Drukhari – Haemonculus
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4

Haemonculus

NoNAME  M WS BS S T W A Ld Sv Base
80
Haemonculus (base: 25mm)
1
80
Haemonculus
7" 2+ 2+ 3 4 6 4 8 6+ 25mm
A Haemonculus is equipped with: stinger pistol; haemonculus tools; ichor injector; scissorhand.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
Stinger pistol
Stinger pistol
12"
Pistol 1
2
0
1
Poisoned Weapon (2+)
Poisoned Weapon (2+)
Haemonculus tools
Haemonculus tools
Melee
Melee
User
0
1
Poisoned Weapon (2+)
Poisoned Weapon (2+)
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.
Scissorhand
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.
ABILITIES
ABILITIES
Blade Artists, Insensible to Pain, Power From Pain
Master of Pain (Aura): While a friendly CORE unit is within 6" of any models with this ability, add 1 to the Toughness characteristic of models in that unit.
Fleshcraft: At the end of your Movement phase, select one MONSTER or GROTESQUES model from your army that is within 3” of this model. The model you selected regains D3 lost wounds. Each model can only be healed once per turn.
Haemonculus can receive the following Lords of Commorragh upgrade: Haemonculus Proclivity +20 (Power Rating: +1).
FACTION KEYWORDS: AELDARI, DRUKHARI,
KEYWORDS: INFANTRY, CHARACTER, HAEMONCULUS

Datasheet-related Stratagems

THE BLEEDING EDGE1CP
Drukhari – Boarding Actions – Battle Tactic Stratagem

The Drukhari never venture anywhere without a plethora of blades about their person. So it is that these fighters strike at visors, eyes and armour joins with hard-won skill.

Use this Stratagem in the Fight phase, when a DRUKHARI unit from your army is selected to fight. Until the end of the phase, that unit loses its Blade Artists ability, but each time a melee attack is made by a model in that unit, improve the Armour Penetration characteristic of that attack by 1.
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).
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.
AN ESOTERIC KILL, DELIVERED FROM AFAR2CP
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.
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 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.
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.
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.
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).
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).
RULE THROUGH FEAR1CP
Coteries of the Haemonculi – Requisition Stratagem

The Haemonculi inspire as much terror in their servants as they do their worst enemies.

Use this Stratagem before the battle, when you are mustering your army. Select one COTERIES OF THE HAEMONCULI CHARACTER model from your army. Until the end of the battle:
  • Add 3" to the range of aura abilities of that model.
  • Each time that model uses an ability in your Command phase (excluding aura abilities), add 3" to the range of that ability for that usage.
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).
MERCIES OF THE HAEMONCULUS1CP
Coteries of the Haemonculi – Strategic Ploy Stratagem

Some Haemonculi surgically graft pain-suppressors and vials of rapid healing agents into their servants, which the Haemonculus can cause to come into effect whenever they will. Should any of their creations particularly impress them, the Haemonculus may feel inclined to activate these grafts, helping grant them more life to serve longer.

Use this Stratagem in the Fight phase, when an enemy unit is destroyed by an attack made by a model in a COTERIES OF THE HAEMONCULI unit from your army. Until the end of the battle, each time a model in that COTERIES OF THE HAEMONCULI unit would lose a wound, roll one D6: on a 4+, that wound is not lost.
VISIONS OF BUTCHERY1CP
Coteries of the Haemonculi – Strategic Ploy Stratagem

The mutilated appearance of the Haemonculi’s servants, combined with the general fear of battle and death, deeply unnerves foes.

Use this Stratagem at the end of your Charge phase. Select one enemy unit within Engagement Range of one or more COTERIES OF THE HAEMONCULI units from your army. Roll one D6: on a 2+, until the start of your next Charge phase, that enemy unit loses the Objective Secured ability.
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.
BRUTAL VIVISECTION1CP
Coteries of the Haemonculi – Strategic Ploy Stratagem

The servants of the Haemonculi always strive to impress their lieges. One such tactic is to carve up their foes in particularly revolting and inventive ways. Such a deed also inspires much fear in the enemy.

Use this Stratagem in the Fight phase, when a COTERIES OF THE HAEMONCULI model from your army destroys a model in an enemy unit (excluding VEHICLE units). The next time that enemy unit is selected to fight, until the end of the phase, each time a model in that unit makes an attack, subtract 1 from that attack’s wound roll.
MERCIES OF THE HAEMONCULUS1CP
Drukhari – Boarding Actions – Strategic Ploy Stratagem

Some Haemonculi surgically graft pain suppressors and vials of rapid healing agents into their servants, which the Haemonculus can cause to come into effect whenever they will. Should any of their creations particularly impress them, the Haemonculus may feel inclined to activate these grafts, helping grant them more life to serve longer.

Use this Stratagem in the Fight phase, when an enemy unit is destroyed by an attack made by a model in a unit from your army. Until the end of the battle, each time a model in that unit would lose a wound, roll one D6: on a 4+, that wound is not lost.
VENOMS OF AGONISING ATROPHY1CP
Coteries of the Haemonculi – Wargear Stratagem

The poisons, toxins and venoms employed by this Coteries of the Haemonculi are especially potent, sapping the enemy’s strength and will to fight.

Use this Stratagem in any phase, when an enemy model (excluding VEHICLE models) loses one or more wounds as a result of an attack made with a poisoned weapon by a COTERIES OF THE HAEMONCULI model from your army. Until the end of the next turn, subtract 1 from the Attacks characteristic of models in that enemy unit.
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.
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).

Lords of Commorragh

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.

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

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.
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.
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.
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.
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.
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.
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. 
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 BIKER keywords are used in the following Drukhari datasheets:

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

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

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.

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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.
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.
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.
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).

Stinger pistol used in the following datasheets:

Troops

Scissorhand used in the following datasheets:

Troops
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.

The keyword is used in the following Drukhari datasheets:

Troops
Dedicated Transport

The WRACKS keyword is used in the following Drukhari datasheets:

Troops

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

Troops
Heavy Support

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

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

Troops

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

The GROTESQUES keyword is used in the following Drukhari datasheets:

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

Troops
Heavy Support

Haemonculus tools used in the following datasheets:

Ichor injector used in the following datasheets:

The and MONSTER keywords are used in the following Drukhari datasheets:

Heavy Support

The and GROTESQUES keywords are used in the following Drukhari datasheets:

The HAEMONCULUS keyword is used in the following Drukhari datasheets:

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

The and WRACKS keywords are used in the following Drukhari datasheets:

Troops
© Vyacheslav Maltsev 2013-2023