Drukhari – Hellions
 ]
This datasheet does not meet the selection criteria (see Filter combo-box or Settings tab).
4

Hellions

NoNAME  M WS BS S T W A Ld Sv Base
17
Hellion (base: 32mm flying base)
4‑19
17
Hellion
14" 3+ 3+ 3 4 2 3 7 5+ 32mm flying base
17
Helliarch (base: 32mm flying base)
1
17
Helliarch
14" 3+ 3+ 3 4 2 4 8 5+ 32mm flying base
If this unit contains between 6 and 10 models, it has Power Rating 8. If this unit contains between 11 and 15 models, it has Power Rating 12. If this unit contains between 16 and 20 models, it has Power Rating 16. Every model is equipped with: splinter pods; hellglaive.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
Splinter pistol
Splinter pistol
12"
Pistol 1
2
0
1
Poisoned Weapon (4+)
Poisoned Weapon (4+)
+5
Phantasm grenade launcher
+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.
Splinter pods
Splinter pods
18"
Assault 2
2
0
1
Poisoned Weapon (4+)
Poisoned Weapon (4+)
+5
Agoniser
+5
Agoniser
Melee
Melee
User
-3
1
Poisoned Weapon (4+)
Poisoned Weapon (4+)
Hellglaive
Hellglaive
Melee
Melee
+1
-1
2
-
+5
Power sword
+5
Power sword
Melee
Melee
+1
-3
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.
WARGEAR OPTIONS
WARGEAR OPTIONS
 • The Helliarch can be equipped with 1 phantasm grenade launcher.
 • The Helliarch’s hellglaive can be replaced with one of the following: 1 splinter pistol and 1 stunclaw; 1 splinter pistol and 1 power sword; 1 splinter pistol and 1 agoniser.
ABILITIES
ABILITIES
Blade Artists, Combat Drugs, Power From Pain
Hit and Run: This unit is eligible to declare a charge in a turn in which it Fell Back.
FACTION KEYWORDS: AELDARI, DRUKHARI,
KEYWORDS: INFANTRY, SKYBOARD, FLY, CORE, HELLIONS

Datasheet-related Stratagems

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.
LIGHTNING-FAST REACTIONS1CP
Drukhari – Boarding Actions – 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 opponent’s Shooting phase or the Fight phase, when a DRUKHARI unit from your army (excluding URIEN RAKARTH and <HAEMONCULUS COVEN> units) 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 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.
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.
FEED ON THEIR FEAR1CP
Drukhari – Boarding Actions – 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 that unit targets an enemy unit that is below its Starting Strength with an attack, add 1 to that attack’s hit roll.
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.
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.
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.
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 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 unit contains 5 or fewer models, this Stratagem costs 1CP; otherwise, it costs 2CP.
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.
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.
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.
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.
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 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.
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).
HYPERSTIMM BACKLASH1CP
Drukhari – Boarding Actions – 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 unit (excluding LELITH HESPERAX) 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).
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.

Phantasm grenade launcher used in the following datasheets:

Fast Attack
Dedicated Transport
Heavy Support
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.
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 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.
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 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.

Disable Ads



Boosty subscribers may disable ads:
1. Enter e-mail you have used to login on Boosty.
2. Press Get pin code button (if you don’t have it already)
3. Enter pin code.

Note that login database updated once a day. So, if you are a new booster - try tomorrow. And thank you!

Splinter pods used in the following datasheets:

Fast Attack
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 SKYBOARD keyword is used in the following Drukhari datasheets:

Fast Attack

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

Troops
Fast Attack

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

Fast Attack
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 CULT OF THE RED GRIEF and INFANTRY keywords are used in the 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 the 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.
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.
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.

The LELITH HESPERAX keyword is used in the following Drukhari datasheets:

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

The CORE keyword is used in the following Drukhari datasheets:

Heavy Support

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

Heavy Support

The REAVERS keyword is used in the following Drukhari datasheets:

Fast Attack

The HELLIONS keyword is used in the following Drukhari datasheets:

Fast Attack
© Vyacheslav Maltsev 2013-2023