Drukhari – Corsair Voidreavers
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Corsair Voidreavers

NoNAME  M WS BS S T W A Ld Sv Base
10
Corsair Voidreaver (base: 28mm)
4‑9
10
Corsair Voidreaver
7" 3+ 3+ 3 3 1 2 7 4+ 28mm
10
Voidreaver Felarch (base: 28mm)
1
10
Voidreaver Felarch
7" 3+ 3+ 3 3 1 3 8 4+ 28mm
If this unit contains 6 or more models, it has Power Rating 6. Every model is equipped with: shuriken pistol; Aeldari power sword; plasma grenades.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
Shuriken pistol
Shuriken pistol
12"
Pistol 1
4
-1
1
Shuriken
Shuriken
+10
Corsair blaster
+10
Corsair blaster
18"
Assault 1
8
-4
D6
-
+5
Corsair shredder
+5
Corsair shredder
18"
Assault D6
6
-1
1
Blast
Blast
+5
Neuro disruptor
+5
Neuro disruptor
12"
Pistol 1
6
-3
1
Each time an attack is made with this weapon, if a hit is scored, unless the target is a VEHICLE unit, the target suffers 1 mortal wound and the attack sequence ends.
Each time an attack is made with this weapon, if a hit is scored, unless the target is a VEHICLE unit, the target suffers 1 mortal wound and the attack sequence ends.
+10
Shuriken cannon
+10
Shuriken cannon
24"
Heavy 3
6
-1
2
Shuriken
Shuriken
Shuriken rifle
Shuriken rifle
24"
Rapid Fire 1
4
-1
1
Shuriken
Shuriken
+15
Wraithcannon
+15
Wraithcannon
18"
Assault 1
10
-4
D3+3
Each time an attack is made with this weapon, an unmodified wound roll of 6 inflicts 1 mortal wound on the target in addition to any normal damage.
Each time an attack is made with this weapon, an unmodified wound roll of 6 inflicts 1 mortal wound on the target in addition to any normal damage.
Aeldari power sword
Aeldari power sword
Melee
Melee
+1
-3
1
-
Plasma grenades
Plasma grenades
6"
Grenade D6
4
-1
1
Blast
Blast
OTHER WARGEAR
ABILITIES 
+5
Mistshield
The bearer has a 4+ invulnerable save.
+5
Mistshield
The bearer has a 4+ invulnerable save.
WARGEAR OPTIONS
WARGEAR OPTIONS
 • All of the Corsair Voidreaver models in this unit can have their shuriken pistol and Aeldari power sword replaced with 1 shuriken rifle each.
 • The Voidreaver Felarch’s shuriken pistol can be replaced with one of the following: 1 neuro disruptor; 1 shuriken rifle.
 • The Voidreaver Felarch can be equipped with 1 mistshield.
 • For every 5 models in this unit, 1 Corsair Voidreaver’s Aeldari power sword or shuriken rifle can be replaced with one of the following: 1 Corsair blaster; 1 Corsair shredder.
 • If this unit contains 10 models, 1 Corsair Voidreaver’s shuriken rifle can be replaced with one of the following: 1 shuriken cannon; 1 wraithcannon.
ABILITIES
ABILITIES
Reavers of the Void: Each time a model in this unit makes an attack, an unmodified hit roll of 6 automatically wounds the target (and is treated as an unmodified wound roll of 6).
Outcasts and Pirates: If your army is Battle-forged, this unit cannot be used as a compulsory selection in a Detachment (e.g. as the only Troops unit in a Patrol Detachment), unless that Detachment only contains ANHRATHE units.
FACTION KEYWORDS: AELDARI, ANHRATHE, ASURYANI, DRUKHARI
KEYWORDS: INFANTRY, CORSAIR VOIDREAVERS

Datasheet-related Stratagems

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.
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).
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.
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.
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.
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.
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.
Blast Weapons
Some weapons have ‘Blast’ listed in their profile’s abilities. These are referred to as Blast weapons. In addition to the normal rules, the following rules apply to Blast weapons:
  1. If a Blast weapon targets a unit that has between 6 and 10 models, it always makes a minimum of 3 attacks. So if, when determining how many attacks are made with that weapon, the dice rolled results in less than 3 attacks being made, make 3 attacks instead. For example, if a Grenade D6 weapon with the Blast rule targets a unit that has 6 or more models, and you roll a 2 to determine how many attacks are made, that roll is counted as being a 3 and that weapon makes three attacks against that unit.
  2. When a Blast weapon targets a unit that has 11 or more models, do not roll dice to randomly determine how many attacks are made – instead, make the maximum possible number of attacks. For example, if a Grenade D6 weapon with the Blast rule targets a unit that has 11 or more models, that weapon makes six attacks against that unit.
Blast weapons can never be used to make attacks against a unit that is within Engagement Range of the firing model’s unit, even if the weapon has the Pistol type or if the firing model is a VEHICLE or a MONSTER – firing high-explosives at point-blank range is simply unwise.

  • Blast Weapons: Minimum three attacks against units with 6+ models. Always make maximum number of attacks against units with 11+ models.
  • Can never be used to attack units within the firing unit’s Engagement Range.
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.
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.
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.
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.
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.
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.

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

Dedicated Transport

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

The URIEN RAKARTH keyword is used in the following Drukhari datasheets:

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

Troops
Dedicated Transport
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 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.
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 DRUKHARI and BEAST keywords are used in the 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.
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.

This datasheet has Troops Battlefield Role. Full list of Drukhari units sharing same Battlefield Role follows:

Shuriken cannon used in the following datasheets:

Shuriken Weapons

These deadly devices launch monomolecular wraithbone ammunition at high speeds. A clean hit slices through even the thickest armour as if it were paper.

Many Aeldari weapons are shuriken weapons. Such a weapon will have an ability that reads ‘Shuriken’. Each time an attack is made with a shuriken weapon, on an unmodified wound roll of 6, improve that attack’s Armour Penetration characteristic by 2.

Plasma grenades used in the following datasheets:

Fast Attack
GRENADE
Grenades are handheld explosive devices that a warrior throws at the enemy while their squad mates provide covering fire.
When a unit shoots, one model that is equipped with a Grenade in that unit can resolve attacks with it instead of shooting any other weapons.

  • Only one model can use a Grenade when its unit shoots.

The ANHRATHE keyword is used in the following Drukhari datasheets:

Shuriken pistol used in the following datasheets:

Corsair blaster used in the following datasheets:

Corsair shredder used in the following datasheets:

Neuro disruptor used in the following datasheets:

Shuriken rifle used in the following datasheets:

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.

Wraithcannon used in the following datasheets:

Aeldari power sword used in the following datasheets:

Mistshield used in the following datasheets:

The ASURYANI keyword is used in the following Drukhari datasheets:

Fortifications
© Vyacheslav Maltsev 2013-2022