Drukhari – Incubi
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4

Incubi

NoNAME  M WS BS S T W A Ld Sv Base
16
Incubi (base: 28mm)
4‑9
16
Incubi
7" 2+ 3+ 3 3 1 3 8 3+ 28mm
16
Klaivex (base: 28mm)
1
16
Klaivex
7" 2+ 3+ 3 3 2 4 9 3+ 28mm
If this unit contains 6 or more models, it has Power Rating 8. Every model is equipped with: klaive.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
Demiklaives
Before selecting targets, select one of the profiles below to make attacks with.
Demiklaives
Before selecting targets, select one of the profiles below to make attacks with.
 - Single blade
 - Single blade
Melee
Melee
+2
-3
2
-
 - Dual blades
 - Dual blades
Melee
Melee
+1
-2
2
Each time the bearer fights, if this weapon profile is selected, it makes 2 additional attacks with this weapon.
Each time the bearer fights, if this weapon profile is selected, it makes 2 additional attacks with this weapon.
Klaive
Klaive
Melee
Melee
+2
-3
2
-
WARGEAR OPTIONS
WARGEAR OPTIONS
 • The Klaivex’s klaive can be replaced with 1 demiklaives.
ABILITIES
ABILITIES
Blade Artists, Power From Pain
Lethal Precision: While this unit contains a Klaivex, each time a melee attack is made by a model in this unit, an unmodified wound roll of 6 adds 1 to the Damage characteristic of that attack.
Tormentors: At the start of the Fight phase, select one enemy unit within Engagement Range of this model and roll 2D6: if the result is greater than the enemy unit’s Leadership characteristic, until the end of the phase, that unit is not eligible to fight until after all eligible units from your army have done so.
FACTION KEYWORDS: AELDARI, DRUKHARI
KEYWORDS: INFANTRY, CORE, BLADES FOR HIRE, INCUBI

Datasheet-related Stratagems

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.
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.
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.

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

Demiklaives used in the following datasheets:

Elites
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.

Klaive used in the following datasheets:

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

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

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

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

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

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

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

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

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

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

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

The CORE keyword is used in the following Drukhari datasheets:

Heavy Support

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

The INCUBI keyword is used in the following Drukhari datasheets:

Elites

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

Dedicated Transport
Fortifications

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

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

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

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

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

Heavy Support
© Vyacheslav Maltsev 2013-2021