidation move. Each model must finish its Consolidation move closer to the closest enemy model. A model that is already touching an enemy model cannot move, but still counts as having consolidated. Remember that a unit must finish any type of move in unit coherency.

  • Consolidate: Move up to 3".
  • Must end closer to the closest enemy model.
Pile In
When a unit piles in, you can move each model in that unit up to 3" – this is a pile-in move. Each model in the unit must finish its pile-in move closer to the closest enemy model. A model that is already touching an enemy model cannot move, but still counts as having piled in. Remember that a unit must finish any type of move in unit coherency.

  • Pile in: Move up to 3".
  • Must end closer to the closest enemy model.
Saving Throw
The player commanding the target unit then makes one saving throw by rolling one D6 and modifying the roll by the Armour Penetration (AP) characteristic of the weapon that the attack was made with. For example, if the weapon has an AP of -1, then 1 is subtracted from the saving throw roll. If the result is equal to, or greater than, the Save (Sv) characteristic of the model the attack was allocated to, then the saving throw is successful and the attack sequence ends. If the result is less than the model’s Save characteristic, then the saving throw fails and the model suffers damage. An unmodified roll of 1 always fails.
Invulnerable Saves
Some models have an invulnerable save. Each time an attack is allocated to a model with an invulnerable save, you can choose to use either its normal Save (Sv) characteristic or its invulnerable save, but not both. If a model has more than one invulnerable save, it can only use one of them – choose which it will use. If you use a model’s invulnerable save, it is never modified by a weapon’s Armour Penetration value.

  • Invulnerable save: Saving throw that is never modified by attacking weapon’s AP.
  • A model with an invulnerable save can use it instead of its normal Sv.
Engagement Range
Engagement Range represents the zone of threat that models present to their enemies. While a model is within 1" horizontally and 5" vertically of an enemy model, those models are within Engagement Range of each other. While two enemy models are within Engagement Range of each other, those models’ units are also within Engagement Range of each other. Models cannot be set up within Engagement Range of enemy models.

  • Engagement Range: 1" horizontally + 5" vertically.
  • Models cannot be set up within Engagement Range of enemy models.
Charging with a Unit
Once you have chosen an eligible unit to declare a charge with, you must select one or more enemy units within 12" of it as the targets of its charge. The target(s) of this charge do not need to be visible to the charging unit. You then make a charge roll for your unit by rolling 2D6. This is the maximum number of inches each model in the charging unit can now be moved if they can make the charge move. To make a charge move, the unit’s charge roll must be sufficient that it is able to end that move in unit coherency and within Engagement Range of every unit that was a target of its charge, without moving within Engagement Range of any enemy units that were not a target of its charge. If this is possible, then the charge is successful and the models in the unit make a charge move so as to fulfil the above conditions. If this is impossible, the charge fails and no models in the charging unit move this phase.

  • Declare targets of the charge (must be within 12").
  • Charge roll = 2D6".
  • If insufficient to move charging unit into Engagement Range of all targets, charge fails.
  • If charge successful, models make their charge move.
  • Cannot make a charge move within Engagement Range of any unit that was not the target of the charge.
HEAVY
Heavy weapons are amongst the biggest guns on the battlefield, but they require bracing to fire at full effect and are unwieldy to bring to bear at close quarters.
When an INFANTRY model shoots a Heavy weapon, subtract 1 from the hit rolls when resolving that weapon’s attacks if the firing model’s unit has moved for any reason this turn (e.g. it made a Normal Move this turn).

  • Subtract 1 from hit rolls if firing model is INFANTRY and its unit has moved this turn.
Engagement Range
Engagement Range represents the zone of threat that models present to their enemies. While a model is within 1" horizontally and 5" vertically of an enemy model, those models are within Engagement Range of each other. While two enemy models are within Engagement Range of each other, those models’ units are also within Engagement Range of each other. Models cannot be set up within Engagement Range of enemy models.

  • Engagement Range: 1" horizontally + 5" vertically.
  • Models cannot be set up within Engagement Range of enemy models.
Saving Throw
The player commanding the target unit then makes one saving throw by rolling one D6 and modifying the roll by the Armour Penetration (AP) characteristic of the weapon that the attack was made with. For example, if the weapon has an AP of -1, then 1 is subtracted from the saving throw roll. If the result is equal to, or greater than, the Save (Sv) characteristic of the model the attack was allocated to, then the saving throw is successful and the attack sequence ends. If the result is less than the model’s Save characteristic, then the saving throw fails and the model suffers damage. An unmodified roll of 1 always fails.
Invulnerable Saves
Some models have an invulnerable save. Each time an attack is allocated to a model with an invulnerable save, you can choose to use either its normal Save (Sv) characteristic or its invulnerable save, but not both. If a model has more than one invulnerable save, it can only use one of them – choose which it will use. If you use a model’s invulnerable save, it is never modified by a weapon’s Armour Penetration value.

  • Invulnerable save: Saving throw that is never modified by attacking weapon’s AP.
  • A model with an invulnerable save can use it instead of its normal Sv.
Power From Pain

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 ROUNDADDITIONAL 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. 
Engagement Range
Engagement Range represents the zone of threat that models present to their enemies. While a model is within 1" horizontally and 5" vertically of an enemy model, those models are within Engagement Range of each other. While two enemy models are within Engagement Range of each other, those models’ units are also within Engagement Range of each other. Models cannot be set up within Engagement Range of enemy models.

  • Engagement Range: 1" horizontally + 5" vertically.
  • Models cannot be set up within Engagement Range of enemy models.
Engagement Range
Engagement Range represents the zone of threat that models present to their enemies. While a model is within 1" horizontally and 5" vertically of an enemy model, those models are within Engagement Range of each other. While two enemy models are within Engagement Range of each other, those models’ units are also within Engagement Range of each other. Models cannot be set up within Engagement Range of enemy models.

  • Engagement Range: 1" horizontally + 5" vertically.
  • Models cannot be set up within Engagement Range of enemy models.
Charging with a Unit
Once you have chosen an eligible unit to declare a charge with, you must select one or more enemy units within 12" of it as the targets of its charge. The target(s) of this charge do not need to be visible to the charging unit. You then make a charge roll for your unit by rolling 2D6. This is the maximum number of inches each model in the charging unit can now be moved if they can make the charge move. To make a charge move, the unit’s charge roll must be sufficient that it is able to end that move in unit coherency and within Engagement Range of every unit that was a target of its charge, without moving within Engagement Range of any enemy units that were not a target of its charge. If this is possible, then the charge is successful and the models in the unit make a charge move so as to fulfil the above conditions. If this is impossible, the charge fails and no models in the charging unit move this phase.

  • Declare targets of the charge (must be within 12").
  • Charge roll = 2D6".
  • If insufficient to move charging unit into Engagement Range of all targets, charge fails.
  • If charge successful, models make their charge move.
  • Cannot make a charge move within Engagement Range of any unit that was not the target of the charge.
Performing a Heroic Intervention
When a unit performs a Heroic Intervention, you can move each model in that unit up to 3" – this is a Heroic Intervention move. Each model in the unit must finish its Heroic Intervention move closer to the closest enemy model. Remember that a unit must finish any type of move in unit coherency.

  • Heroic Intervention: Move up to 3".
  • Must end closer to the closest enemy model.
Blade Artists

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.
Engagement Range
Engagement Range represents the zone of threat that models present to their enemies. While a model is within 1" horizontally and 5" vertically of an enemy model, those models are within Engagement Range of each other. While two enemy models are within Engagement Range of each other, those models’ units are also within Engagement Range of each other. Models cannot be set up within Engagement Range of enemy models.

  • Engagement Range: 1" horizontally + 5" vertically.
  • Models cannot be set up within Engagement Range of enemy models.
Charging with a Unit
Once you have chosen an eligible unit to declare a charge with, you must select one or more enemy units within 12" of it as the targets of its charge. The target(s) of this charge do not need to be visible to the charging unit. You then make a charge roll for your unit by rolling 2D6. This is the maximum number of inches each model in the charging unit can now be moved if they can make the charge move. To make a charge move, the unit’s charge roll must be sufficient that it is able to end that move in unit coherency and within Engagement Range of every unit that was a target of its charge, without moving within Engagement Range of any enemy units that were not a target of its charge. If this is possible, then the charge is successful and the models in the unit make a charge move so as to fulfil the above conditions. If this is impossible, the charge fails and no models in the charging unit move this phase.

  • Declare targets of the charge (must be within 12").
  • Charge roll = 2D6".
  • If insufficient to move charging unit into Engagement Range of all targets, charge fails.
  • If charge successful, models make their charge move.
  • Cannot make a charge move within Engagement Range of any unit that was not the target of the charge.
Engagement Range
Engagement Range represents the zone of threat that models present to their enemies. While a model is within 1" horizontally and 5" vertically of an enemy model, those models are within Engagement Range of each other. While two enemy models are within Engagement Range of each other, those models’ units are also within Engagement Range of each other. Models cannot be set up within Engagement Range of enemy models.

  • Engagement Range: 1" horizontally + 5" vertically.
  • Models cannot be set up within Engagement Range of enemy models.
Engagement Range
Engagement Range represents the zone of threat that models present to their enemies. While a model is within 1" horizontally and 5" vertically of an enemy model, those models are within Engagement Range of each other. While two enemy models are within Engagement Range of each other, those models’ units are also within Engagement Range of each other. Models cannot be set up within Engagement Range of enemy models.

  • Engagement Range: 1" horizontally + 5" vertically.
  • Models cannot be set up within Engagement Range of enemy models.
Charging with a Unit
Once you have chosen an eligible unit to declare a charge with, you must select one or more enemy units within 12" of it as the targets of its charge. The target(s) of this charge do not need to be visible to the charging unit. You then make a charge roll for your unit by rolling 2D6. This is the maximum number of inches each model in the charging unit can now be moved if they can make the charge move. To make a charge move, the unit’s charge roll must be sufficient that it is able to end that move in unit coherency and within Engagement Range of every unit that was a target of its charge, without moving within Engagement Range of any enemy units that were not a target of its charge. If this is possible, then the charge is successful and the models in the unit make a charge move so as to fulfil the above conditions. If this is impossible, the charge fails and no models in the charging unit move this phase.

  • Declare targets of the charge (must be within 12").
  • Charge roll = 2D6".
  • If insufficient to move charging unit into Engagement Range of all targets, charge fails.
  • If charge successful, models make their charge move.
  • Cannot make a charge move within Engagement Range of any unit that was not the target of the charge.
Performing a Heroic Intervention
When a unit performs a Heroic Intervention, you can move each model in that unit up to 3" – this is a Heroic Intervention move. Each model in the unit must finish its Heroic Intervention move closer to the closest enemy model. Remember that a unit must finish any type of move in unit coherency.

  • Heroic Intervention: Move up to 3".
  • Must end closer to the closest enemy model.
Combat Drugs

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.
D6COMBAT DRUGS
1Adrenalight: 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. 
2Grave Lotus: Add 1 to the Strength characteristic of models in this unit. 
3Hypex: Add 2" to the Move characteristic of models in this unit. 
4Painbringer: Add 1 to the Toughness characteristic of models in this unit. 
5Serpentin: Improve the Weapon Skill characteristic of models in this unit by 1. 
6Splintermind: Improve the Ballistic Skill and Leadership characteristics of models in this unit by 1. 
Engagement Range
Engagement Range represents the zone of threat that models present to their enemies. While a model is within 1" horizontally and 5" vertically of an enemy model, those models are within Engagement Range of each other. While two enemy models are within Engagement Range of each other, those models’ units are also within Engagement Range of each other. Models cannot be set up within Engagement Range of enemy models.

  • Engagement Range: 1" horizontally + 5" vertically.
  • Models cannot be set up within Engagement Range of enemy models.
Charging with a Unit
Once you have chosen an eligible unit to declare a charge with, you must select one or more enemy units within 12" of it as the targets of its charge. The target(s) of this charge do not need to be visible to the charging unit. You then make a charge roll for your unit by rolling 2D6. This is the maximum number of inches each model in the charging unit can now be moved if they can make the charge move. To make a charge move, the unit’s charge roll must be sufficient that it is able to end that move in unit coherency and within Engagement Range of every unit that was a target of its charge, without moving within Engagement Range of any enemy units that were not a target of its charge. If this is possible, then the charge is successful and the models in the unit make a charge move so as to fulfil the above conditions. If this is impossible, the charge fails and no models in the charging unit move this phase.

  • Declare targets of the charge (must be within 12").
  • Charge roll = 2D6".
  • If insufficient to move charging unit into Engagement Range of all targets, charge fails.
  • If charge successful, models make their charge move.
  • Cannot make a charge move within Engagement Range of any unit that was not the target of the charge.
Performing a Heroic Intervention
When a unit performs a Heroic Intervention, you can move each model in that unit up to 3" – this is a Heroic Intervention move. Each model in the unit must finish its Heroic Intervention move closer to the closest enemy model. Remember that a unit must finish any type of move in unit coherency.

  • Heroic Intervention: Move up to 3".
  • Must end closer to the closest enemy model.
Combat Drugs

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.
D6COMBAT DRUGS
1Adrenalight: 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. 
2Grave Lotus: Add 1 to the Strength characteristic of models in this unit. 
3Hypex: Add 2" to the Move characteristic of models in this unit. 
4Painbringer: Add 1 to the Toughness characteristic of models in this unit. 
5Serpentin: Improve the Weapon Skill characteristic of models in this unit by 1. 
6Splintermind: Improve the Ballistic Skill and Leadership characteristics of models in this unit by 1. 
The Warlord
While mustering your army, you can nominate one model (except a model with the FORTIFICATION keyword) to be your Warlord. That model gains the WARLORD keyword. If this model is a CHARACTER, you can also assign a Warlord Trait to it. Note, that more than one model in your army can have a Warlord Trait (e.g. by using Stratagems), but they are only considered your Warlord for the purpose of that trait.

The COVEN OF TWELVE and HAEMONCULUS keywords are used in following Drukhari datasheets:

Poisoned Weapon

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.

The COVEN OF TWELVE and HAEMONCULUS keywords are used in following Drukhari datasheets:

Consolidate
When a unit consolidates, you can move each model in the unit up to 3" – this is a Consolidation move. Each model must finish its Consolidation move closer to the closest enemy model. A model that is already touching an enemy model cannot move, but still counts as having consolidated. Remember that a unit must finish any type of move in unit coherency.

  • Consolidate: Move up to 3".
  • Must end closer to the closest enemy model.
Engagement Range
Engagement Range represents the zone of threat that models present to their enemies. While a model is within 1" horizontally and 5" vertically of an enemy model, those models are within Engagement Range of each other. While two enemy models are within Engagement Range of each other, those models’ units are also within Engagement Range of each other. Models cannot be set up within Engagement Range of enemy models.

  • Engagement Range: 1" horizontally + 5" vertically.
  • Models cannot be set up within Engagement Range of enemy models.
The Warlord
While mustering your army, you can nominate one model (except a model with the FORTIFICATION keyword) to be your Warlord. That model gains the WARLORD keyword. If this model is a CHARACTER, you can also assign a Warlord Trait to it. Note, that more than one model in your army can have a Warlord Trait (e.g. by using Stratagems), but they are only considered your Warlord for the purpose of that trait.
Objective Secured
Some units have an ability called Objective Secured. A player controls an objective marker if they have any models with this ability within range of that objective marker, even if there are more enemy models within range of that objective marker. If an enemy model within range of an objective marker also has this ability (or a similar ability), then the objective marker is controlled by the player who has the most models within range of that objective marker as normal.

  • Objective Secured: Player controls objective marker if any of their models in range have this ability.
Poisoned Weapon

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.
Saving Throw
The player commanding the target unit then makes one saving throw by rolling one D6 and modifying the roll by the Armour Penetration (AP) characteristic of the weapon that the attack was made with. For example, if the weapon has an AP of -1, then 1 is subtracted from the saving throw roll. If the result is equal to, or greater than, the Save (Sv) characteristic of the model the attack was allocated to, then the saving throw is successful and the attack sequence ends. If the result is less than the model’s Save characteristic, then the saving throw fails and the model suffers damage. An unmodified roll of 1 always fails.
Invulnerable Saves
Some models have an invulnerable save. Each time an attack is allocated to a model with an invulnerable save, you can choose to use either its normal Save (Sv) characteristic or its invulnerable save, but not both. If a model has more than one invulnerable save, it can only use one of them – choose which it will use. If you use a model’s invulnerable save, it is never modified by a weapon’s Armour Penetration value.

  • Invulnerable save: Saving throw that is never modified by attacking weapon’s AP.
  • A model with an invulnerable save can use it instead of its normal Sv.

The DARK CREED and CORE keywords are used in following Drukhari datasheets:

Troops
Heavy Support

The DARK CREED and CHARACTER keywords are used in following Drukhari datasheets:

The TALOS keyword is used in following Drukhari datasheets:

Heavy Support

The GROTESQUES keyword is used in following Drukhari datasheets:

The MONSTER keyword is used in following Drukhari datasheets:

Heavy Support
The Warlord
While mustering your army, you can nominate one model (except a model with the FORTIFICATION keyword) to be your Warlord. That model gains the WARLORD keyword. If this model is a CHARACTER, you can also assign a Warlord Trait to it. Note, that more than one model in your army can have a Warlord Trait (e.g. by using Stratagems), but they are only considered your Warlord for the purpose of that trait.

The PROPHETS OF FLESH and HAEMONCULUS keywords are used in following Drukhari datasheets:

The PROPHETS OF FLESH and INFANTRY keywords are used in following Drukhari datasheets:

Troops

The PROPHETS OF FLESH and HAEMONCULUS keywords are used in following Drukhari datasheets:

The GROTESQUES keyword is used in following Drukhari datasheets:

Engagement Range
Engagement Range represents the zone of threat that models present to their enemies. While a model is within 1" horizontally and 5" vertically of an enemy model, those models are within Engagement Range of each other. While two enemy models are within Engagement Range of each other, those models’ units are also within Engagement Range of each other. Models cannot be set up within Engagement Range of enemy models.

  • Engagement Range: 1" horizontally + 5" vertically.
  • Models cannot be set up within Engagement Range of enemy models.
Charging with a Unit
Once you have chosen an eligible unit to declare a charge with, you must select one or more enemy units within 12" of it as the targets of its charge. The target(s) of this charge do not need to be visible to the charging unit. You then make a charge roll for your unit by rolling 2D6. This is the maximum number of inches each model in the charging unit can now be moved if they can make the charge move. To make a charge move, the unit’s charge roll must be sufficient that it is able to end that move in unit coherency and within Engagement Range of every unit that was a target of its charge, without moving within Engagement Range of any enemy units that were not a target of its charge. If this is possible, then the charge is successful and the models in the unit make a charge move so as to fulfil the above conditions. If this is impossible, the charge fails and no models in the charging unit move this phase.

  • Declare targets of the charge (must be within 12").
  • Charge roll = 2D6".
  • If insufficient to move charging unit into Engagement Range of all targets, charge fails.
  • If charge successful, models make their charge move.
  • Cannot make a charge move within Engagement Range of any unit that was not the target of the charge.
Engagement Range
Engagement Range represents the zone of threat that models present to their enemies. While a model is within 1" horizontally and 5" vertically of an enemy model, those models are within Engagement Range of each other. While two enemy models are within Engagement Range of each other, those models’ units are also within Engagement Range of each other. Models cannot be set up within Engagement Range of enemy models.

  • Engagement Range: 1" horizontally + 5" vertically.
  • Models cannot be set up within Engagement Range of enemy models.
Engagement Range
Engagement Range represents the zone of threat that models present to their enemies. While a model is within 1" horizontally and 5" vertically of an enemy model, those models are within Engagement Range of each other. While two enemy models are within Engagement Range of each other, those models’ units are also within Engagement Range of each other. Models cannot be set up within Engagement Range of enemy models.

  • Engagement Range: 1" horizontally + 5" vertically.
  • Models cannot be set up within Engagement Range of enemy models.
Charging with a Unit
Once you have chosen an eligible unit to declare a charge with, you must select one or more enemy units within 12" of it as the targets of its charge. The target(s) of this charge do not need to be visible to the charging unit. You then make a charge roll for your unit by rolling 2D6. This is the maximum number of inches each model in the charging unit can now be moved if they can make the charge move. To make a charge move, the unit’s charge roll must be sufficient that it is able to end that move in unit coherency and within Engagement Range of every unit that was a target of its charge, without moving within Engagement Range of any enemy units that were not a target of its charge. If this is possible, then the charge is successful and the models in the unit make a charge move so as to fulfil the above conditions. If this is impossible, the charge fails and no models in the charging unit move this phase.

  • Declare targets of the charge (must be within 12").
  • Charge roll = 2D6".
  • If insufficient to move charging unit into Engagement Range of all targets, charge fails.
  • If charge successful, models make their charge move.
  • Cannot make a charge move within Engagement Range of any unit that was not the target of the charge.
Poisoned Weapon

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.

The WRACKS keyword is used in following Drukhari datasheets:

Troops
Engagement Range
Engagement Range represents the zone of threat that models present to their enemies. While a model is within 1" horizontally and 5" vertically of an enemy model, those models are within Engagement Range of each other. While two enemy models are within Engagement Range of each other, those models’ units are also within Engagement Range of each other. Models cannot be set up within Engagement Range of enemy models.

  • Engagement Range: 1" horizontally + 5" vertically.
  • Models cannot be set up within Engagement Range of enemy models.
Light Cover
When an attack made with a ranged weapon wounds a model that is receiving the benefits of cover from this terrain feature, add 1 to the saving throw made against that attack (invulnerable saving throws are not affected).

  • +1 to saving throws against ranged weapons.
  • Invulnerable saving throws unaffected.
Heavy Cover
When an attack made with a melee weapon wounds a model that is receiving the benefits of cover from this terrain feature, add 1 to the saving throw made against that attack unless the model that the attack is allocated to made a charge move this turn (invulnerable saving throws are not affected).

  • +1 to saving throws against melee weapons unless model has made a charge move this turn.
  • Invulnerable saving throws unaffected.
The Warlord
While mustering your army, you can nominate one model (except a model with the FORTIFICATION keyword) to be your Warlord. That model gains the WARLORD keyword. If this model is a CHARACTER, you can also assign a Warlord Trait to it. Note, that more than one model in your army can have a Warlord Trait (e.g. by using Stratagems), but they are only considered your Warlord for the purpose of that trait.

The ARCHON keyword is used in following Drukhari datasheets:

The SUCCUBUS keyword is used in following Drukhari datasheets:

The HAEMONCULUS keyword is used in following Drukhari datasheets:

ALLIANCE OF AGONY1CP
Drukhari – Requisition Stratagem

Even the most bloodthirsty Drukhari will veil their enmity to work together against a shared enemy for the same gruesome purpose.

Use this Stratagem before the battle, when you are mustering your army, if your WARLORD is a REALSPACE RAIDER ARCHON. Select one SUCCUBUS model from your army and one HAEMONCULUS model from your army (excluding named characters) and determine one Warlord Trait for each of these models (this must be a Warlord Trait it can have); those models are only regarded as your WARLORD for the purposes of that Warlord Trait. Each Warlord Trait in your army must be unique (if randomly generated, re-roll duplicate results), and you cannot use this Stratagem to give a model two Warlord Traits. You can only use this Stratagem once.
The Warlord
While mustering your army, you can nominate one model (except a model with the FORTIFICATION keyword) to be your Warlord. That model gains the WARLORD keyword. If this model is a CHARACTER, you can also assign a Warlord Trait to it. Note, that more than one model in your army can have a Warlord Trait (e.g. by using Stratagems), but they are only considered your Warlord for the purpose of that trait.
PRIZES FROM THE DARK CITY1CP
Drukhari – Requisition Stratagem

A warlord who wants their high status to be known will equip their raiding parties with the most extravagant weaponry.

Use this Stratagem before the battle, when you are mustering your army, if your WARLORD has the DRUKHARI keyword. Select one DRUKHARI CHARACTER model from your army and give them one Artefact of Cruelty (this must be a Relic they can have). Each Relic in your army must be unique, and you cannot use this Stratagem to give a model two Relics. You can only use this Stratagem once, unless you are playing a Strike Force battle (in which case, you can use this Stratagem twice) or an Onslaught battle (in which case, you can use this Stratagem three times).
The Warlord
While mustering your army, you can nominate one model (except a model with the FORTIFICATION keyword) to be your Warlord. That model gains the WARLORD keyword. If this model is a CHARACTER, you can also assign a Warlord Trait to it. Note, that more than one model in your army can have a Warlord Trait (e.g. by using Stratagems), but they are only considered your Warlord for the purpose of that trait.
TOLERATED AMBITION1CP
Drukhari – Requisition Stratagem

Confident leaders might delegate some duties to a monitored underling, one easily disposed of if need be...

Use this Stratagem before the battle, when you are mustering your army, if your WARLORD has the DRUKHARI keyword. Select one DRUKHARI CHARACTER model from your army (excluding named characters) and determine one Warlord Trait for it (this must be a Warlord Trait it can have); that model it is only regarded as your Warlord for the purposes of that Warlord Trait. Each Warlord Trait in your army must be unique (if randomly generated, re-roll duplicate results), and you cannot use this Stratagem to give a model two Warlord Traits. You can only use this Stratagem once, unless you are playing a Strike Force battle (in which case, you can use this Stratagem twice) or an Onslaught battle (in which case, you can use this Stratagem three times).
HEKATRIX OF THE CRUCIBAEL1CP
Cult of Strife – Requisition Stratagem

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.

Use this Stratagem before the battle. Select one CULT OF STRIFE Hekatrix model from your army. That model can have one of the following Relics, even though they are not a CHARACTER: Morvaine’s Agoniser; Dark Lotus Toxin; Garland of Spite. Each Relic in your army must be unique, and you cannot use this Stratagem to give a model two Relics. You can only use this Stratagem once.
SCREAMING JETS1CP
Drukhari – Strategic Ploy Stratagem

Just as terrifying as a sudden emergence from the webway is the meteoric descent of a Drukhari raiding craft behind enemy lines.

Use this Stratagem before the battle when declaring reserves and transports (if you are playing a mission without this step, use this Stratagem during deployment instead). You can set up one DRUKHARI VEHICLE unit from your army in the skies instead of placing it on the battlefield.

In the Reinforcements step of one of your Movement phases, you can set up this unit anywhere on the battlefield that is more than 9" away from any enemy models. You can only use this Stratagem once.

The DRUKHARI and BIKER keywords are used in following Drukhari datasheets:

The DRUKHARI and BEAST keywords are used in following Drukhari datasheets:

WEBWAY PORTAL1CP/3CP
Drukhari – Strategic Ploy Stratagem

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.

Use this Stratagem before the battle when declaring reserves and transports (if you are playing a mission without this step, use this Stratagem during deployment instead). If you spend 1CP, you can set up one DRUKHARI INFANTRY, BIKER or BEAST unit from your army in the webway instead of placing it on the battlefield. If you spend 3CPs, you can place two DRUKHARI INFANTRY, BIKER or BEAST units in the webway instead.

In the Reinforcements step of one of your Movement phases, you can set up any units in the webway anywhere on the battlefield that is more than 9" away from any enemy models. You can only use this Stratagem once.
Roll-offs
Some rules instruct players to roll off. To do so, both players roll one D6, and whoever scores highest wins the roll-off. If there is a tie for the highest roll, make the roll-off again. Neither player is allowed to re-roll or modify any of the D6 when making a roll-off.

  • Roll-off: Both players roll a D6 – highest wins.
  • Roll again if a tie.
INSIDIOUS MISDIRECTION2CP
Kabal of the Poisoned Tongue – Strategic Ploy Stratagem

The Kabalites of the Poisoned Tongue excel at wrong-footing their enemies before an attack is launched.

Use this Stratagem at the start of the first battle round. Select up to three KABAL OF THE POISONED TONGUE units from your army and redeploy them. If the mission uses the Strategic Reserves rules, any of those units can be placed into Strategic Reserves without having to spend any additional CPs, regardless of how many units are already in Strategic Reserves. If both players have abilities that redeploy units, roll off; the winner chooses who redeploys their units first.

The REAVERS keyword is used in following Drukhari datasheets:

Fast Attack

The HELLIONS keyword is used in following Drukhari datasheets:

Fast Attack
DEADLY RIVALS2CP
Drukhari – Strategic Ploy Stratagem

Hellions and Reavers frequently spar for prestige and dominance, both in the arenas and high above the bloody streets of the Dark City.

Use this Stratagem in your Command phase. Select one REAVERS unit from your army and one HELLIONS unit from your army that are within 12" of and visible to each other. Until the end of the turn:
  • Add 1" to the Movement characteristics of models in these units.
  • Each time a model in these units makes an attack with a melee weapon, you can re-roll the hit roll.
Engagement Range
Engagement Range represents the zone of threat that models present to their enemies. While a model is within 1" horizontally and 5" vertically of an enemy model, those models are within Engagement Range of each other. While two enemy models are within Engagement Range of each other, those models’ units are also within Engagement Range of each other. Models cannot be set up within Engagement Range of enemy models.

  • Engagement Range: 1" horizontally + 5" vertically.
  • Models cannot be set up within Engagement Range of enemy models.
Charging with a Unit
Once you have chosen an eligible unit to declare a charge with, you must select one or more enemy units within 12" of it as the targets of its charge. The target(s) of this charge do not need to be visible to the charging unit. You then make a charge roll for your unit by rolling 2D6. This is the maximum number of inches each model in the charging unit can now be moved if they can make the charge move. To make a charge move, the unit’s charge roll must be sufficient that it is able to end that move in unit coherency and within Engagement Range of every unit that was a target of its charge, without moving within Engagement Range of any enemy units that were not a target of its charge. If this is possible, then the charge is successful and the models in the unit make a charge move so as to fulfil the above conditions. If this is impossible, the charge fails and no models in the charging unit move this phase.

  • Declare targets of the charge (must be within 12").
  • Charge roll = 2D6".
  • If insufficient to move charging unit into Engagement Range of all targets, charge fails.
  • If charge successful, models make their charge move.
  • Cannot make a charge move within Engagement Range of any unit that was not the target of the charge.
Performing a Heroic Intervention
When a unit performs a Heroic Intervention, you can move each model in that unit up to 3" – this is a Heroic Intervention move. Each model in the unit must finish its Heroic Intervention move closer to the closest enemy model. Remember that a unit must finish any type of move in unit coherency.

  • Heroic Intervention: Move up to 3".
  • Must end closer to the closest enemy model.
Combat Drugs

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.
D6COMBAT DRUGS
1Adrenalight: 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. 
2Grave Lotus: Add 1 to the Strength characteristic of models in this unit. 
3Hypex: Add 2" to the Move characteristic of models in this unit. 
4Painbringer: Add 1 to the Toughness characteristic of models in this unit. 
5Serpentin: Improve the Weapon Skill characteristic of models in this unit by 1. 
6Splintermind: Improve the Ballistic Skill and Leadership characteristics of models in this unit by 1. 
HYPERSTIMM BACKLASH2CP
Drukhari – Wargear Stratagem

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.

Use this Stratagem in your Command phase. Select one <WYCH CULT> unit with the Combat Drugs ability from your army. Until your next Command phase, each effect of the Combat Drugs ability on that unit is doubled (e.g. if the unit is affected by Painbringer, add 2 to the Toughness characteristic of models affected by that combat drug instead of 1). A model with the Phial Bouquet Relic cannot be selected for this Stratagem.
Engagement Range
Engagement Range represents the zone of threat that models present to their enemies. While a model is within 1" horizontally and 5" vertically of an enemy model, those models are within Engagement Range of each other. While two enemy models are within Engagement Range of each other, those models’ units are also within Engagement Range of each other. Models cannot be set up within Engagement Range of enemy models.

  • Engagement Range: 1" horizontally + 5" vertically.
  • Models cannot be set up within Engagement Range of enemy models.
Charging with a Unit
Once you have chosen an eligible unit to declare a charge with, you must select one or more enemy units within 12" of it as the targets of its charge. The target(s) of this charge do not need to be visible to the charging unit. You then make a charge roll for your unit by rolling 2D6. This is the maximum number of inches each model in the charging unit can now be moved if they can make the charge move. To make a charge move, the unit’s charge roll must be sufficient that it is able to end that move in unit coherency and within Engagement Range of every unit that was a target of its charge, without moving within Engagement Range of any enemy units that were not a target of its charge. If this is possible, then the charge is successful and the models in the unit make a charge move so as to fulfil the above conditions. If this is impossible, the charge fails and no models in the charging unit move this phase.

  • Declare targets of the charge (must be within 12").
  • Charge roll = 2D6".
  • If insufficient to move charging unit into Engagement Range of all targets, charge fails.
  • If charge successful, models make their charge move.
  • Cannot make a charge move within Engagement Range of any unit that was not the target of the charge.
CRUEL DECEPTION1CP/2CP
Drukhari – Battle Tactic Stratagem

Commorrite society is founded upon opportunistic deception.

Use this Stratagem in your Movement phase, when a DRUKHARI unit from your army Falls Back. You can select for this unit to be eligible to shoot this turn or eligible to declare a charge this turn, or both. If you select both, this Stratagem costs 2CP; otherwise, it costs 1CP.

The RAIDER keyword is used in following Drukhari datasheets:

Dedicated Transport

The RAVAGER keyword is used in following Drukhari datasheets:

Heavy Support
ENHANCED AETHERSAILS1CP
Drukhari – Wargear Stratagem

Drukhari raiding craft bear many enhancements that allow for lightning-fast attacks and swift withdrawals.

Use this Stratagem in your Movement phase, when a RAIDER or RAVAGER unit from your army is selected to Advance. Do not make an Advance roll. Instead, until the end of the phase, add 8" to the Move characteristic of this model.
Normal Move
When a unit makes a Normal Move, each model in that unit can move a distance in inches equal to or less than the Move (M) characteristic shown on its datasheet, but no model can be moved within Engagement Range of enemy models.

  • Normal Move: Models move up to M".
  • Cannot move within Engagement Range of any enemy models.
EVISCERATING FLY-BY1CP/2CP
Drukhari – Strategic Ploy Stratagem

The airborne combatants of a Wych Cult have no need to slow down in order to carry out their slaughter.

Use this Stratagem in your Movement phase, when you select a <WYCH CULT> unit that can FLY to make a Normal Move or Advance. After this unit has moved, select one enemy unit this unit moved across and roll one D6 for each model in this unit, adding 1 to the result if the enemy unit is an INFANTRY unit: for each result of 5+, that enemy unit suffers 1 mortal wound. If the selected <WYCH CULT> unit contains 5 or fewer models, this Stratagem costs 1CP; otherwise, it costs 2CP.
Disembark
If a unit starts its Movement phase embarked within a TRANSPORT model, that unit can disembark in that phase so long as the model itself has not yet made a Normal Move, an Advance or has Fallen Back that phase.

When a unit disembarks, set it up on the battlefield so that it is wholly within 3" of the TRANSPORT model and not within Engagement Range of any enemy models.

Units that disembark can then act normally (move, shoot, charge, fight, etc.) in the remainder of the turn, but its models count as having moved that turn, even if they are not moved further (i.e. they never count as having Remained Stationary).

  • Units that start their Movement phase embarked in a TRANSPORT can disembark this phase.
  • A unit must disembark before their TRANSPORT moves.
  • Disembarking units must be set up wholly within 3" of their TRANSPORT and not within Engagement Range of any enemy models.
  • Units that have disembarked count as having moved this turn.
MURDEROUS DESCENT1CP
Drukhari – Strategic Ploy Stratagem

As their transports descend, Drukhari are swift to plunge into their prey, blades bared.

Use this Stratagem in the Reinforcements step, after a TRANSPORT unit from your army is set up on the battlefield. Any units embarked upon that TRANSPORT unit can disembark after it is set up, but when they do so, they must be set up more than 9" away from any enemy units.

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

Dedicated Transport
Heavy Support
SWIFT OUTFLANKING1CP
Drukhari – Strategic Ploy Stratagem

Transport barques seek to ferry their murderous cargo on new attack angles, or else move aloft to provide encircling fire support.

Use this Stratagem at the end of your Movement phase. Select one DRUKHARI TRANSPORT unit from your army that is wholly within 9" of any battlefield edge. Remove that unit from the battlefield. That unit is placed into Strategic Reserves.
Normal Move
When a unit makes a Normal Move, each model in that unit can move a distance in inches equal to or less than the Move (M) characteristic shown on its datasheet, but no model can be moved within Engagement Range of enemy models.

  • Normal Move: Models move up to M".
  • Cannot move within Engagement Range of any enemy models.
Engagement Range
Engagement Range represents the zone of threat that models present to their enemies. While a model is within 1" horizontally and 5" vertically of an enemy model, those models are within Engagement Range of each other. While two enemy models are within Engagement Range of each other, those models’ units are also within Engagement Range of each other. Models cannot be set up within Engagement Range of enemy models.

  • Engagement Range: 1" horizontally + 5" vertically.
  • Models cannot be set up within Engagement Range of enemy models.
Charging with a Unit
Once you have chosen an eligible unit to declare a charge with, you must select one or more enemy units within 12" of it as the targets of its charge. The target(s) of this charge do not need to be visible to the charging unit. You then make a charge roll for your unit by rolling 2D6. This is the maximum number of inches each model in the charging unit can now be moved if they can make the charge move. To make a charge move, the unit’s charge roll must be sufficient that it is able to end that move in unit coherency and within Engagement Range of every unit that was a target of its charge, without moving within Engagement Range of any enemy units that were not a target of its charge. If this is possible, then the charge is successful and the models in the unit make a charge move so as to fulfil the above conditions. If this is impossible, the charge fails and no models in the charging unit move this phase.

  • Declare targets of the charge (must be within 12").
  • Charge roll = 2D6".
  • If insufficient to move charging unit into Engagement Range of all targets, charge fails.
  • If charge successful, models make their charge move.
  • Cannot make a charge move within Engagement Range of any unit that was not the target of the charge.
DANCE OF DEATH1CP
Cult of Strife – Battle Tactic Stratagem

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.

Use this Stratagem in your Movement phase, when a CULT OF STRIFE unit in your army is selected to move, or in your Charge phase, when a CULT OF STRIFE unit in your army is selected to charge. Until the end of the phase, each time that unit makes a Normal Move, Advances, Falls Back or it makes a charge move, until that move is finished, models in that unit can move horizontally through models and terrain features (they cannot finish a move on top of another model, or its base).
PICK THEM APART2CP
Cult of Strife – Strategic Ploy Stratagem

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.

Use this Stratagem in your Movement phase, when a CULT OF STRIFE unit from your army Falls Back. That unit is eligible to shoot and/or charge this turn even though it Fell Back.

The HAEMONCULUS keyword is used in following Drukhari datasheets:

CRUCIBLE OF MALEDICTION2CP
Drukhari – Wargear Stratagem

When opened, the souls of tortured psykers spew outward, driving insane any nearby whose minds are attuned to the warp.

Use this Stratagem in your Psychic phase. Select one HAEMONCULUS unit from your army and roll one D6 for each enemy PSYKER unit within 12" of it; for each roll of 4+, that PSYKER unit suffers D3 mortal wounds. You can only use this Stratagem once.

The DRUKHARI and HAYWIRE GRENADE keywords are used in following Drukhari datasheets:

Troops
Fast Attack
HAYWIRE GRENADE1CP
Drukhari – Wargear Stratagem

Haywire grenades send out a powerful electromagnetic pulse to debilitate and damage enemy vehicles.

Use this Stratagem in your Shooting phase, when a DRUKHARI HAYWIRE GRENADE unit from your army is selected to shoot. Select one model in that unit; that model can only make one attack this phase, and must target an enemy VEHICLE unit within 6" of it, but if a hit is scored, that VEHICLE unit suffers D3 mortal wounds and the attack sequence ends.
Normal Move
When a unit makes a Normal Move, each model in that unit can move a distance in inches equal to or less than the Move (M) characteristic shown on its datasheet, but no model can be moved within Engagement Range of enemy models.

  • Normal Move: Models move up to M".
  • Cannot move within Engagement Range of any enemy models.
Engagement Range
Engagement Range represents the zone of threat that models present to their enemies. While a model is within 1" horizontally and 5" vertically of an enemy model, those models are within Engagement Range of each other. While two enemy models are within Engagement Range of each other, those models’ units are also within Engagement Range of each other. Models cannot be set up within Engagement Range of enemy models.

  • Engagement Range: 1" horizontally + 5" vertically.
  • Models cannot be set up within Engagement Range of enemy models.
Charging with a Unit
Once you have chosen an eligible unit to declare a charge with, you must select one or more enemy units within 12" of it as the targets of its charge. The target(s) of this charge do not need to be visible to the charging unit. You then make a charge roll for your unit by rolling 2D6. This is the maximum number of inches each model in the charging unit can now be moved if they can make the charge move. To make a charge move, the unit’s charge roll must be sufficient that it is able to end that move in unit coherency and within Engagement Range of every unit that was a target of its charge, without moving within Engagement Range of any enemy units that were not a target of its charge. If this is possible, then the charge is successful and the models in the unit make a charge move so as to fulfil the above conditions. If this is impossible, the charge fails and no models in the charging unit move this phase.

  • Declare targets of the charge (must be within 12").
  • Charge roll = 2D6".
  • If insufficient to move charging unit into Engagement Range of all targets, charge fails.
  • If charge successful, models make their charge move.
  • Cannot make a charge move within Engagement Range of any unit that was not the target of the charge.
NEVER STATIONARY2CP
Drukhari – Strategic Ploy Stratagem

The Drukhari are masters at using hit-and-run tactics, engaging a target with a flurry of shots before quickly manoeuvring into cover or out of sight.

Use this Stratagem in your Shooting phase after making attacks with a DRUKHARI unit (excluding AIRCRAFT units) from your army. That unit can immediately make a Normal Move of up to 7". Until the end of the turn, that unit is not eligible to declare a charge.
Poisoned Weapon

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.
POTENT METALLOTOXINS2CP
Drukhari – Wargear Stratagem

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.

Use this Stratagem in your Shooting phase or the Fight phase, when you select a DRUKHARI unit from your army to shoot or fight. Until the end of the phase, each time an attack is made with a poisoned weapon (excluding Relics) by that unit, that ability does not exclude VEHICLE units (though it does still exclude TITANIC units).

The DRUKHARI and CORE keywords are used in following Drukhari datasheets:

Heavy Support
PREY ON THE WEAK1CP
Drukhari – Strategic Ploy Stratagem

The scent of a foe in pain draws Drukhari to it like hungry predators to an injured beast, their senses sharpening at its tang.

Use this Stratagem in your Shooting phase or the Fight phase, when a DRUKHARI CORE unit from your army is selected to shoot or fight. Until the end of the phase, each time a model in this unit makes an attack:
  • If that attack targets a unit that was below its starting strength when this unit was selected to shoot or fight, re-roll a hit roll of 1.
  • If that attack targets a unit that was below Half-strength when this unit was selected to shoot or fight, you can re-roll the hit roll.

The CULT OF STRIFE and WYCHES keywords are used in following Drukhari datasheets:

Troops
Engagement Range
Engagement Range represents the zone of threat that models present to their enemies. While a model is within 1" horizontally and 5" vertically of an enemy model, those models are within Engagement Range of each other. While two enemy models are within Engagement Range of each other, those models’ units are also within Engagement Range of each other. Models cannot be set up within Engagement Range of enemy models.

  • Engagement Range: 1" horizontally + 5" vertically.
  • Models cannot be set up within Engagement Range of enemy models.
NO METHOD OF DEATH BEYOND OUR GRASP2CP
Cult of Strife – Battle Tactic Stratagem

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.

Use this Stratagem at the end of your Shooting phase or the Fight phase. Select one CULT OF STRIFE WYCHES unit from your army. If it is the Shooting phase, that unit can shoot again. If it is the Fight phase, and that unit is within Engagement Range of any enemy units, that unit can fight again. You can only use this Stratagem once per battle round.
Light Cover
When an attack made with a ranged weapon wounds a model that is receiving the benefits of cover from this terrain feature, add 1 to the saving throw made against that attack (invulnerable saving throws are not affected).

  • +1 to saving throws against ranged weapons.
  • Invulnerable saving throws unaffected.
Saving Throw
The player commanding the target unit then makes one saving throw by rolling one D6 and modifying the roll by the Armour Penetration (AP) characteristic of the weapon that the attack was made with. For example, if the weapon has an AP of -1, then 1 is subtracted from the saving throw roll. If the result is equal to, or greater than, the Save (Sv) characteristic of the model the attack was allocated to, then the saving throw is successful and the attack sequence ends. If the result is less than the model’s Save characteristic, then the saving throw fails and the model suffers damage. An unmodified roll of 1 always fails.
Saving Throw
The player commanding the target unit then makes one saving throw by rolling one D6 and modifying the roll by the Armour Penetration (AP) characteristic of the weapon that the attack was made with. For example, if the weapon has an AP of -1, then 1 is subtracted from the saving throw roll. If the result is equal to, or greater than, the Save (Sv) characteristic of the model the attack was allocated to, then the saving throw is successful and the attack sequence ends. If the result is less than the model’s Save characteristic, then the saving throw fails and the model suffers damage. An unmodified roll of 1 always fails.
Invulnerable Saves
Some models have an invulnerable save. Each time an attack is allocated to a model with an invulnerable save, you can choose to use either its normal Save (Sv) characteristic or its invulnerable save, but not both. If a model has more than one invulnerable save, it can only use one of them – choose which it will use. If you use a model’s invulnerable save, it is never modified by a weapon’s Armour Penetration value.

  • Invulnerable save: Saving throw that is never modified by attacking weapon’s AP.
  • A model with an invulnerable save can use it instead of its normal Sv.
HUNT FROM THE SHADOWS1CP
Drukhari – Battle Tactic Stratagem

The denizens of Commorragh use the shadows to their advantage.

Use this Stratagem in your opponent’s Shooting phase, when a DRUKHARI unit from your army that has the benefits of Light Cover is selected as the target of a ranged attack. Until the end of that phase, add an additional 1 to that unit’s saving throws (excluding invulnerable saving throws).

The DRUKHARI and BIKER keywords are used in following Drukhari datasheets:

The URIEN RAKARTH keyword is used in following Drukhari datasheets:

LIGHTNING FAST REACTIONS1CP
Drukhari – Battle Tactic Stratagem

The hyper-fast reflexes of the Drukhari allow them to duck and weave to avoid all but the swiftest enemy strikes.

Use this Stratagem in your opponents Shooting phase or the Fight phase, when a DRUKHARI INFANTRY, DRUKHARI VEHICLE or DRUKHARI BIKER unit from your army (excluding URIEN RAKARTH or a <HAEMONCULUS COVEN> unit) is selected as the target of an attack. Until the end of the phase, each time an attack is made against that unit, subtract 1 from that attack’s hit roll.

The DRUKHARI and SHOCK PROW keywords are used in following Drukhari datasheets:

Dedicated Transport
Heavy Support
Engagement Range
Engagement Range represents the zone of threat that models present to their enemies. While a model is within 1" horizontally and 5" vertically of an enemy model, those models are within Engagement Range of each other. While two enemy models are within Engagement Range of each other, those models’ units are also within Engagement Range of each other. Models cannot be set up within Engagement Range of enemy models.

  • Engagement Range: 1" horizontally + 5" vertically.
  • Models cannot be set up within Engagement Range of enemy models.
Charging with a Unit
Once you have chosen an eligible unit to declare a charge with, you must select one or more enemy units within 12" of it as the targets of its charge. The target(s) of this charge do not need to be visible to the charging unit. You then make a charge roll for your unit by rolling 2D6. This is the maximum number of inches each model in the charging unit can now be moved if they can make the charge move. To make a charge move, the unit’s charge roll must be sufficient that it is able to end that move in unit coherency and within Engagement Range of every unit that was a target of its charge, without moving within Engagement Range of any enemy units that were not a target of its charge. If this is possible, then the charge is successful and the models in the unit make a charge move so as to fulfil the above conditions. If this is impossible, the charge fails and no models in the charging unit move this phase.

  • Declare targets of the charge (must be within 12").
  • Charge roll = 2D6".
  • If insufficient to move charging unit into Engagement Range of all targets, charge fails.
  • If charge successful, models make their charge move.
  • Cannot make a charge move within Engagement Range of any unit that was not the target of the charge.
Engagement Range
Engagement Range represents the zone of threat that models present to their enemies. While a model is within 1" horizontally and 5" vertically of an enemy model, those models are within Engagement Range of each other. While two enemy models are within Engagement Range of each other, those models’ units are also within Engagement Range of each other. Models cannot be set up within Engagement Range of enemy models.

  • Engagement Range: 1" horizontally + 5" vertically.
  • Models cannot be set up within Engagement Range of enemy models.
SHOCK PROW1CP
Drukhari – Wargear Stratagem

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.

Use this Stratagem in the Charge phase, when a DRUKHARI SHOCK PROW unit from your army finishes a charge move. Select one enemy unit within Engagement Range of that SHOCK PROW unit:
  • If the selected enemy unit is a VEHICLE unit, roll one D6: on a 2+, that unit suffers D3 mortal wounds.
  • If the selected enemy unit is not a VEHICLE unit, roll one D6 for each model in that enemy unit that is within Engagement Range of the SHOCK PROW unit. For each dice result that equals or exceeds that enemy unit’s Toughness characteristic, it suffers 1 mortal wound.

The CULT OF STRIFE and INFANTRY keywords are used in following Drukhari datasheets:

Troops
Fast Attack
Defensible (Set to Defend/Hold Steady)
If every model in an INFANTRY unit is on or in an Area Terrain feature with this trait, then it can either Hold Steady or it can Set to Defend (see below) when an enemy unit declares a charge against it.

If every model in an INFANTRY unit is within 3" of an Obstacle terrain feature with this trait, then it can either Hold Steady or it can Set to Defend (see below) when an enemy unit declares a charge against it if, were you to draw a straight line, 1mm in thickness, between the closest parts of the bases (or hulls) of the two closest models in the two units, that line would pass over or through that terrain feature.

A unit cannot Hold Steady or Set to Defend while it is within Engagement Range of any enemy units.

If a unit Holds Steady, any Overwatch attacks made by that unit this phase will score hits on rolls of 5+. If a unit Sets to Defend, it cannot fire Overwatch this phase, but you add 1 to hit rolls when resolving attacks made with melee weapons by models in that unit until the end of the next Fight phase.

  • INFANTRY units can Hold Steady or Set to Defend (if no enemy within Engagement Range}.
  • Hold Steady: Overwatch attacks hit on 5+.
  • Set to Defend: Cannot fire Overwatch but add 1 to hit rolls in next Fight phase.
FLAWLESS APPROACH1CP
Cult of Strife – Strategic Ploy Stratagem

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.

Use this Stratagem in your Charge phase, when a CULT OF STRIFE INFANTRY unit from your army is selected to charge. Until the end of the turn:
  • Enemy units cannot fire Overwatch at that unit.
  • Enemy units selected as the target of that unit’s charge cannot Hold Steady or Set to Defend as a result of that unit’s charge.
THE GREAT ENEMY1CP
Drukhari – Battle Tactic Stratagem

The Chaos God Slaanesh is reviled by the Aeldari, who hate and despise his followers with a ferocious loathing.

Use this Stratagem in the Fight phase, when a DRUKHARI unit from your army is selected to fight. Until the end of the phase, each time a model in that unit makes a melee attack against a SLAANESH unit, you can re-roll the hit roll and you can re-roll wound roll.

The URIEN RAKARTH keyword is used in following Drukhari datasheets:

The WRACKS keyword is used in following Drukhari datasheets:

Troops
THE TORTURER’S CRAFT1CP/2CP
Drukhari – Battle Tactic Stratagem

Over long millennia in Commorragh’s undercity, the Haemonculus Covens have perfected the craft of carving flesh.

Use this Stratagem in the Fight phase when URIEN RAKARTH or a <HAEMONCULUS COVEN> unit from your army is selected to fight. Until the end of the phase, each time a model in that unit makes an attack, you can re-roll the wound roll. If this Stratagem is used when a CHARACTER or WRACKS unit that contains 10 or less models is selected to fight, it costs 1CP; otherwise, it costs 2CP.

The PROPHETS OF FLESH and HAEMONCULUS keywords are used in following Drukhari datasheets:

The GROTESQUES keyword is used in following Drukhari datasheets:

SINS WRIT LARGE1CP/2CP
Prophets of Flesh – Battle Tactic Stratagem

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.

Use this Stratagem at the start of the Fight phase. Select one PROPHETS OF FLESH INFANTRY unit from your army that is within 6" of a friendly PROPHETS OF FLESH HAEMONCULUS unit. Until the end of the phase, each time an attack is made by this PROPHETS OF FLESH INFANTRY unit you can re-roll the hit roll. If the selected unit is a GROTESQUES unit, this Stratagem costs 2CP; otherwise, it costs 1CP.
ART OF THE KILL2CP/3CP
Cult of Strife – Battle Tactic Stratagem

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.

Use this Stratagem in the Fight phase, when a CULT OF STRIFE unit from your army is selected to fight. Until the end of the phase, each time a model in that unit makes a melee attack, you can re-roll the wound roll. If that unit has 11 or more models, this Stratagem costs 3CP; otherwise, it costs 2CP.
THE BLADE WELL PLACED2CP
Cult of Strife – Battle Tactic Stratagem

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.

Use this Stratagem in the Fight phase, when a CULT OF STRIFE INFANTRY unit from your army is selected to fight. Until the end of the phase, each time a melee attack is made by a model in that unit, improve the Armour Penetration characteristic of that attack by 1.

The COVEN OF TWELVE and HAEMONCULUS keywords are used in following Drukhari datasheets:

Consolidate
When a unit consolidates, you can move each model in the unit up to 3" – this is a Consolidation move. Each model must finish its Consolidation move closer to the closest enemy model. A model that is already touching an enemy model cannot move, but still counts as having consolidated. Remember that a unit must finish any type of move in unit coherency.

  • Consolidate: Move up to 3".
  • Must end closer to the closest enemy model.
Engagement Range
Engagement Range represents the zone of threat that models present to their enemies. While a model is within 1" horizontally and 5" vertically of an enemy model, those models are within Engagement Range of each other. While two enemy models are within Engagement Range of each other, those models’ units are also within Engagement Range of each other. Models cannot be set up within Engagement Range of enemy models.

  • Engagement Range: 1" horizontally + 5" vertically.
  • Models cannot be set up within Engagement Range of enemy models.
A MOST INVENTIVE DEMISE1CP
Coven of Twelve – Epic Deed Stratagem

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.

Use this Stratagem after a COVEN OF TWELVE HAEMONCULUS unit from your army consolidates. Select one enemy CHARACTER model (excluding VEHICLE or MONSTER models) that is within Engagement Range of this HAEMONCULUS unit and roll one D6. On a 2-5 that model suffers D3 mortal wounds. On a 6 that model suffers D3+3 mortal wounds.

The CULT OF STRIFE and WYCHES keywords are used in following Drukhari datasheets:

Troops
Engagement Range
Engagement Range represents the zone of threat that models present to their enemies. While a model is within 1" horizontally and 5" vertically of an enemy model, those models are within Engagement Range of each other. While two enemy models are within Engagement Range of each other, those models’ units are also within Engagement Range of each other. Models cannot be set up within Engagement Range of enemy models.

  • Engagement Range: 1" horizontally + 5" vertically.
  • Models cannot be set up within Engagement Range of enemy models.
NO METHOD OF DEATH BEYOND OUR GRASP2CP
Cult of Strife – Battle Tactic Stratagem

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.

Use this Stratagem at the end of your Shooting phase or the Fight phase. Select one CULT OF STRIFE WYCHES unit from your army. If it is the Shooting phase, that unit can shoot again. If it is the Fight phase, and that unit is within Engagement Range of any enemy units, that unit can fight again. You can only use this Stratagem once per battle round.

The URIEN RAKARTH keyword is used in following Drukhari datasheets:

The WRACKS keyword is used in following Drukhari datasheets:

Troops
THE TORTURER’S CRAFT1CP/2CP
Drukhari – Battle Tactic Stratagem

Over long millennia in Commorragh’s undercity, the Haemonculus Covens have perfected the craft of carving flesh.

Use this Stratagem in the Fight phase when URIEN RAKARTH or a <HAEMONCULUS COVEN> unit from your army is selected to fight. Until the end of the phase, each time a model in that unit makes an attack, you can re-roll the wound roll. If this Stratagem is used when a CHARACTER or WRACKS unit that contains 10 or less models is selected to fight, it costs 1CP; otherwise, it costs 2CP.
ART OF THE KILL2CP/3CP
Cult of Strife – Battle Tactic Stratagem

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.

Use this Stratagem in the Fight phase, when a CULT OF STRIFE unit from your army is selected to fight. Until the end of the phase, each time a model in that unit makes a melee attack, you can re-roll the wound roll. If that unit has 11 or more models, this Stratagem costs 3CP; otherwise, it costs 2CP.
THE BLADE WELL PLACED2CP
Cult of Strife – Battle Tactic Stratagem

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.

Use this Stratagem in the Fight phase, when a CULT OF STRIFE INFANTRY unit from your army is selected to fight. Until the end of the phase, each time a melee attack is made by a model in that unit, improve the Armour Penetration characteristic of that attack by 1.

The CULT OF STRIFE and WYCHES keywords are used in following Drukhari datasheets:

Troops
Engagement Range
Engagement Range represents the zone of threat that models present to their enemies. While a model is within 1" horizontally and 5" vertically of an enemy model, those models are within Engagement Range of each other. While two enemy models are within Engagement Range of each other, those models’ units are also within Engagement Range of each other. Models cannot be set up within Engagement Range of enemy models.

  • Engagement Range: 1" horizontally + 5" vertically.
  • Models cannot be set up within Engagement Range of enemy models.
NO METHOD OF DEATH BEYOND OUR GRASP2CP
Cult of Strife – Battle Tactic Stratagem

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.

Use this Stratagem at the end of your Shooting phase or the Fight phase. Select one CULT OF STRIFE WYCHES unit from your army. If it is the Shooting phase, that unit can shoot again. If it is the Fight phase, and that unit is within Engagement Range of any enemy units, that unit can fight again. You can only use this Stratagem once per battle round.
The Warlord
While mustering your army, you can nominate one model (except a model with the FORTIFICATION keyword) to be your Warlord. That model gains the WARLORD keyword. If this model is a CHARACTER, you can also assign a Warlord Trait to it. Note, that more than one model in your army can have a Warlord Trait (e.g. by using Stratagems), but they are only considered your Warlord for the purpose of that trait.
PRAY THEY DON’T TAKE YOU ALIVE1CP
Drukhari – Epic Deed Stratagem

Few armies are able to maintain their mettle when the sounds of their leader’s tortured screams fill the air.

Use this Stratagem in the Fight phase, when an enemy WARLORD unit is destroyed by a melee attack made by a DRUKHARI unit from your army. Until the end of the battle, each time a Combat Attrition test is taken for an enemy unit, subtract 1 from that Combat Attrition test.

The CRONOS keyword is used in following Drukhari datasheets:

Heavy Support
Saving Throw
The player commanding the target unit then makes one saving throw by rolling one D6 and modifying the roll by the Armour Penetration (AP) characteristic of the weapon that the attack was made with. For example, if the weapon has an AP of -1, then 1 is subtracted from the saving throw roll. If the result is equal to, or greater than, the Save (Sv) characteristic of the model the attack was allocated to, then the saving throw is successful and the attack sequence ends. If the result is less than the model’s Save characteristic, then the saving throw fails and the model suffers damage. An unmodified roll of 1 always fails.
Invulnerable Saves
Some models have an invulnerable save. Each time an attack is allocated to a model with an invulnerable save, you can choose to use either its normal Save (Sv) characteristic or its invulnerable save, but not both. If a model has more than one invulnerable save, it can only use one of them – choose which it will use. If you use a model’s invulnerable save, it is never modified by a weapon’s Armour Penetration value.

  • Invulnerable save: Saving throw that is never modified by attacking weapon’s AP.
  • A model with an invulnerable save can use it instead of its normal Sv.
Engagement Range
Engagement Range represents the zone of threat that models present to their enemies. While a model is within 1" horizontally and 5" vertically of an enemy model, those models are within Engagement Range of each other. While two enemy models are within Engagement Range of each other, those models’ units are also within Engagement Range of each other. Models cannot be set up within Engagement Range of enemy models.

  • Engagement Range: 1" horizontally + 5" vertically.
  • Models cannot be set up within Engagement Range of enemy models.
Charging with a Unit
Once you have chosen an eligible unit to declare a charge with, you must select one or more enemy units within 12" of it as the targets of its charge. The target(s) of this charge do not need to be visible to the charging unit. You then make a charge roll for your unit by rolling 2D6. This is the maximum number of inches each model in the charging unit can now be moved if they can make the charge move. To make a charge move, the unit’s charge roll must be sufficient that it is able to end that move in unit coherency and within Engagement Range of every unit that was a target of its charge, without moving within Engagement Range of any enemy units that were not a target of its charge. If this is possible, then the charge is successful and the models in the unit make a charge move so as to fulfil the above conditions. If this is impossible, the charge fails and no models in the charging unit move this phase.

  • Declare targets of the charge (must be within 12").
  • Charge roll = 2D6".
  • If insufficient to move charging unit into Engagement Range of all targets, charge fails.
  • If charge successful, models make their charge move.
  • Cannot make a charge move within Engagement Range of any unit that was not the target of the charge.
HEAVY
Heavy weapons are amongst the biggest guns on the battlefield, but they require bracing to fire at full effect and are unwieldy to bring to bear at close quarters.
When an INFANTRY model shoots a Heavy weapon, subtract 1 from the hit rolls when resolving that weapon’s attacks if the firing model’s unit has moved for any reason this turn (e.g. it made a Normal Move this turn).

  • Subtract 1 from hit rolls if firing model is INFANTRY and its unit has moved this turn.
Engagement Range
Engagement Range represents the zone of threat that models present to their enemies. While a model is within 1" horizontally and 5" vertically of an enemy model, those models are within Engagement Range of each other. While two enemy models are within Engagement Range of each other, those models’ units are also within Engagement Range of each other. Models cannot be set up within Engagement Range of enemy models.

  • Engagement Range: 1" horizontally + 5" vertically.
  • Models cannot be set up within Engagement Range of enemy models.
Saving Throw
The player commanding the target unit then makes one saving throw by rolling one D6 and modifying the roll by the Armour Penetration (AP) characteristic of the weapon that the attack was made with. For example, if the weapon has an AP of -1, then 1 is subtracted from the saving throw roll. If the result is equal to, or greater than, the Save (Sv) characteristic of the model the attack was allocated to, then the saving throw is successful and the attack sequence ends. If the result is less than the model’s Save characteristic, then the saving throw fails and the model suffers damage. An unmodified roll of 1 always fails.
Invulnerable Saves
Some models have an invulnerable save. Each time an attack is allocated to a model with an invulnerable save, you can choose to use either its normal Save (Sv) characteristic or its invulnerable save, but not both. If a model has more than one invulnerable save, it can only use one of them – choose which it will use. If you use a model’s invulnerable save, it is never modified by a weapon’s Armour Penetration value.

  • Invulnerable save: Saving throw that is never modified by attacking weapon’s AP.
  • A model with an invulnerable save can use it instead of its normal Sv.
Power From Pain

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 ROUNDADDITIONAL 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. 
PAIN SYPHON1CP
Drukhari – Strategic Ploy Stratagem

Cronos parasite engines absorb and magnify the agonies of nearby foes, driving their fellow raiders into a frenzy.

Use this Stratagem when a DRUKHARI unit from your army that is within 6" of a friendly CRONOS unit destroys an enemy unit with a melee or ranged attack. Until the end of the battle, that DRUKHARI unit always treats each battle round as if it is battle round 5 for the purposes of the Power From Pain ability.
Engagement Range
Engagement Range represents the zone of threat that models present to their enemies. While a model is within 1" horizontally and 5" vertically of an enemy model, those models are within Engagement Range of each other. While two enemy models are within Engagement Range of each other, those models’ units are also within Engagement Range of each other. Models cannot be set up within Engagement Range of enemy models.

  • Engagement Range: 1" horizontally + 5" vertically.
  • Models cannot be set up within Engagement Range of enemy models.
Charging with a Unit
Once you have chosen an eligible unit to declare a charge with, you must select one or more enemy units within 12" of it as the targets of its charge. The target(s) of this charge do not need to be visible to the charging unit. You then make a charge roll for your unit by rolling 2D6. This is the maximum number of inches each model in the charging unit can now be moved if they can make the charge move. To make a charge move, the unit’s charge roll must be sufficient that it is able to end that move in unit coherency and within Engagement Range of every unit that was a target of its charge, without moving within Engagement Range of any enemy units that were not a target of its charge. If this is possible, then the charge is successful and the models in the unit make a charge move so as to fulfil the above conditions. If this is impossible, the charge fails and no models in the charging unit move this phase.

  • Declare targets of the charge (must be within 12").
  • Charge roll = 2D6".
  • If insufficient to move charging unit into Engagement Range of all targets, charge fails.
  • If charge successful, models make their charge move.
  • Cannot make a charge move within Engagement Range of any unit that was not the target of the charge.

The URIEN RAKARTH keyword is used in following Drukhari datasheets:

The WRACKS keyword is used in following Drukhari datasheets:

Troops

The DRUKHARI and BIKER keywords are used in following Drukhari datasheets:

The URIEN RAKARTH keyword is used in following Drukhari datasheets:

Light Cover
When an attack made with a ranged weapon wounds a model that is receiving the benefits of cover from this terrain feature, add 1 to the saving throw made against that attack (invulnerable saving throws are not affected).

  • +1 to saving throws against ranged weapons.
  • Invulnerable saving throws unaffected.
Saving Throw
The player commanding the target unit then makes one saving throw by rolling one D6 and modifying the roll by the Armour Penetration (AP) characteristic of the weapon that the attack was made with. For example, if the weapon has an AP of -1, then 1 is subtracted from the saving throw roll. If the result is equal to, or greater than, the Save (Sv) characteristic of the model the attack was allocated to, then the saving throw is successful and the attack sequence ends. If the result is less than the model’s Save characteristic, then the saving throw fails and the model suffers damage. An unmodified roll of 1 always fails.
Saving Throw
The player commanding the target unit then makes one saving throw by rolling one D6 and modifying the roll by the Armour Penetration (AP) characteristic of the weapon that the attack was made with. For example, if the weapon has an AP of -1, then 1 is subtracted from the saving throw roll. If the result is equal to, or greater than, the Save (Sv) characteristic of the model the attack was allocated to, then the saving throw is successful and the attack sequence ends. If the result is less than the model’s Save characteristic, then the saving throw fails and the model suffers damage. An unmodified roll of 1 always fails.
Invulnerable Saves
Some models have an invulnerable save. Each time an attack is allocated to a model with an invulnerable save, you can choose to use either its normal Save (Sv) characteristic or its invulnerable save, but not both. If a model has more than one invulnerable save, it can only use one of them – choose which it will use. If you use a model’s invulnerable save, it is never modified by a weapon’s Armour Penetration value.

  • Invulnerable save: Saving throw that is never modified by attacking weapon’s AP.
  • A model with an invulnerable save can use it instead of its normal Sv.
The Warlord
While mustering your army, you can nominate one model (except a model with the FORTIFICATION keyword) to be your Warlord. That model gains the WARLORD keyword. If this model is a CHARACTER, you can also assign a Warlord Trait to it. Note, that more than one model in your army can have a Warlord Trait (e.g. by using Stratagems), but they are only considered your Warlord for the purpose of that trait.

The ARCHON keyword is used in following Drukhari datasheets:

The SUCCUBUS keyword is used in following Drukhari datasheets:

The HAEMONCULUS keyword is used in following Drukhari datasheets:

The Warlord
While mustering your army, you can nominate one model (except a model with the FORTIFICATION keyword) to be your Warlord. That model gains the WARLORD keyword. If this model is a CHARACTER, you can also assign a Warlord Trait to it. Note, that more than one model in your army can have a Warlord Trait (e.g. by using Stratagems), but they are only considered your Warlord for the purpose of that trait.
The Warlord
While mustering your army, you can nominate one model (except a model with the FORTIFICATION keyword) to be your Warlord. That model gains the WARLORD keyword. If this model is a CHARACTER, you can also assign a Warlord Trait to it. Note, that more than one model in your army can have a Warlord Trait (e.g. by using Stratagems), but they are only considered your Warlord for the purpose of that trait.

The DRUKHARI and BIKER keywords are used in following Drukhari datasheets:

The DRUKHARI and BEAST keywords are used in following Drukhari datasheets:

The CRONOS keyword is used in following Drukhari datasheets:

Heavy Support
Saving Throw
The player commanding the target unit then makes one saving throw by rolling one D6 and modifying the roll by the Armour Penetration (AP) characteristic of the weapon that the attack was made with. For example, if the weapon has an AP of -1, then 1 is subtracted from the saving throw roll. If the result is equal to, or greater than, the Save (Sv) characteristic of the model the attack was allocated to, then the saving throw is successful and the attack sequence ends. If the result is less than the model’s Save characteristic, then the saving throw fails and the model suffers damage. An unmodified roll of 1 always fails.
Invulnerable Saves
Some models have an invulnerable save. Each time an attack is allocated to a model with an invulnerable save, you can choose to use either its normal Save (Sv) characteristic or its invulnerable save, but not both. If a model has more than one invulnerable save, it can only use one of them – choose which it will use. If you use a model’s invulnerable save, it is never modified by a weapon’s Armour Penetration value.

  • Invulnerable save: Saving throw that is never modified by attacking weapon’s AP.
  • A model with an invulnerable save can use it instead of its normal Sv.
Engagement Range
Engagement Range represents the zone of threat that models present to their enemies. While a model is within 1" horizontally and 5" vertically of an enemy model, those models are within Engagement Range of each other. While two enemy models are within Engagement Range of each other, those models’ units are also within Engagement Range of each other. Models cannot be set up within Engagement Range of enemy models.

  • Engagement Range: 1" horizontally + 5" vertically.
  • Models cannot be set up within Engagement Range of enemy models.
Charging with a Unit
Once you have chosen an eligible unit to declare a charge with, you must select one or more enemy units within 12" of it as the targets of its charge. The target(s) of this charge do not need to be visible to the charging unit. You then make a charge roll for your unit by rolling 2D6. This is the maximum number of inches each model in the charging unit can now be moved if they can make the charge move. To make a charge move, the unit’s charge roll must be sufficient that it is able to end that move in unit coherency and within Engagement Range of every unit that was a target of its charge, without moving within Engagement Range of any enemy units that were not a target of its charge. If this is possible, then the charge is successful and the models in the unit make a charge move so as to fulfil the above conditions. If this is impossible, the charge fails and no models in the charging unit move this phase.

  • Declare targets of the charge (must be within 12").
  • Charge roll = 2D6".
  • If insufficient to move charging unit into Engagement Range of all targets, charge fails.
  • If charge successful, models make their charge move.
  • Cannot make a charge move within Engagement Range of any unit that was not the target of the charge.
HEAVY
Heavy weapons are amongst the biggest guns on the battlefield, but they require bracing to fire at full effect and are unwieldy to bring to bear at close quarters.
When an INFANTRY model shoots a Heavy weapon, subtract 1 from the hit rolls when resolving that weapon’s attacks if the firing model’s unit has moved for any reason this turn (e.g. it made a Normal Move this turn).

  • Subtract 1 from hit rolls if firing model is INFANTRY and its unit has moved this turn.
Engagement Range
Engagement Range represents the zone of threat that models present to their enemies. While a model is within 1" horizontally and 5" vertically of an enemy model, those models are within Engagement Range of each other. While two enemy models are within Engagement Range of each other, those models’ units are also within Engagement Range of each other. Models cannot be set up within Engagement Range of enemy models.

  • Engagement Range: 1" horizontally + 5" vertically.
  • Models cannot be set up within Engagement Range of enemy models.
Saving Throw
The player commanding the target unit then makes one saving throw by rolling one D6 and modifying the roll by the Armour Penetration (AP) characteristic of the weapon that the attack was made with. For example, if the weapon has an AP of -1, then 1 is subtracted from the saving throw roll. If the result is equal to, or greater than, the Save (Sv) characteristic of the model the attack was allocated to, then the saving throw is successful and the attack sequence ends. If the result is less than the model’s Save characteristic, then the saving throw fails and the model suffers damage. An unmodified roll of 1 always fails.
Invulnerable Saves
Some models have an invulnerable save. Each time an attack is allocated to a model with an invulnerable save, you can choose to use either its normal Save (Sv) characteristic or its invulnerable save, but not both. If a model has more than one invulnerable save, it can only use one of them – choose which it will use. If you use a model’s invulnerable save, it is never modified by a weapon’s Armour Penetration value.

  • Invulnerable save: Saving throw that is never modified by attacking weapon’s AP.
  • A model with an invulnerable save can use it instead of its normal Sv.
Power From Pain

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 ROUNDADDITIONAL 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. 
Normal Move
When a unit makes a Normal Move, each model in that unit can move a distance in inches equal to or less than the Move (M) characteristic shown on its datasheet, but no model can be moved within Engagement Range of enemy models.

  • Normal Move: Models move up to M".
  • Cannot move within Engagement Range of any enemy models.
Normal Move
When a unit makes a Normal Move, each model in that unit can move a distance in inches equal to or less than the Move (M) characteristic shown on its datasheet, but no model can be moved within Engagement Range of enemy models.

  • Normal Move: Models move up to M".
  • Cannot move within Engagement Range of any enemy models.
Engagement Range
Engagement Range represents the zone of threat that models present to their enemies. While a model is within 1" horizontally and 5" vertically of an enemy model, those models are within Engagement Range of each other. While two enemy models are within Engagement Range of each other, those models’ units are also within Engagement Range of each other. Models cannot be set up within Engagement Range of enemy models.

  • Engagement Range: 1" horizontally + 5" vertically.
  • Models cannot be set up within Engagement Range of enemy models.
Charging with a Unit
Once you have chosen an eligible unit to declare a charge with, you must select one or more enemy units within 12" of it as the targets of its charge. The target(s) of this charge do not need to be visible to the charging unit. You then make a charge roll for your unit by rolling 2D6. This is the maximum number of inches each model in the charging unit can now be moved if they can make the charge move. To make a charge move, the unit’s charge roll must be sufficient that it is able to end that move in unit coherency and within Engagement Range of every unit that was a target of its charge, without moving within Engagement Range of any enemy units that were not a target of its charge. If this is possible, then the charge is successful and the models in the unit make a charge move so as to fulfil the above conditions. If this is impossible, the charge fails and no models in the charging unit move this phase.

  • Declare targets of the charge (must be within 12").
  • Charge roll = 2D6".
  • If insufficient to move charging unit into Engagement Range of all targets, charge fails.
  • If charge successful, models make their charge move.
  • Cannot make a charge move within Engagement Range of any unit that was not the target of the charge.

The REAVERS keyword is used in following Drukhari datasheets:

Fast Attack

The HELLIONS keyword is used in following Drukhari datasheets:

Fast Attack
The Warlord
While mustering your army, you can nominate one model (except a model with the FORTIFICATION keyword) to be your Warlord. That model gains the WARLORD keyword. If this model is a CHARACTER, you can also assign a Warlord Trait to it. Note, that more than one model in your army can have a Warlord Trait (e.g. by using Stratagems), but they are only considered your Warlord for the purpose of that trait.

The RAIDER keyword is used in following Drukhari datasheets:

Dedicated Transport

The RAVAGER keyword is used in following Drukhari datasheets:

Heavy Support

The HAEMONCULUS keyword is used in following Drukhari datasheets:

The DRUKHARI and HAYWIRE GRENADE keywords are used in following Drukhari datasheets:

Troops
Fast Attack
Engagement Range
Engagement Range represents the zone of threat that models present to their enemies. While a model is within 1" horizontally and 5" vertically of an enemy model, those models are within Engagement Range of each other. While two enemy models are within Engagement Range of each other, those models’ units are also within Engagement Range of each other. Models cannot be set up within Engagement Range of enemy models.

  • Engagement Range: 1" horizontally + 5" vertically.
  • Models cannot be set up within Engagement Range of enemy models.
Charging with a Unit
Once you have chosen an eligible unit to declare a charge with, you must select one or more enemy units within 12" of it as the targets of its charge. The target(s) of this charge do not need to be visible to the charging unit. You then make a charge roll for your unit by rolling 2D6. This is the maximum number of inches each model in the charging unit can now be moved if they can make the charge move. To make a charge move, the unit’s charge roll must be sufficient that it is able to end that move in unit coherency and within Engagement Range of every unit that was a target of its charge, without moving within Engagement Range of any enemy units that were not a target of its charge. If this is possible, then the charge is successful and the models in the unit make a charge move so as to fulfil the above conditions. If this is impossible, the charge fails and no models in the charging unit move this phase.

  • Declare targets of the charge (must be within 12").
  • Charge roll = 2D6".
  • If insufficient to move charging unit into Engagement Range of all targets, charge fails.
  • If charge successful, models make their charge move.
  • Cannot make a charge move within Engagement Range of any unit that was not the target of the charge.
Performing a Heroic Intervention
When a unit performs a Heroic Intervention, you can move each model in that unit up to 3" – this is a Heroic Intervention move. Each model in the unit must finish its Heroic Intervention move closer to the closest enemy model. Remember that a unit must finish any type of move in unit coherency.

  • Heroic Intervention: Move up to 3".
  • Must end closer to the closest enemy model.
Combat Drugs

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.
D6COMBAT DRUGS
1Adrenalight: 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. 
2Grave Lotus: Add 1 to the Strength characteristic of models in this unit. 
3Hypex: Add 2" to the Move characteristic of models in this unit. 
4Painbringer: Add 1 to the Toughness characteristic of models in this unit. 
5Serpentin: Improve the Weapon Skill characteristic of models in this unit by 1. 
6Splintermind: Improve the Ballistic Skill and Leadership characteristics of models in this unit by 1. 

The DRUKHARI and SHOCK PROW keywords are used in following Drukhari datasheets:

Dedicated Transport
Heavy Support
Engagement Range
Engagement Range represents the zone of threat that models present to their enemies. While a model is within 1" horizontally and 5" vertically of an enemy model, those models are within Engagement Range of each other. While two enemy models are within Engagement Range of each other, those models’ units are also within Engagement Range of each other. Models cannot be set up within Engagement Range of enemy models.

  • Engagement Range: 1" horizontally + 5" vertically.
  • Models cannot be set up within Engagement Range of enemy models.
Charging with a Unit
Once you have chosen an eligible unit to declare a charge with, you must select one or more enemy units within 12" of it as the targets of its charge. The target(s) of this charge do not need to be visible to the charging unit. You then make a charge roll for your unit by rolling 2D6. This is the maximum number of inches each model in the charging unit can now be moved if they can make the charge move. To make a charge move, the unit’s charge roll must be sufficient that it is able to end that move in unit coherency and within Engagement Range of every unit that was a target of its charge, without moving within Engagement Range of any enemy units that were not a target of its charge. If this is possible, then the charge is successful and the models in the unit make a charge move so as to fulfil the above conditions. If this is impossible, the charge fails and no models in the charging unit move this phase.

  • Declare targets of the charge (must be within 12").
  • Charge roll = 2D6".
  • If insufficient to move charging unit into Engagement Range of all targets, charge fails.
  • If charge successful, models make their charge move.
  • Cannot make a charge move within Engagement Range of any unit that was not the target of the charge.
Engagement Range
Engagement Range represents the zone of threat that models present to their enemies. While a model is within 1" horizontally and 5" vertically of an enemy model, those models are within Engagement Range of each other. While two enemy models are within Engagement Range of each other, those models’ units are also within Engagement Range of each other. Models cannot be set up within Engagement Range of enemy models.

  • Engagement Range: 1" horizontally + 5" vertically.
  • Models cannot be set up within Engagement Range of enemy models.
Poisoned Weapon

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.
The Warlord
While mustering your army, you can nominate one model (except a model with the FORTIFICATION keyword) to be your Warlord. That model gains the WARLORD keyword. If this model is a CHARACTER, you can also assign a Warlord Trait to it. Note, that more than one model in your army can have a Warlord Trait (e.g. by using Stratagems), but they are only considered your Warlord for the purpose of that trait.
Engagement Range
Engagement Range represents the zone of threat that models present to their enemies. While a model is within 1" horizontally and 5" vertically of an enemy model, those models are within Engagement Range of each other. While two enemy models are within Engagement Range of each other, those models’ units are also within Engagement Range of each other. Models cannot be set up within Engagement Range of enemy models.

  • Engagement Range: 1" horizontally + 5" vertically.
  • Models cannot be set up within Engagement Range of enemy models.
Engagement Range
Engagement Range represents the zone of threat that models present to their enemies. While a model is within 1" horizontally and 5" vertically of an enemy model, those models are within Engagement Range of each other. While two enemy models are within Engagement Range of each other, those models’ units are also within Engagement Range of each other. Models cannot be set up within Engagement Range of enemy models.

  • Engagement Range: 1" horizontally + 5" vertically.
  • Models cannot be set up within Engagement Range of enemy models.
Charging with a Unit
Once you have chosen an eligible unit to declare a charge with, you must select one or more enemy units within 12" of it as the targets of its charge. The target(s) of this charge do not need to be visible to the charging unit. You then make a charge roll for your unit by rolling 2D6. This is the maximum number of inches each model in the charging unit can now be moved if they can make the charge move. To make a charge move, the unit’s charge roll must be sufficient that it is able to end that move in unit coherency and within Engagement Range of every unit that was a target of its charge, without moving within Engagement Range of any enemy units that were not a target of its charge. If this is possible, then the charge is successful and the models in the unit make a charge move so as to fulfil the above conditions. If this is impossible, the charge fails and no models in the charging unit move this phase.

  • Declare targets of the charge (must be within 12").
  • Charge roll = 2D6".
  • If insufficient to move charging unit into Engagement Range of all targets, charge fails.
  • If charge successful, models make their charge move.
  • Cannot make a charge move within Engagement Range of any unit that was not the target of the charge.
Performing a Heroic Intervention
When a unit performs a Heroic Intervention, you can move each model in that unit up to 3" – this is a Heroic Intervention move. Each model in the unit must finish its Heroic Intervention move closer to the closest enemy model. Remember that a unit must finish any type of move in unit coherency.

  • Heroic Intervention: Move up to 3".
  • Must end closer to the closest enemy model.
Combat Drugs

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.
D6COMBAT DRUGS
1Adrenalight: 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. 
2Grave Lotus: Add 1 to the Strength characteristic of models in this unit. 
3Hypex: Add 2" to the Move characteristic of models in this unit. 
4Painbringer: Add 1 to the Toughness characteristic of models in this unit. 
5Serpentin: Improve the Weapon Skill characteristic of models in this unit by 1. 
6Splintermind: Improve the Ballistic Skill and Leadership characteristics of models in this unit by 1. 
The Warlord
While mustering your army, you can nominate one model (except a model with the FORTIFICATION keyword) to be your Warlord. That model gains the WARLORD keyword. If this model is a CHARACTER, you can also assign a Warlord Trait to it. Note, that more than one model in your army can have a Warlord Trait (e.g. by using Stratagems), but they are only considered your Warlord for the purpose of that trait.

The BEAST keyword is used in following Drukhari datasheets:

Named Characters
Named characters always have a Warlord Trait, even if they are not your Warlord (in such cases they are only considered to be your Warlord for the purposes of their trait). If a publication lists what a named character's Warlord Trait must be, then it must be this; they have this Warlord Trait even if another model in your Order of Battle already has this Warlord Trait, but having this named character in your Order of Battle does not prevent another model in your Order of Battle from having this Warlord Trait.

  • Named characters always have a Warlord Trait (even if they are not your WARLORD).

The SUCCUBUS keyword is used in following Drukhari datasheets:

The DRUKHARI and BIKER keywords are used in following Drukhari datasheets:

Requisition Points
Requisition points can be used to purchase Requisitions: these can upgrade your Crusade force, or units within them. Each time you spend a Requisition point, reduce your total by 1. Any Requisition points you do not spend are saved and can be used later. As you play more battles, you can accrue additional Requisition points, but a Crusade force can never have more than 5 (any additional Requisition points acquired beyond this are lost). Each time you play a battle, you will gain 1 Requisition point after that battle has been completed, regardless of the result of the battle itself. You should keep track of how many Requisition points you have on your Order of Battle.

The Requisitions you can purchase can be found here. Each Requisition will tell you when it can be purchased; they can never be purchased during a battle. Unless stated otherwise, there is no limit on the number of Requisitions you can purchase, the number of times you can purchase each Requisition, nor on the combination of Requisitions you can purchase, so long as you have enough Requisition points. If you do not have enough Requisition points to purchase a Requisition, you cannot purchase it.

  • Requisitions cost Requisition points to purchase.
  • You can never have more than 5 Requisition points.
  • Each battle you play earns you 1 Requisition point (win, lose or draw).

The ARCHON keyword is used in following Drukhari datasheets:

The SUCCUBUS keyword is used in following Drukhari datasheets:

The HAEMONCULUS keyword is used in following Drukhari datasheets:

Power Level
An army's Power Level is a guide to how large and powerful an army is, so an army with a high Power Level is more powerful than one with a low Power Level. You can calculate the Power Level of an army by adding up the individual Power Ratings of every unit contained within it.

  • Power Level: Sum of all Power Ratings in army.

The KABALITE WARRIORS keyword is used in following Drukhari datasheets:

The WYCHES keyword is used in following Drukhari datasheets:

Troops

The WRACKS keyword is used in following Drukhari datasheets:

Troops
Power Level
An army's Power Level is a guide to how large and powerful an army is, so an army with a high Power Level is more powerful than one with a low Power Level. You can calculate the Power Level of an army by adding up the individual Power Ratings of every unit contained within it.

  • Power Level: Sum of all Power Ratings in army.

The ARCHON keyword is used in following Drukhari datasheets:

The ARCHON keyword is used in following Drukhari datasheets:

The HAEMONCULUS keyword is used in following Drukhari datasheets:

Engagement Range
Engagement Range represents the zone of threat that models present to their enemies. While a model is within 1" horizontally and 5" vertically of an enemy model, those models are within Engagement Range of each other. While two enemy models are within Engagement Range of each other, those models’ units are also within Engagement Range of each other. Models cannot be set up within Engagement Range of enemy models.

  • Engagement Range: 1" horizontally + 5" vertically.
  • Models cannot be set up within Engagement Range of enemy models.
Charging with a Unit
Once you have chosen an eligible unit to declare a charge with, you must select one or more enemy units within 12" of it as the targets of its charge. The target(s) of this charge do not need to be visible to the charging unit. You then make a charge roll for your unit by rolling 2D6. This is the maximum number of inches each model in the charging unit can now be moved if they can make the charge move. To make a charge move, the unit’s charge roll must be sufficient that it is able to end that move in unit coherency and within Engagement Range of every unit that was a target of its charge, without moving within Engagement Range of any enemy units that were not a target of its charge. If this is possible, then the charge is successful and the models in the unit make a charge move so as to fulfil the above conditions. If this is impossible, the charge fails and no models in the charging unit move this phase.

  • Declare targets of the charge (must be within 12").
  • Charge roll = 2D6".
  • If insufficient to move charging unit into Engagement Range of all targets, charge fails.
  • If charge successful, models make their charge move.
  • Cannot make a charge move within Engagement Range of any unit that was not the target of the charge.
Performing a Heroic Intervention
When a unit performs a Heroic Intervention, you can move each model in that unit up to 3" – this is a Heroic Intervention move. Each model in the unit must finish its Heroic Intervention move closer to the closest enemy model. Remember that a unit must finish any type of move in unit coherency.

  • Heroic Intervention: Move up to 3".
  • Must end closer to the closest enemy model.
Combat Drugs

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.
D6COMBAT DRUGS
1Adrenalight: 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. 
2Grave Lotus: Add 1 to the Strength characteristic of models in this unit. 
3Hypex: Add 2" to the Move characteristic of models in this unit. 
4Painbringer: Add 1 to the Toughness characteristic of models in this unit. 
5Serpentin: Improve the Weapon Skill characteristic of models in this unit by 1. 
6Splintermind: Improve the Ballistic Skill and Leadership characteristics of models in this unit by 1. 
Power Level
An army's Power Level is a guide to how large and powerful an army is, so an army with a high Power Level is more powerful than one with a low Power Level. You can calculate the Power Level of an army by adding up the individual Power Ratings of every unit contained within it.

  • Power Level: Sum of all Power Ratings in army.
Battle Honours
Units gain one Battle Honour each time they gain a rank. Sometimes, a unit can gain an additional Battle Honour by other means (such as by winning certain missions). There are several types of Battle Honours that can be bestowed onto a unit: Battle Traits, Psychic Fortitudes, Weapon Enhancements and Crusade Relics. Each time a unit gains a Battle Honour, it can select from one of those categories. A unit can never have more than six Battle Honours. Make a note of each Battle Honour a unit has on its Crusade card.

Each time a unit gains a Battle Honour you must increase its Crusade points total by 1 (if the unit has a Power Rating of 10 or less) or 2 (if the unit has a Power Rating of 11 or higher).

  • There are four types of Battle Honours:
    • Battle Traits: New skills and abilities.
    • Weapon Enhancements: Upgrade an item of wargear.
    • Psychic Fortitudes: Boosts a unit's psychic might.
    • Crusade Relic: Gain a rare and powerful artefact.
  • Each time a unit gains a Battle Honour, increase its Crusade points by:
    • 1 if unit has a Power Rating or 10 or less.
    • 2 if unit has a Power Rating of 11 or more.

Saving Throw
The player commanding the target unit then makes one saving throw by rolling one D6 and modifying the roll by the Armour Penetration (AP) characteristic of the weapon that the attack was made with. For example, if the weapon has an AP of -1, then 1 is subtracted from the saving throw roll. If the result is equal to, or greater than, the Save (Sv) characteristic of the model the attack was allocated to, then the saving throw is successful and the attack sequence ends. If the result is less than the model’s Save characteristic, then the saving throw fails and the model suffers damage. An unmodified roll of 1 always fails.

The <WYCH CULT> and INFANTRY keywords are used in following Drukhari datasheets:

Troops
Fast Attack

The <WYCH CULT> and BIKER keywords are used in following Drukhari datasheets:

Fast Attack
Pile In
When a unit piles in, you can move each model in that unit up to 3" – this is a pile-in move. Each model in the unit must finish its pile-in move closer to the closest enemy model. A model that is already touching an enemy model cannot move, but still counts as having piled in. Remember that a unit must finish any type of move in unit coherency.

  • Pile in: Move up to 3".
  • Must end closer to the closest enemy model.

The KABALITE WARRIORS keyword is used in following Drukhari datasheets:

The <KABAL> and ARCHON keywords are used in following Drukhari datasheets:

The <HAEMONCULUS COVEN> and INFANTRY keywords are used in following Drukhari datasheets:

Troops

The <HAEMONCULUS COVEN> and MONSTER keywords are used in following Drukhari datasheets:

Heavy Support
Engagement Range
Engagement Range represents the zone of threat that models present to their enemies. While a model is within 1" horizontally and 5" vertically of an enemy model, those models are within Engagement Range of each other. While two enemy models are within Engagement Range of each other, those models’ units are also within Engagement Range of each other. Models cannot be set up within Engagement Range of enemy models.

  • Engagement Range: 1" horizontally + 5" vertically.
  • Models cannot be set up within Engagement Range of enemy models.
Charging with a Unit
Once you have chosen an eligible unit to declare a charge with, you must select one or more enemy units within 12" of it as the targets of its charge. The target(s) of this charge do not need to be visible to the charging unit. You then make a charge roll for your unit by rolling 2D6. This is the maximum number of inches each model in the charging unit can now be moved if they can make the charge move. To make a charge move, the unit’s charge roll must be sufficient that it is able to end that move in unit coherency and within Engagement Range of every unit that was a target of its charge, without moving within Engagement Range of any enemy units that were not a target of its charge. If this is possible, then the charge is successful and the models in the unit make a charge move so as to fulfil the above conditions. If this is impossible, the charge fails and no models in the charging unit move this phase.

  • Declare targets of the charge (must be within 12").
  • Charge roll = 2D6".
  • If insufficient to move charging unit into Engagement Range of all targets, charge fails.
  • If charge successful, models make their charge move.
  • Cannot make a charge move within Engagement Range of any unit that was not the target of the charge.
Engagement Range
Engagement Range represents the zone of threat that models present to their enemies. While a model is within 1" horizontally and 5" vertically of an enemy model, those models are within Engagement Range of each other. While two enemy models are within Engagement Range of each other, those models’ units are also within Engagement Range of each other. Models cannot be set up within Engagement Range of enemy models.

  • Engagement Range: 1" horizontally + 5" vertically.
  • Models cannot be set up within Engagement Range of enemy models.
Engagement Range
Engagement Range represents the zone of threat that models present to their enemies. While a model is within 1" horizontally and 5" vertically of an enemy model, those models are within Engagement Range of each other. While two enemy models are within Engagement Range of each other, those models’ units are also within Engagement Range of each other. Models cannot be set up within Engagement Range of enemy models.

  • Engagement Range: 1" horizontally + 5" vertically.
  • Models cannot be set up within Engagement Range of enemy models.
Charging with a Unit
Once you have chosen an eligible unit to declare a charge with, you must select one or more enemy units within 12" of it as the targets of its charge. The target(s) of this charge do not need to be visible to the charging unit. You then make a charge roll for your unit by rolling 2D6. This is the maximum number of inches each model in the charging unit can now be moved if they can make the charge move. To make a charge move, the unit’s charge roll must be sufficient that it is able to end that move in unit coherency and within Engagement Range of every unit that was a target of its charge, without moving within Engagement Range of any enemy units that were not a target of its charge. If this is possible, then the charge is successful and the models in the unit make a charge move so as to fulfil the above conditions. If this is impossible, the charge fails and no models in the charging unit move this phase.

  • Declare targets of the charge (must be within 12").
  • Charge roll = 2D6".
  • If insufficient to move charging unit into Engagement Range of all targets, charge fails.
  • If charge successful, models make their charge move.
  • Cannot make a charge move within Engagement Range of any unit that was not the target of the charge.
Performing a Heroic Intervention
When a unit performs a Heroic Intervention, you can move each model in that unit up to 3" – this is a Heroic Intervention move. Each model in the unit must finish its Heroic Intervention move closer to the closest enemy model. Remember that a unit must finish any type of move in unit coherency.

  • Heroic Intervention: Move up to 3".
  • Must end closer to the closest enemy model.
Combat Drugs

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.
D6COMBAT DRUGS
1Adrenalight: 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. 
2Grave Lotus: Add 1 to the Strength characteristic of models in this unit. 
3Hypex: Add 2" to the Move characteristic of models in this unit. 
4Painbringer: Add 1 to the Toughness characteristic of models in this unit. 
5Serpentin: Improve the Weapon Skill characteristic of models in this unit by 1. 
6Splintermind: Improve the Ballistic Skill and Leadership characteristics of models in this unit by 1. 
Psychic Tests
When a PSYKER unit attempts to manifest a psychic power, you must take a Psychic test for that unit by rolling 2D6. If the total is equal to or greater than that power’s warp charge value, the Psychic test is passed. If you roll a double 1 or a double 6 when taking a Psychic test, that unit immediately suffers Perils of the Warp.

  • Psychic test: Passed if 2D6 equals or exceeds psychic power’s warp charge.
  • If double 1 or double 6 rolled, PSYKER suffers Perils of the Warp.
Named Characters
Named characters always have a Warlord Trait, even if they are not your Warlord (in such cases they are only considered to be your Warlord for the purposes of their trait). If a publication lists what a named character's Warlord Trait must be, then it must be this; they have this Warlord Trait even if another model in your Order of Battle already has this Warlord Trait, but having this named character in your Order of Battle does not prevent another model in your Order of Battle from having this Warlord Trait.

  • Named characters always have a Warlord Trait (even if they are not your WARLORD).
Poisoned Weapon

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.

The WYCHES keyword is used in following Drukhari datasheets:

Troops

The SCOURGES keyword is used in following Drukhari datasheets:

Fast Attack

The INCUBI keyword is used in following Drukhari datasheets:

Elites
Artificer Weapon
Select one weapon that the model is equipped with (excluding a Relic or a weapon that has been enhanced by the Weapon Enhancement Battle Honour). Each unmodified hit roll of 6 made for an attack with that weapon inflicts 1 mortal wound on the target in addition to the normal damage. Note that this is cumulative with any other mortal wounds inflicted by the weapon.
RELIC1RP
Purchase this Requisition when you add a Crusade card for a CHARACTER unit to your Order of Battle, or when a CHARACTER unit in your Order of Battle gains a rank. You can give one CHARACTER model in that unit one Relic (excluding Crusade Relics). This must still be a Relic it can have, and it cannot be a Relic that replaces a weapon this CHARACTER is equipped with if the weapon in question has been upgraded by a Weapon Enhancement or a Crusade Relic (e.g. Artificer Weapon). Make a note of the Relic on the unit’s Crusade card and add 1 to its Crusade points total (+2 instead if the CHARACTER is TITANIC). This upgrade is permanent to this unit, and cannot be removed or changed. No model can have more than one Relic and the same Relic cannot be included more than once by any model in your Order of Battle.*
The Warlord
While mustering your army, you can nominate one model (except a model with the FORTIFICATION keyword) to be your Warlord. That model gains the WARLORD keyword. If this model is a CHARACTER, you can also assign a Warlord Trait to it. Note, that more than one model in your army can have a Warlord Trait (e.g. by using Stratagems), but they are only considered your Warlord for the purpose of that trait.
The Warlord
While mustering your army, you can nominate one model (except a model with the FORTIFICATION keyword) to be your Warlord. That model gains the WARLORD keyword. If this model is a CHARACTER, you can also assign a Warlord Trait to it. Note, that more than one model in your army can have a Warlord Trait (e.g. by using Stratagems), but they are only considered your Warlord for the purpose of that trait.
PRAY THEY DON’T TAKE YOU ALIVE1CP
Drukhari – Epic Deed Stratagem

Few armies are able to maintain their mettle when the sounds of their leader’s tortured screams fill the air.

Use this Stratagem in the Fight phase, when an enemy WARLORD unit is destroyed by a melee attack made by a DRUKHARI unit from your army. Until the end of the battle, each time a Combat Attrition test is taken for an enemy unit, subtract 1 from that Combat Attrition test.

The REAVERS keyword is used in following Drukhari datasheets:

Fast Attack

The HELLIONS keyword is used in following Drukhari datasheets:

Fast Attack

The HAEMONCULUS keyword is used in following Drukhari datasheets:

The HAEMONCULUS keyword is used in following Drukhari datasheets:

The <HAEMONCULUS COVEN> and CORE keywords are used in following Drukhari datasheets:

Troops
Heavy Support

The