Drukhari – Datasheets
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4

Archon

NoNAME  M WS BS S T W A Ld Sv Base
70
Archon (base: 25mm)
1
70
Archon
8" 2+ 2+ 3 3 5 5 9 4+ 25mm
An Archon is equipped with: splinter pistol; power sword.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
Blast pistol
Blast pistol
6"
Pistol 1
8
-4
D6
-
Splinter pistol
Splinter pistol
12"
Pistol 1
2
0
1
Poisoned Weapon (4+)
Poisoned Weapon (4+)
Agoniser
Agoniser
Melee
Melee
User
-3
1
Poisoned Weapon (4+)
Poisoned Weapon (4+)
Huskblade
Huskblade
Melee
Melee
User
-2
2
-
Power sword
Power sword
Melee
Melee
+1
-3
1
-
Venom blade
Venom blade
Melee
Melee
User
-1
1
Poisoned Weapon (2+)
Poisoned Weapon (2+)
WARGEAR OPTIONS
WARGEAR OPTIONS
 • This model’s power sword can be replaced with one of the following: 1 agoniser; 1 huskblade; 1 venom blade.
 • This model’s splinter pistol can be replaced with 1 blast pistol.
ABILITIES
ABILITIES
Blade Artists, Power From Pain
Overlord (Aura): While a friendly CORE or INCUBI unit is within 6" of this model, each time an attack is made by a model in that unit, re-roll a hit roll of 1.
Shadowfield: This model has a 2+ invulnerable save. This invulnerable saving throw can never be re-rolled. The first time this invulnerable saving throw is failed, until the end of the battle, this ability has no effect.
UPGRADES
UPGRADES
Archon can receive the following Lords of Commorragh upgrade: Kabalite Diversion +15 (Power Rating: +1).
FACTION KEYWORDS: AELDARI, DRUKHARI,
KEYWORDS: INFANTRY, CHARACTER, ARCHON


8

Drazhar

NoNAME  M WS BS S T W A Ld Sv Base
145
Drazhar (base: 40mm)
1
145
Drazhar
7" 2+ 2+ 4 4 6 5 9 2+ 40mm
Drazhar is equipped with: The Executioner’s demiklaives. Your army can only include one DRAZHAR model.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
The Executioner’s Demiklaives
Before selecting targets, select one of the profiles below to make attacks with.
The Executioner’s Demiklaives
Before selecting targets, select one of the profiles below to make attacks with.
 - Single blade
 - Single blade
Melee
Melee
+2
-3
3
-
 - Dual blades
 - Dual blades
Melee
Melee
+1
-3
2
Each time the bearer fights, if this weapon profile is selected, it makes 2 additional attacks with this weapon.
Each time the bearer fights, if this weapon profile is selected, it makes 2 additional attacks with this weapon.
ABILITIES
ABILITIES
Blade Artists, Power From Pain
Murderous Assault: This model can be selected to fight one additional time in each Fight phase. It must be eligible to fight each time it is selected to do so.
Ancient Warrior: Each time an attack is allocated to this model, subtract 1 from the Damage characteristic of that attack (to a minimum of 1).
Eternal Warrior: This model has a 4+ invulnerable save.
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.
Master of Blades (Aura): While a friendly INCUBI unit is within 6" of this model, each time a model in that unit makes a melee attack, add 1 to that attack’s wound roll.
WARLORD TRAIT!
WARLORD TRAIT!
Hatred Eternal: Each time this WARLORD makes an attack, you can re-roll the hit roll and the wound roll.
FACTION KEYWORDS: AELDARI, DRUKHARI, INCUBI
KEYWORDS: INFANTRY, CHARACTER, BLADES FOR HIRE, DRAZHAR


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.
UPGRADES
UPGRADES
Haemonculus can receive the following Lords of Commorragh upgrade: Haemonculus Proclivity +20 (Power Rating: +1).
FACTION KEYWORDS: AELDARI, DRUKHARI,
KEYWORDS: INFANTRY, CHARACTER, HAEMONCULUS


5

Lelith Hesperax

NoNAME  M WS BS S T W A Ld Sv Base
90
Lelith Hesperax (base: 32mm)
1
90
Lelith Hesperax
8" 2+ 2+ 3 3 5 7 8 6+ 32mm
Lelith Hesperax is equipped with: Lelith’s blades. Your army can only include one LELITH HESPERAX model.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
Lelith’s blades
Lelith’s blades
Melee
Melee
+1
-3
1
Each time an attack is made with this weapon, an unmodified hit roll of 6 scores 1 additional hit.
Each time an attack is made with this weapon, an unmodified hit roll of 6 scores 1 additional hit.
ABILITIES
ABILITIES
Blade Artists, Power From Pain
At Last, a Challenge: Each time this model makes a melee attack that targets a CHARACTER unit, you can re-roll the hit roll and you can re-roll the wound roll.
Brides of Death (Aura): While a friendly CULT OF STRIFE CORE unit is within 6" of this model, each time a model in that unit makes a melee attack, re-roll a wound roll of 1.
Quicksilver Dodge: This model has a 4+ invulnerable save. Each time a melee attack is made against this model, subtract 1 from that attack’s hit roll.
Deadly Dance: Each time this model makes a consolidation move, it can move an additional 3", and it does not have to finish this move closer to the closest enemy model.
Natural Perfection: In your Command phase, select one of the following:
  • Thrilling Acrobatics: Until the end of the turn, this model is eligible to declare a charge in a turn in which it Fell Back or Advanced.
  • Gory Spectacle: In the Fight phase of this turn, if this model destroys any enemy models, then at the end of that phase it can fight again.
No Escape: Each time an enemy unit (excluding TITANIC units) that is within Engagement Range of this model is selected to Fall Back, roll off with your opponent. If you win, that unit cannot Fall Back this turn.
WARLORD TRAIT!
WARLORD TRAIT!
Blood Dancer: Each time this WARLORD makes a melee attack, an unmodified hit roll of 6 scores 2 additional hits.
FACTION KEYWORDS: AELDARI, DRUKHARI, CULT OF STRIFE
KEYWORDS: INFANTRY, CHARACTER, SUCCUBUS, MASTER SUCCUBUS, LELITH HESPERAX


4

Succubus

NoNAME  M WS BS S T W A Ld Sv Base
80
Succubus (base: 25mm)
1
80
Succubus
8" 2+ 2+ 3 3 5 6 8 6+ 25mm
A Succubus is equipped with: agoniser; archite glaive.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
Blast pistol
Blast pistol
6"
Pistol 1
8
-4
D6
-
Splinter pistol
Splinter pistol
12"
Pistol 1
2
0
1
Poisoned Weapon (4+)
Poisoned Weapon (4+)
Agoniser
Agoniser
Melee
Melee
User
-3
1
Poisoned Weapon (4+)
Poisoned Weapon (4+)
Archite glaive
Archite glaive
Melee
Melee
+2
-3
1
-
Hydra gauntlets
Hydra gauntlets
Melee
Melee
+2
-2
1
Each time the bearer fights, it makes 1 additional attack with this weapon.
Each time the bearer fights, it makes 1 additional attack with this weapon.
Razorflails
Razorflails
Melee
Melee
User
-1
1
Each time an attack is made with this weapon, make 2 hit rolls instead of 1.
Each time an attack is made with this weapon, make 2 hit rolls instead of 1.
Shardnet and impaler
Shardnet and impaler
Melee
Melee
User
-2
2
Each time the bearer fights, it makes 1 additional attack with this weapon.
Each time the bearer fights, it makes 1 additional attack with this weapon.
WARGEAR OPTIONS
WARGEAR OPTIONS
 • This model’s agoniser and archite glaive can be replaced with one of the following: 1 hydra gauntlets; 1 razorflails; 1 shardnet and impaler.
 • This model’s agoniser can be replaced with one of the following: 1 blast pistol; 1 splinter pistol.
ABILITIES
ABILITIES
Blade Artists, Combat Drugs, Power From Pain
Brides of Death (Aura): While a friendly CORE unit is within 6" of this model, each time a model in that unit makes a melee attack, re-roll a wound roll of 1.
Lightning Dodge: This model has a 4+ invulnerable save.
No Escape: Each time an enemy unit (excluding TITANIC units) that is within Engagement Range of this model is selected to Fall Back, roll off with your opponent, subtracting 1 from your opponent’s roll if this model is equipped with a shardnet and impaler. If you win, that unit cannot Fall Back this turn.
UPGRADES
UPGRADES
Succubus can receive the following Lords of Commorragh upgrade: Wych Cult Spectacle +15 (Power Rating: +1).
FACTION KEYWORDS: AELDARI, DRUKHARI,
KEYWORDS: INFANTRY, CHARACTER, SUCCUBUS


5

Urien Rakarth

NoNAME  M WS BS S T W A Ld Sv Base
100
Urien Rakarth (base: 25mm)
1
100
Urien Rakarth
7" 2+ 2+ 3 5 6 5 8 6+ 25mm
Urien Rakarth is equipped with: Casket of Flensing; haemonculus tools; ichor injector. Your army can only include one URIEN RAKARTH model.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
Casket of Flensing
Casket of Flensing
12"
Assault 2D6
3
-2
1
The bearer can only shoot with this weapon once per battle. Each time an attack is made with this weapon, that attack automatically hits the target.
The bearer can only shoot with this weapon once per battle. Each time an attack is made with this weapon, that attack automatically hits the target.
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.
ABILITIES
ABILITIES
Blade Artists, Insensible to Pain, Power From Pain
Haemovores: At the start of the Fight phase, roll one D6 for each enemy unit within Engagement Range of this model: on a 6, that unit suffers 1 mortal wound.
Sustained by Dark Science: 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 that 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 and not within Engagement Range of any enemy models, with D3 wounds remaining.
Fleshcraft: At the end of your Movement phase, select one PROPHETS OF FLESH MONSTER or PROPHETS OF FLESH 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.
Clone Field: This model has a 4+ invulnerable save.
Contempt for Death: Each time an attack is allocated to this model, halve the Damage characteristic of that attack (rounding up).
Master of Pain (Aura): While a friendly PROPHETS OF FLESH CORE unit is within 6" of any models with this ability, add 1 to the Toughness characteristic of models in that unit.
Sculptor of Torments (Aura): While a friendly PROPHETS OF FLESH CORE unit is within 6" of this model, add 1 to the Strength and Leadership characteristics of models in that unit.
WARLORD TRAIT!
WARLORD TRAIT!
Diabolical Soothsayer: After this model is set up on the battlefield for the first time, choose one of the below:
  • Until the end of the battle, add 1 to this WARLORD’s Toughness and Wounds characteristics.
  • Until the end of the battle, add 1 to this WARLORD’s Movement and Attacks characteristics.
FACTION KEYWORDS: AELDARI, DRUKHARI, PROPHETS OF FLESH
KEYWORDS: INFANTRY, CHARACTER, HAEMONCULUS, MASTER HAEMONCULUS, URIEN RAKARTH


4

Archon (Legendary)*

NoNAME  M WS BS S T W A Ld Sv Base
55
Archon (base: 25mm)
1
55
Archon
8" 2+ 2+ 3 3 5 5 9 5+ 25mm
An Archon is a single model armed with a splinter pistol and a huskblade.
* This datasheet is part of the Warhammer Legends range of rules and can be used in any type of play - open, narrative or matched. However Legends units are not updated by GW and not supported by Wahapedia and therefore not recommended for competitive tournaments.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
Blast pistol
Blast pistol
6"
Pistol 1
8
-4
D6
-
Blaster
Blaster
18"
Assault 1
8
-4
D6
-
Phantasm grenade launcher
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 pistol
Splinter pistol
12"
Pistol 1
2
0
1
Poisoned Weapon (4+)
Poisoned Weapon (4+)
Agoniser
Agoniser
Melee
Melee
User
-3
1
Poisoned Weapon (4+)
Poisoned Weapon (4+)
+5
Huskblade
+5
Huskblade
Melee
Melee
User
-2
2
-
Power sword
Power sword
Melee
Melee
+1
-3
1
-
Venom blade
Venom blade
Melee
Melee
User
-1
1
Poisoned Weapon (2+)
Poisoned Weapon (2+)
WARGEAR OPTIONS
WARGEAR OPTIONS
 • This model may replace its huskblade with an agoniser, power sword or venom blade.
 • This model may replace its splinter pistol with a blast pistol.
 • This model can additionally be equipped with 1 phantasm grenade launcher.
 • This model can be equipped with 1 blaster instead of 1 splinter pistol.
ABILITIES
ABILITIES
Power From Pain
Shadowfield: This model has a 2+ invulnerable save, which cannot be re-rolled for any reason. The first time this invulnerable save is failed the shadowfield ceases to function for the remainder of the battle.
Overlord: Re-roll hit rolls of 1 for friendly <KABAL> units that are within 6" of this model.
UPGRADES
UPGRADES
Archon (Legendary) can receive the following Lords of Commorragh upgrade: Kabalite Diversion +15 (Power Rating: +1).
FACTION KEYWORDS: AELDARI, DRUKHARI,
KEYWORDS: CHARACTER, INFANTRY, ARCHON

Troops


3

Kabalite Warriors

NoNAME  M WS BS S T W A Ld Sv Base
8
Kabalite Warrior (base: 25mm)
4‑19
8
Kabalite Warrior
7" 3+ 3+ 3 3 1 2 7 4+ 25mm
8
Sybarite (base: 25mm)
1
8
Sybarite
7" 3+ 3+ 3 3 1 3 8 4+ 25mm
If this unit contains between 6 and 10 models, it has Power Rating 6. If this unit contains between 11 and 15 models, it has Power Rating 9. If this unit contains between 16 and 20 models, it has Power Rating 12. Every model is equipped with: splinter rifle.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
+5
Blast pistol
+5
Blast pistol
6"
Pistol 1
8
-4
D6
-
Splinter pistol
Splinter pistol
12"
Pistol 1
2
0
1
Poisoned Weapon (4+)
Poisoned Weapon (4+)
+10
Blaster
+10
Blaster
18"
Assault 1
8
-4
D6
-
+15
Dark lance
+15
Dark lance
36"
Heavy 1
8
-4
D3+3
-
+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.
+5
Shredder
+5
Shredder
18"
Assault D6
6
-1
1
Blast
Blast
+10
Splinter cannon
+10
Splinter cannon
36"
Heavy 3
3
-1
2
Poisoned Weapon (4+)
Poisoned Weapon (4+)
Splinter rifle
Splinter rifle
24"
Rapid Fire 1
2
0
1
Poisoned Weapon (4+)
Poisoned Weapon (4+)
+5
Agoniser
+5
Agoniser
Melee
Melee
User
-3
1
Poisoned Weapon (4+)
Poisoned Weapon (4+)
+5
Power sword
+5
Power sword
Melee
Melee
+1
-3
1
-
WARGEAR OPTIONS
WARGEAR OPTIONS
 • The Sybarite can be equipped with one of the following: 1 power sword; 1 agoniser.
 • The Sybarite can be equipped with 1 phantasm grenade launcher.
 • The Sybarite’s splinter rifle can be replaced with one of the following: 1 splinter pistol; 1 blast pistol.
 • For every 10 models in this unit, 1 Kabalite Warrior’s splinter rifle can be replaced with one of the following: 1 dark lance; 1 splinter cannon.
 • For every 5 models in this unit, 1 Kabalite Warrior’s splinter rifle can be replaced with one of the following: 1 blaster; 1 shredder.
ABILITIES
ABILITIES
Blade Artists, Power From Pain
UPGRADES
UPGRADES
Kabalite Warriors can receive the following Favoured Retinues upgrade: Kabalite Trueborn +3/model (Power Rating: +1 per 5 model).
FACTION KEYWORDS: AELDARI, DRUKHARI,
KEYWORDS: INFANTRY, CORE, KABALITE WARRIORS


3

Wracks

NoNAME  M WS BS S T W A Ld Sv Base
9
Wrack (base: 25mm)
4‑19
9
Wrack
7" 3+ 3+ 3 4 1 2 7 6+ 25mm
9
Acothyst (base: 25mm)
1
9
Acothyst
7" 3+ 3+ 3 4 1 3 8 6+ 25mm
If this unit contains between 6 and 10 models, it has Power Rating 6. If this unit contains between 11 and 15 models, it has Power Rating 9. If this unit contains between 16 and 20 models, it has Power Rating 12. Every model is equipped with: Wrack blades.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
+5
Stinger pistol
+5
Stinger pistol
12"
Pistol 1
2
0
1
Poisoned Weapon (2+)
Poisoned Weapon (2+)
+5
Hexrifle
+5
Hexrifle
36"
Heavy 1
6
-2
2
Each time you select a target for this weapon, you can ignore the Look Out, Sir rule. Each time an attack is made with this weapon, an unmodified wound roll of 6 inflicts 1 mortal wound on the target in addition to any normal damage.
Each time you select a target for this weapon, you can ignore the Look Out, Sir rule. Each time an attack is made with this weapon, an unmodified wound roll of 6 inflicts 1 mortal wound on the target in addition to any normal damage.
+10
Liquifier gun
+10
Liquifier gun
12"
Assault D6
4
-2
1
Each time an attack is made with this weapon, that attack automatically hits the target.
Each time an attack is made with this weapon, that attack automatically hits the target.
+5
Ossefactor
+5
Ossefactor
24"
Assault 1
2
-3
2
Poisoned Weapon (2+)
Poisoned Weapon (2+)
+5
Agoniser
+5
Agoniser
Melee
Melee
User
-3
1
Poisoned Weapon (4+)
Poisoned Weapon (4+)
+5
Electrocorrosive whip
+5
Electrocorrosive whip
Melee
Melee
2
-2
1
Poisoned Weapon (4+). Each time an attack is made with this weapon, make 2 hit rolls instead of 1.
Poisoned Weapon (4+). Each time an attack is made with this weapon, make 2 hit rolls instead of 1.
+5
Flesh gauntlet
+5
Flesh gauntlet
Melee
Melee
+1
0
1
Each time an attack is made with this weapon, if the target is not a VEHICLE unit, an unmodified wound roll of 6 inflicts 1 mortal wound on the target in addition to any normal damage.
Each time an attack is made with this weapon, if the target is not a VEHICLE unit, an unmodified wound roll of 6 inflicts 1 mortal wound on the target in addition to any normal damage.
+5
Mindphase gauntlet
+5
Mindphase gauntlet
Melee
Melee
User
-1
2
-
+10
Scissorhand
+10
Scissorhand
Melee
Melee
User
-2
1
Poisoned Weapon (4+). Each time the bearer fights, it makes 2 additional attacks with this weapon.
Poisoned Weapon (4+). Each time the bearer fights, it makes 2 additional attacks with this weapon.
+5
Venom blade
+5
Venom blade
Melee
Melee
User
-1
1
Poisoned Weapon (2+)
Poisoned Weapon (2+)
Wrack blades
Wrack blades
Melee
Melee
User
-1
1
Poisoned Weapon (4+)
Poisoned Weapon (4+)
WARGEAR OPTIONS
WARGEAR OPTIONS
 • For every five models this unit contains, one Wrack can be equipped with one of the following: 1 liquifier gun; 1 ossefactor.
 • The Acothyst’s Wrack blades can be replaced with one of the following: 1 agoniser; 1 electrocorrosive whip; 1 flesh gauntlet; 1 mindphase gauntlet; 1 scissorhand; 1 venom blade.
 • The Acothyst can be equipped with one of the following: 1 hexrifle; 1 liquifier gun; 1 stinger pistol.
ABILITIES
ABILITIES
Blade Artists, Insensible to Pain, Power From Pain
UPGRADES
UPGRADES
Wracks can receive the following Favoured Retinues upgrade: Haemoxytes +2/model (Power Rating: +1 per 5 model).
FACTION KEYWORDS: AELDARI, DRUKHARI,
KEYWORDS: INFANTRY, CORE, WRACKS


3

Wyches

NoNAME  M WS BS S T W A Ld Sv Base
10
Wych (base: 25mm)
4‑19
10
Wych
8" 3+ 3+ 3 3 1 3 7 6+ 25mm
10
Hekatrix (base: 25mm)
1
10
Hekatrix
8" 3+ 3+ 3 3 1 4 8 6+ 25mm
If this unit contains between 6 and 10 models, it has Power Rating 7. If this unit contains between 11 and 15 models, it has Power Rating 10. If this unit contains between 16 and 20 models, it has Power Rating 13. Every model is equipped with: splinter pistol; Hekatarii blade; plasma grenades.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
+5
Blast pistol
+5
Blast pistol
6"
Pistol 1
8
-4
D6
-
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.
+5
Agoniser
+5
Agoniser
Melee
Melee
User
-3
1
Poisoned Weapon (4+)
Poisoned Weapon (4+)
Hekatarii blade
Hekatarii blade
Melee
Melee
User
-1
1
Each time the bearer fights, it makes 1 additional attack with this weapon.
Each time the bearer fights, it makes 1 additional attack with this weapon.
+5
Hydra gauntlets
+5
Hydra gauntlets
Melee
Melee
+2
-2
1
Each time the bearer fights, it makes 1 additional attack with this weapon.
Each time the bearer fights, it makes 1 additional attack with this weapon.
+5
Power sword
+5
Power sword
Melee
Melee
+1
-3
1
-
+5
Razorflails
+5
Razorflails
Melee
Melee
User
-1
1
Each time an attack is made with this weapon, make 2 hit rolls instead of 1.
Each time an attack is made with this weapon, make 2 hit rolls instead of 1.
+10
Shardnet and impaler
+10
Shardnet and impaler
Melee
Melee
User
-2
2
Each time the bearer fights, it makes 1 additional attack with this weapon.
Each time the bearer fights, it makes 1 additional attack with this weapon.
Plasma grenades
Plasma grenades
6"
Grenade D6
4
-1
1
Blast
Blast
WARGEAR OPTIONS
WARGEAR OPTIONS
 • The Hekatrix can be equipped with 1 phantasm grenade launcher.
 • The Hekatrix’s splinter pistol can be replaced with 1 blast pistol.
 • The Hekatrix’s Hekatarii blade can be replaced with one of the following: 1 power sword; 1 agoniser.
 • If this unit contains 10 or more models:
  ○ 1 Wych’s splinter pistol and Hekatarii blade can be replaced with 1 hydra gauntlets.
  ○ 1 Wych’s splinter pistol and Hekatarii blade can be replaced with 1 razorflails.
  ○ 1 Wych’s splinter pistol and Hekatarii blade can be replaced with 1 shardnet and impaler.
 • If this unit contains 20 or more models:
  ○ 1 Wych’s splinter pistol and Hekatarii blade can be replaced with 1 hydra gauntlets.
  ○ 1 Wych’s splinter pistol and Hekatarii blade can be replaced with 1 razorflails.
  ○ 1 Wych’s splinter pistol and Hekatarii blade can be replaced with 1 shardnet and impaler.
ABILITIES
ABILITIES
Blade Artists, Combat Drugs, Power From Pain
Dodge: Models in this unit have a 6+ invulnerable save. Models in this unit have a 4+ invulnerable save against melee attacks.
No Escape: Each time an enemy unit (excluding TITANIC units) that is within Engagement Range of this unit is selected to Fall Back, roll off with your opponent, subtracting 1 from your opponent’s roll for each model this unit contains equipped with a shardnet and impaler. If you win, that unit cannot Fall Back this turn.
UPGRADES
UPGRADES
Wyches can receive the following Favoured Retinues upgrade: Hekatrix Bloodbrides +3/model (Power Rating: +1 per 5 model).
FACTION KEYWORDS: AELDARI, DRUKHARI,
KEYWORDS: INFANTRY, CORE, HAYWIRE GRENADE, WYCHES


3

Corsair Voidreavers

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


2

Corsair Reaver Band*

NoNAME  M WS BS S T W A Ld Sv Base
9
Corsair Reaver (base: 25mm)
5‑15
9
Corsair Reaver
8" 3+ 3+ 3 3 1 1 6 5+ 25mm
9
Corsair Reaver Felarch (base: 25mm)
0‑1
9
Corsair Reaver Felarch
8" 3+ 3+ 3 3 1 2 7 5+ 25mm
If this unit contains between 6 and 10 models, it has Power Rating 4. If this unit contains 11 or more models, it has Power Rating 6. One Corsair Reaver model in this unit can be replaced with 1 Corsair Reaver Felarch model. Each model is equipped with: brace of pistols; lasblaster; plasma grenades.
* This datasheet is part of the Warhammer Legends range of rules and can be used in any type of play - open, narrative or matched. However Legends units are not updated by GW and not supported by Wahapedia and therefore not recommended for competitive tournaments.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
Brace of pistols
Brace of pistols
12"
Pistol 2
4
0
1
-
+5
Dissonance pistol
+5
Dissonance pistol
12"
Pistol 1
5
-2
1
Each time an attack is made with this weapon, an unmodified hit roll of 6 automatically wounds the target.
Each time an attack is made with this weapon, an unmodified hit roll of 6 automatically wounds the target.
+20
Aeldari missile launcher
Before selecting targets, select one of the profiles below to make attacks with.
+20
Aeldari missile launcher
Before selecting targets, select one of the profiles below to make attacks with.
 - Sunburst
 - Sunburst
48"
Heavy D6
4
-1
1
Blast
Blast
 - Starshot
 - Starshot
48"
Heavy 1
8
-2
D6
-
+5
Flamer
+5
Flamer
12"
Assault D6
4
0
1
Each time an attack is made with this weapon, that attack automatically hits the target.
Each time an attack is made with this weapon, that attack automatically hits the target.
+10
Fusion gun
+10
Fusion gun
12"
Assault 1
8
-4
D6
If the target is within half range of this weapon, roll two dice when inflicting damage with it and discard the lowest result.
If the target is within half range of this weapon, roll two dice when inflicting damage with it and discard the lowest result.
Lasblaster
Lasblaster
24"
Assault 4
4
0
1
Each time an attack is made with this weapon, an unmodified hit roll of 6 automatically wounds the target.
Each time an attack is made with this weapon, an unmodified hit roll of 6 automatically wounds the target.
+10
Shredder
+10
Shredder
18"
Assault D6
6
-1
1
Blast
Blast
+10
Shuriken cannon
+10
Shuriken cannon
24"
Heavy 3
6
-1
2
Shuriken
Shuriken
Shuriken catapult
Shuriken catapult
18"
Assault 2
4
-1
1
Shuriken
Shuriken
+10
Splinter cannon
+10
Splinter cannon
36"
Heavy 3
3
-1
2
Poisoned Weapon (4+)
Poisoned Weapon (4+)
+15
Blaster
+15
Blaster
18"
Assault 1
8
-4
D6
-
Shardcarbine
Shardcarbine
18"
Assault 3
2
0
1
Poisoned Weapon (4+)
Poisoned Weapon (4+)
+15
Dark lance
+15
Dark lance
36"
Heavy 1
8
-4
D3+3
-
Spar-glaive
Spar-glaive
Melee
Melee
User
0
1
Each time the bearer fights, it makes 1 additional attack with this weapon.
Each time the bearer fights, it makes 1 additional attack with this weapon.
Void sabre
Void sabre
Melee
Melee
User
-3
1
-
Plasma grenades
Plasma grenades
6"
Grenade D6
4
-1
1
Blast
Blast
WARGEAR OPTIONS
WARGEAR OPTIONS
 • Any number of models can each have their lasblaster replaced with one of the following: 1 shardcarbine; 1 shuriken catapult; 1 spar-glaive.
 • For every 5 models in this unit, 1 model can replace its lasblaster with one of the following: 1 Aeldari missile launcher; 1 blaster; 1 dark lance; 1 flamer; 1 fusion gun; 1 shredder; 1 shuriken cannon; 1 splinter cannon.
 • The Corsair Reaver Felarch can be equipped with one of the following: 1 dissonance pistol; 1 void sabre.
ABILITIES
ABILITIES
Reckless Abandon: This unit is eligible to perform Heroic Interventions as if it were a CHARACTER.
Ally of Convenience: If your army is Battle-forged:
  • This unit can be included in a <CRAFTWORLD> or <KABAL> Detachment and models in that Detachment can still gain their Detachment abilities.
  • The inclusion of this unit in your army does not prevent ASURYANI or DRUKHARI units in your army from using any rules that require every model in your army to have the ASURYANI or DRUKHARI keywords.
FACTION KEYWORDS: AELDARI, ANHRATHE, <COTERIE>
KEYWORDS: INFANTRY, CORSAIR REAVER BAND


3

Corsair Skyreaver Band*

NoNAME  M WS BS S T W A Ld Sv Base
12
Corsair Skyreaver (base: 25mm)
5‑15
12
Corsair Skyreaver
16" 3+ 3+ 3 3 1 1 6 5+ 25mm
12
Corsair Skyreaver Felarch (base: 25mm)
0‑1
12
Corsair Skyreaver Felarch
16" 3+ 3+ 3 3 1 2 7 5+ 25mm
If this unit contains between 6 and 10 models, it has Power Rating 6. If this unit contains 11 or more models, it has Power Rating 9. One Corsair Skyreaver model in this unit can be replaced with 1 Corsair Skyreaver Felarch model. Each model is equipped with: brace of pistols; lasblaster; plasma grenades.
* This datasheet is part of the Warhammer Legends range of rules and can be used in any type of play - open, narrative or matched. However Legends units are not updated by GW and not supported by Wahapedia and therefore not recommended for competitive tournaments.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
Brace of pistols
Brace of pistols
12"
Pistol 2
4
0
1
-
+5
Dissonance pistol
+5
Dissonance pistol
12"
Pistol 1
5
-2
1
Each time an attack is made with this weapon, an unmodified hit roll of 6 automatically wounds the target.
Each time an attack is made with this weapon, an unmodified hit roll of 6 automatically wounds the target.
+20
Aeldari missile launcher
Before selecting targets, select one of the profiles below to make attacks with.
+20
Aeldari missile launcher
Before selecting targets, select one of the profiles below to make attacks with.
 - Sunburst
 - Sunburst
48"
Heavy D6
4
-1
1
Blast
Blast
 - Starshot
 - Starshot
48"
Heavy 1
8
-2
D6
-
+5
Flamer
+5
Flamer
12"
Assault D6
4
0
1
Each time an attack is made with this weapon, that attack automatically hits the target.
Each time an attack is made with this weapon, that attack automatically hits the target.
+10
Fusion gun
+10
Fusion gun
12"
Assault 1
8
-4
D6
If the target is within half range of this weapon, roll two dice when inflicting damage with it and discard the lowest result.
If the target is within half range of this weapon, roll two dice when inflicting damage with it and discard the lowest result.
Lasblaster
Lasblaster
24"
Assault 4
4
0
1
Each time an attack is made with this weapon, an unmodified hit roll of 6 automatically wounds the target.
Each time an attack is made with this weapon, an unmodified hit roll of 6 automatically wounds the target.
+10
Shredder
+10
Shredder
18"
Assault D6
6
-1
1
Blast
Blast
+10
Shuriken cannon
+10
Shuriken cannon
24"
Heavy 3
6
-1
2
Shuriken
Shuriken
Shuriken catapult
Shuriken catapult
18"
Assault 2
4
-1
1
Shuriken
Shuriken
+10
Splinter cannon
+10
Splinter cannon
36"
Heavy 3
3
-1
2
Poisoned Weapon (4+)
Poisoned Weapon (4+)
Void sabre
Void sabre
Melee
Melee
User
-3
1
-
+15
Blaster
+15
Blaster
18"
Assault 1
8
-4
D6
-
Shardcarbine
Shardcarbine
18"
Assault 3
2
0
1
Poisoned Weapon (4+)
Poisoned Weapon (4+)
+15
Dark lance
+15
Dark lance
36"
Heavy 1
8
-4
D3+3
-
Spar-glaive
Spar-glaive
Melee
Melee
User
0
1
Each time the bearer fights, it makes 1 additional attack with this weapon.
Each time the bearer fights, it makes 1 additional attack with this weapon.
Plasma grenades
Plasma grenades
6"
Grenade D6
4
-1
1
Blast
Blast
WARGEAR OPTIONS
WARGEAR OPTIONS
 • Any number of models can each have their lasblaster replaced with one of the following: 1 shardcarbine; 1 shuriken catapult; 1 spar-glaive.
 • For every 5 models in this unit, 1 model can replace its lasblaster with one of the following: 1 Aeldari missile launcher; 1 blaster; 1 dark lance; 1 flamer; 1 fusion gun; 1 shredder; 1 shuriken cannon; 1 splinter cannon.
 • The Corsair Reaver Felarch can be equipped with one of the following: 1 dissonance pistol; 1 void sabre.
ABILITIES
ABILITIES
Reckless Abandon: This unit is eligible to perform Heroic Interventions as if it were a CHARACTER.
Ally of Convenience: If your army is Battle-forged:
  • This unit can be included in a <CRAFTWORLD> or <KABAL> Detachment and models in that Detachment can still gain their Detachment abilities.
  • The inclusion of this unit in your army does not prevent ASURYANI or DRUKHARI units in your army from using any rules that require every model in your army to have the ASURYANI or DRUKHARI keywords.
FACTION KEYWORDS: AELDARI, ANHRATHE, <COTERIE>
KEYWORDS: INFANTRY, FLY, JET PACK, CORSAIR SKYREAVER BAND

Dedicated Transport


6

Raider

NoNAME  M WS BS S T W! A Ld Sv Base
95
Raider (base: 60mm flying base)
1
95
Raider
14" 4+ 3+ 6 6 6-10 3 7 4+ 60mm flying base
10" 4+ 4+ 6 6 3-5 D3 7 4+
6" 4+ 5+ 6 6 1-2 1 7 4+
A Raider is equipped with: dark lance; bladevanes.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
+10
Dark lance
+10
Dark lance
36"
Heavy 1
8
-4
D3+3
-
+5
Disintegrator cannon
+5
Disintegrator cannon
36"
Heavy 3
5
-3
2
-
+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.
Bladevanes
Bladevanes
Melee
Melee
+1
-1
1
-
OTHER WARGEAR
ABILITIES 
+5
Chain-snares
Add 3 to the bearer’s Attacks characteristic.
+5
Chain-snares
Add 3 to the bearer’s Attacks characteristic.
+5
Grisly trophies
The bearer gains the following ability: ‘Grisly Trophies (Aura): While an enemy unit is within 3" of this model, subtract 2 from the Leadership characteristic of models in that unit.’
+5
Grisly trophies
The bearer gains the following ability: ‘Grisly Trophies (Aura): While an enemy unit is within 3" of this model, subtract 2 from the Leadership characteristic of models in that unit.’
+5
Shock prow
The bearer has the SHOCK PROW keyword.
+5
Shock prow
The bearer has the SHOCK PROW keyword.
+10
Splinter racks
Each time a model embarked on this transport makes an attack with a Rapid Fire weapon, treat the target as being within half that weapon’s range.
+10
Splinter racks
Each time a model embarked on this transport makes an attack with a Rapid Fire weapon, treat the target as being within half that weapon’s range.
WARGEAR OPTIONS
WARGEAR OPTIONS
 • This model's dark lance can be replaced with 1 disintegrator cannon.
 • This model can be equipped with any of the following: 1 chain-snares; 1 grisly trophies; 1 phantasm grenade launcher; 1 shock prow; 1 splinter racks.
ABILITIES
ABILITIES
Blade Artists, Power From Pain
Open-topped: In your Shooting phase, units embarked within this transport can be selected to shoot with; measure distances and draw line of sight from any point on this transport when doing so. If this transport made a Normal Move, Advanced or Fell Back this turn, embarked units are considered to have done the same. While this transport is within Engagement Range of any enemy units, embarked units cannot shoot, except with Pistols.
Hovering: Distances are always measured to and from this model’s hull.
Night Shield: This model has a 5+ invulnerable save against ranged attacks.
Explodes: When this transport is destroyed, roll one D6 before any embarked models disembark and before removing it from play. On a 6 it explodes, and each unit within 6" suffers D3 mortal wounds.
TRANSPORT
TRANSPORT
This model has a transport capacity of 11 DRUKHARI INFANTRY models. Each GROTESQUES model takes the space of two models. This model cannot transport SCOURGES or SKYBOARD models.
FACTION KEYWORDS: AELDARI, DRUKHARI, or or
KEYWORDS: VEHICLE, TRANSPORT, FLY, RAIDER


5

Venom

NoNAME  M WS BS S T W A Ld Sv Base
65
Venom (base: 60mm flying base)
1
65
Venom
16" 4+ 3+ 5 5 6 3 7 4+ 60mm flying base
A Venom is equipped with: splinter cannon; twin splinter rifle; bladevanes.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
+10
Splinter cannon
+10
Splinter cannon
36"
Heavy 3
3
-1
2
Poisoned Weapon (4+)
Poisoned Weapon (4+)
Twin splinter rifle
Twin splinter rifle
24"
Rapid Fire 2
2
0
1
Poisoned Weapon (4+)
Poisoned Weapon (4+)
Bladevanes
Bladevanes
Melee
Melee
+1
-1
1
-
OTHER WARGEAR
ABILITIES 
+5
Chain-snares
Add 3 to the bearer’s Attacks characteristic.
+5
Chain-snares
Add 3 to the bearer’s Attacks characteristic.
+5
Grisly trophies
The bearer gains the following ability: ‘Grisly Trophies (Aura): While an enemy unit is within 3" of this model, subtract 2 from the Leadership characteristic of models in that unit.’
+5
Grisly trophies
The bearer gains the following ability: ‘Grisly Trophies (Aura): While an enemy unit is within 3" of this model, subtract 2 from the Leadership characteristic of models in that unit.’
WARGEAR OPTIONS
WARGEAR OPTIONS
 • This model’s twin splinter rifle can be replaced with 1 splinter cannon.
 • This model can be equipped with any of the following: 1 chain-snares; 1 grisly trophies.
ABILITIES
ABILITIES
Blade Artists, Power From Pain
Open-topped: In your Shooting phase, units embarked within this transport can be selected to shoot with; measure distances and draw line of sight from any point on this transport when doing so. If this transport made a Normal Move, Advanced or Fell Back this turn, embarked units are considered to have done the same. While this transport is within Engagement Range of any enemy units, embarked units cannot shoot, except with Pistols.
Flickerfield: Each time a ranged attack is made against this model, subtract 1 from that attack’s hit roll. This model has a 5+ invulnerable save against ranged attacks.
Hovering: Distances are always measured to and from this model’s hull.
Explodes: When this transport is destroyed, roll one D6 before any embarked models disembark and before removing it from play. On a 6 it explodes, and each unit within 6" suffers 1 mortal wound.
TRANSPORT
TRANSPORT
This model has a transport capacity of 6 DRUKHARI INFANTRY models. This model cannot transport GROTESQUES, SCOURGES or SKYBOARD models.
FACTION KEYWORDS: AELDARI, DRUKHARI, or or
KEYWORDS: VEHICLE, TRANSPORT, FLY, VENOM

Elites


2

Beastmaster

NoNAME  M WS BS S T W A Ld Sv Base
35
Beastmaster (base: 32mm flying base)
1
35
Beastmaster
12" 3+ 3+ 3 4 3 3 7 5+ 32mm flying base
A Beastmaster is equipped with: splinter pods; agoniser.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
Splinter pods
Splinter pods
18"
Assault 2
2
0
1
Poisoned Weapon (4+)
Poisoned Weapon (4+)
Agoniser
Agoniser
Melee
Melee
User
-3
1
Poisoned Weapon (4+)
Poisoned Weapon (4+)
ABILITIES
ABILITIES
Blade Artists, Combat Drugs, Power From Pain
Beastmaster (Aura): While a friendly DRUKHARI BEAST unit is within 6" of this model:
  • Each time a model in that unit makes an attack, re-roll a hit roll of 1.
  • Models in that unit can use this model’s Leadership characteristic instead of their own.
Whips of the Master: In your Command phase, you can select one DRUKHARI BEAST unit from your army that is within 6" of this model. That BEAST unit is eligible to declare a charge this turn, even if it has Advanced.
Creature Handler: If your army is Battle-forged, then if a Detachment includes any DRUKHARI BEAST units, one BEASTMASTER unit can be included in that Detachment without taking up a Battlefield Role slot.
FACTION KEYWORDS: AELDARI, DRUKHARI,
KEYWORDS: INFANTRY, CHARACTER, SKYBOARD, FLY, BEASTMASTER


5

Court of the Archon

NoNAME  M WS BS S T W A Ld Sv Base
16
Lhamaean (base: 25mm)
0‑4
16
Lhamaean
8" 3+ 3+ 3 3 3 2 8 5+ 25mm
22
Medusae (base: 25mm)
0‑4
22
Medusae
8" 3+ 3+ 3 3 3 1 8 5+ 25mm
18
Sslyth (base: 40mm)
0‑4
18
Sslyth
8" 3+ 3+ 5 3 3 3 6 5+ 40mm
16
Ur-Ghul (base: 25mm)
0‑4
16
Ur-Ghul
8" 3+ - 4 3 3 4 4 7+ 25mm
This unit must contain at least 4 models. If this unit contains between 5 and 8 models, it has Power Rating 10. If this unit contains between 9 and 12 models, it has Power Rating 15. If this unit contains between 13 and 16, models it has Power Rating 20.
• Every Lhamaean is equipped with: shaimeshi blade.
• Every Medusae is equipped with: eyeburst.
• Every Sslyth is equipped with: shardcarbine; splinter pistol; Sslyth battle-blade.
• Every Ur-Ghul is equipped with: Ur-Ghul talons.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
Eyeburst
Eyeburst
12"
Pistol D6
4
-2
1
Each time an attack is made with this weapon, that attack automatically hits the target.
Each time an attack is made with this weapon, that attack automatically hits the target.
Splinter pistol
Splinter pistol
12"
Pistol 1
2
0
1
Poisoned Weapon (4+)
Poisoned Weapon (4+)
Shardcarbine
Shardcarbine
18"
Assault 3
2
0
1
Poisoned Weapon (4+)
Poisoned Weapon (4+)
Shaimeshi blade
Shaimeshi blade
Melee
Melee
User
0
1
Poisoned Weapon (2+). Each time an attack is made with this weapon, if the target is not a VEHICLE unit, an unmodified wound roll of 6 inflicts 1 mortal wound on the target in addition to any normal damage.
Poisoned Weapon (2+). Each time an attack is made with this weapon, if the target is not a VEHICLE unit, an unmodified wound roll of 6 inflicts 1 mortal wound on the target in addition to any normal damage.
Sslyth battle-blade
Sslyth battle-blade
Melee
Melee
User
-2
1
-
Ur-Ghul talons
Ur-Ghul talons
Melee
Melee
User
-1
1
-
ABILITIES
ABILITIES
Blade Artists (LHAMAEAN models only), Power From Pain
Court of the Archon: This unit can only be included in a Detachment if that Detachment also includes one or more ARCHON units, and you can only include a maximum of 1 COURT OF THE ARCHON units for each ARCHON unit in that Detachment. This unit does not take up slots in a Detachment.
Cold-blooded Bodyguard: While this unit contains any Sslyth models, while a friendly ARCHON unit is within 3" of this unit,that ARCHON unit can use the Look Out, Sir rule even if this unit contains fewer than 3 models.
Resilient Species: Each time a Sslyth or Ur-Ghul model in this unit would lose a wound, roll one D6: on a 5+, that wound is not lost.
Ferocious Charge: Each time this unit fights, if it made a charge move this turn, add 2 to the Attacks characteristic of Ur-Ghul models in this unit.
Toxin Crafter (Aura): While a friendly ARCHON or KABALITE TRUEBORN unit is within 3" of this unit, if this unit contains any LHAMAEAN models, each time a model in that ARCHON or KABALITE TRUEBORN unit makes an attack with a poisoned weapon an unmodified hit roll of 6 automatically wounds the target.
FACTION KEYWORDS: AELDARI, DRUKHARI,
KEYWORDS: INFANTRY, CORE, COURT OF THE ARCHON


5

Grotesques

NoNAME  M WS BS S T W A Ld Sv Base
35
Grotesque (base: 40mm)
3‑6
35
Grotesque
7" 3+ 6+ 5 5 4 4 8 6+ 40mm
If this unit contains 4 or more models, it has Power Rating 10. Every model is equipped with: monstrous cleaver; flesh gauntlet.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
+5
Liquifier gun
+5
Liquifier gun
12"
Assault D6
4
-2
1
Each time an attack is made with this weapon, that attack automatically hits the target.
Each time an attack is made with this weapon, that attack automatically hits the target.
Flesh gauntlet
Flesh gauntlet
Melee
Melee
+1
0
1
Each time an attack is made with this weapon, if the target is not a VEHICLE unit, an unmodified wound roll of 6 inflicts 1 mortal wound on the target in addition to any normal damage.
Each time an attack is made with this weapon, if the target is not a VEHICLE unit, an unmodified wound roll of 6 inflicts 1 mortal wound on the target in addition to any normal damage.
Monstrous cleaver
Monstrous cleaver
Melee
Melee
User
-2
2
Each time the bearer fights, it makes 1 additional attack with this weapon.
Each time the bearer fights, it makes 1 additional attack with this weapon.
WARGEAR OPTIONS
WARGEAR OPTIONS
 • Any number of models can each have their monstrous cleaver replaced with 1 liquifier gun.
ABILITIES
ABILITIES
Blade Artists, Insensible to Pain, Power From Pain
FACTION KEYWORDS: AELDARI, DRUKHARI,
KEYWORDS: INFANTRY, CORE, GROTESQUES


4

Incubi

NoNAME  M WS BS S T W A Ld Sv Base
18
Incubi (base: 28mm)
4‑9
18
Incubi
7" 2+ 3+ 3 3 1 3 8 3+ 28mm
18
Klaivex (base: 28mm)
1
18
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, you can select one enemy unit within Engagement Range of this unit and roll 2D6: if the result is greater than the enemy unit’s Leadership characteristic, that unit is not eligible to fight in the Fight phase until after all eligible units from your army have done so.
FACTION KEYWORDS: AELDARI, DRUKHARI
KEYWORDS: INFANTRY, CORE, BLADES FOR HIRE, INCUBI


4

Mandrakes

NoNAME  M WS BS S T W A Ld Sv Base
15
Mandrake (base: 25mm)
4‑9
15
Mandrake
8" 3+ 3+ 4 3 1 3 7 7+ 25mm
15
Nightfiend (base: 25mm)
1
15
Nightfiend
8" 3+ 3+ 4 3 1 4 8 7+ 25mm
If this unit contains 6 or more models, it has Power Rating 8. Every model is equipped with: baleblast; glimmersteel blade.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
Baleblast
Baleblast
18"
Assault 2
4
-1
1
Each time an attack is made with this weapon, an unmodified wound roll of 6 inflicts 1 mortal wound on the target in addition to any normal damage.
Each time an attack is made with this weapon, an unmodified wound roll of 6 inflicts 1 mortal wound on the target in addition to any normal damage.
Glimmersteel blade
Glimmersteel blade
Melee
Melee
User
-1
1
-
ABILITIES
ABILITIES
Blade Artists, Power From Pain
From Out of the Shadows: During deployment, when you set up this unit, it can be set up anywhere on the battlefield that is more than 9" away from the enemy deployment zone and any enemy models.
Shrouded From Sight: Each time an attack targets this unit, subtract 1 from that attack’s hit roll.
Shadow Creatures: Models in this unit have a 5+ invulnerable save.
Fade Away: Once per battle, at the start of your Movement phase, you can remove this unit from the battlefield and then, in the Reinforcements step of your next Movement phase, you can set this unit back up anywhere on the battlefield and more than 9" from any enemy models. If the battle ends and this unit is not on the battlefield, it is destroyed.
FACTION KEYWORDS: AELDARI, DRUKHARI
KEYWORDS: INFANTRY, BLADES FOR HIRE, MANDRAKES


3

Corsair Voidscarred

NoNAME  M WS BS S T W A Ld Sv Base
12
Corsair Voidscarred (base: 28mm)
4‑9
12
Corsair Voidscarred
7" 3+ 3+ 3 3 1 3 7 4+ 28mm
12
Voidscarred Felarch (base: 28mm)
1
12
Voidscarred Felarch
7" 3+ 3+ 3 3 1 4 8 4+ 28mm
20
Shade Runner (base: 28mm)
0‑1
20
Shade Runner
7" 2+ 3+ 3 3 1 4 7 4+ 28mm
20
Soul Weaver (base: 28mm)
0‑1
20
Soul Weaver
7" 3+ 3+ 3 3 1 3 8 4+ 28mm
25
Way Seeker (base: 28mm)
0‑1
25
Way Seeker
7" 3+ 3+ 3 3 1 3 8 4+ 28mm
This unit can contain a maximum of 10 models. If this unit contains 6 or more models, it has Power Rating 8.
  • Every Corsair Voidscarred and Voidscarred Felarch is equipped with: shuriken pistol; Aeldari power sword; plasma grenades.
  • A Shade Runner is equipped with: shuriken pistol; paired Hekatarii blades; plasma grenades.
  • A Soul Weaver is equipped with: shuriken pistol; Aeldari power sword; channeller stones; plasma grenades.
  • A Way Seeker is equipped with: shuriken pistol; witch staff; plasma grenades.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
+10
Fusion pistol
+10
Fusion pistol
6"
Pistol 1
8
-4
D6+2
-
Shuriken pistol
Shuriken pistol
12"
Pistol 1
4
-1
1
Shuriken
Shuriken
+10
Corsair blaster
+10
Corsair blaster
18"
Assault 1
8
-4
D6
-
+5
Corsair shredder
+5
Corsair shredder
18"
Assault D6
6
-1
1
Blast
Blast
+5
Neuro disruptor
+5
Neuro disruptor
12"
Pistol 1
6
-3
1
Each time an attack is made with this weapon, if a hit is scored, unless the target is a VEHICLE unit, the target suffers 1 mortal wound and the attack sequence ends.
Each time an attack is made with this weapon, if a hit is scored, unless the target is a VEHICLE unit, the target suffers 1 mortal wound and the attack sequence ends.
+5
Ranger long rifle
+5
Ranger long rifle
36"
Heavy 1
4
-1
1
Each time you select a target for this weapon, you can ignore the Look Out, Sir rule. Each time an attack is made with this weapon, an unmodified wound roll of 6 inflicts 1 mortal wound on the target in addition to any normal damage.
Each time you select a target for this weapon, you can ignore the Look Out, Sir rule. Each time an attack is made with this weapon, an unmodified wound roll of 6 inflicts 1 mortal wound on the target in addition to any normal damage.
+10
Shuriken cannon
+10
Shuriken cannon
24"
Heavy 3
6
-1
2
Shuriken
Shuriken
Shuriken rifle
Shuriken rifle
24"
Rapid Fire 1
4
-1
1
Shuriken
Shuriken
+15
Wraithcannon
+15
Wraithcannon
18"
Assault 1
10
-4
D3+3
Each time an attack is made with this weapon, an unmodified wound roll of 6 inflicts 1 mortal wound on the target in addition to any normal damage.
Each time an attack is made with this weapon, an unmodified wound roll of 6 inflicts 1 mortal wound on the target in addition to any normal damage.
Aeldari power sword
Aeldari power sword
Melee
Melee
+1
-3
1
-
Paired Hekatarii blades
Paired Hekatarii blades
Melee
Melee
User
-3
1
-
Witch staff
Witch staff
Melee
Melee
User
-1
D3
Each time an attack is made with this weapon, an unmodified wound roll of 2+ is always successful.
Each time an attack is made with this weapon, an unmodified wound roll of 2+ is always successful.
OTHER WARGEAR
ABILITIES 
Channeller stones
Once per turn, the first time a saving throw is failed for the bearer’s unit, the Damage characteristic of that attack is changed to 0.
Channeller stones
Once per turn, the first time a saving throw is failed for the bearer’s unit, the Damage characteristic of that attack is changed to 0.
+10
Faolchú
Each time a model in the bearer’s unit makes a ranged attack, the target does not receive the benefits of Light Cover against that attack.
+10
Faolchú
Each time a model in the bearer’s unit makes a ranged attack, the target does not receive the benefits of Light Cover against that attack.
+5
Mistshield
The bearer has a 4+ invulnerable save.
+5
Mistshield
The bearer has a 4+ invulnerable save.
WARGEAR OPTIONS
WARGEAR OPTIONS
 • Any Corsair Voidscarred model’s shuriken pistol and Aeldari power sword can be replaced with 1 shuriken rifle.
 • The Voidscarred Felarch’s shuriken pistol can be replaced with one of the following: 1 neuro disruptor; 1 shuriken rifle.
 • The Voidscarred Felarch can be equipped with 1 mistshield.
 • For every 5 models in this unit, 1 Corsair Voidscarred’s shuriken rifle can be replaced with one of the following: 1 Corsair blaster; 1 Corsair shredder.
 • If this unit contains 10 models, 1 Corsair Voidscarred’s shuriken rifle can be replaced with one of the following: 1 shuriken cannon; 1 wraithcannon.
 • If this unit contains 10 models, 1 Corsair Voidscarred’s shuriken rifle can be replaced with 1 Ranger long rifle.
 • If this unit contains 10 models, 1 Corsair Voidscarred’s Aeldari power sword can be replaced with 1 fusion pistol.
 • 1 Corsair Voidscarred model equipped with a shuriken pistol and Aeldari power sword can be equipped with 1 Faolchú.
ABILITIES
ABILITIES
Lodestar helm: This unit never suffers Perils of the Warp.
Shade Runner Assault: While this unit contains a Shade Runner model, each time this unit finishes a charge move, you can select one enemy unit within Engagement Range of this unit and roll one D6. On a 2-5, that enemy unit suffers 1 mortal wound. On a 6, that enemy unit suffers 2 mortal wounds.
Reavers of the Void: Each time a model in this unit makes an attack, an unmodified hit roll of 6 automatically wounds the target (and is treated as an unmodified wound roll of 6).
Outcasts and Pirates: If your army is Battle-forged, this unit cannot be used as a compulsory selection in a Detachment (e.g. as the only Troops unit in a Patrol Detachment), unless that Detachment only contains ANHRATHE units.
PSYKER
PSYKER
While this unit contains a Way Seeker model, this unit has the PSYKER keyword and can attempt to manifest one psychic power in your Psychic phase and attempt to deny one psychic power in your opponent’s Psychic phase. It knows Smite and one psychic power from the Runes of Fate discipline or the Runes of Fortune discipline. Each time this unit attempts to Deny the Witch, manifest a psychic power or perform a psychic action, measure distances and draw line of sight from this unit’s Way Seeker model. If enemy units have any abilities that require distances to be measured or line of sight to be drawn to PSYKER units, do so to this unit’s Way Seeker model.
FACTION KEYWORDS: AELDARI, ANHRATHE, ASURYANI, DRUKHARI
KEYWORDS: INFANTRY, CORSAIR VOIDSCARRED


1

Ur-Ghul*

NoNAME  M WS BS S T W A Ld Sv Base
15
Ur-Ghul (base: 32mm)
1
15
Ur-Ghul
8" 3+ - 4 3 3 4 4 7+ 32mm
An Ur-Ghul is a single model which attacks with claws and talons.
* This datasheet is part of the Warhammer Legends range of rules and can be used in any type of play - open, narrative or matched. However Legends units are not updated by GW and not supported by Wahapedia and therefore not recommended for competitive tournaments.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
Claws and talons
Claws and talons
Melee
Melee
+1
-1
1
-
ABILITIES
ABILITIES
Insensible To Pain: This model has a 5+ invulnerable save.
Ferocious Charge: Add 2 to this model’s Attacks characteristic if it charged in the same turn.
Court of the Archon: This unit can only be included in a Detachment if that Detachment also includes one or more ARCHON units, and you can only include a maximum of 1 COURT OF THE ARCHON units for each ARCHON unit in that Detachment. This unit does not take up slots in a Detachment.
FACTION KEYWORDS: AELDARI, DRUKHARI,
KEYWORDS: INFANTRY, COURT OF THE ARCHON, UR-GHUL


2

Beastmaster (Legendary)*

NoNAME  M WS BS S T W A Ld Sv Base
36
Beastmaster (base: 32mm flying base)
1
36
Beastmaster
12" 3+ 3+ 3 3 3 3 7 5+ 32mm flying base
A Beastmaster is a single model armed with an agoniser. It rides a skyboard equipped with splinter pods.
* This datasheet is part of the Warhammer Legends range of rules and can be used in any type of play - open, narrative or matched. However Legends units are not updated by GW and not supported by Wahapedia and therefore not recommended for competitive tournaments.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
Splinter pods
Splinter pods
18"
Assault 2
2
0
1
Poisoned Weapon (4+)
Poisoned Weapon (4+)
Agoniser
Agoniser
Melee
Melee
User
-3
1
Poisoned Weapon (4+)
Poisoned Weapon (4+)
Beastmaster’s scourge
Beastmaster’s scourge
Melee
Melee
+1
0
1
-
Power sword
Power sword
Melee
Melee
+1
-3
1
-
WARGEAR OPTIONS
WARGEAR OPTIONS
 • This model can be equipped with one of the following instead of 1 agoniser: 1 beastmaster’s scourge; 1 power sword.
ABILITIES
ABILITIES
Power From Pain, Combat Drugs
Beastmaster: Re-roll hit rolls of 1 for friendly DRUKHARI BEAST units whilst they are within 6" of this model. Friendly DRUKHARI BEAST units can use this model’s Leadership characteristic instead of their own whilst they are within 6" of it. In addition, if your army is Battle-forged, you must include at least one DRUKHARI BEAST unit in a Detachment for each Beastmaster in that Detachment. DRUKHARI BEAST units do not take up slots in a Detachment that includes any Beastmasters. This model can never have a Warlord Trait.
FACTION KEYWORDS: AELDARI, DRUKHARI,
KEYWORDS: CHARACTER, INFANTRY, SKYBOARD, FLY, BEASTMASTER


4

Hekatrix Bloodbrides*

NoNAME  M WS BS S T W A Ld Sv Base
13
Hekatrix Bloodbride (base: 25mm)
4‑19
13
Hekatrix Bloodbride
8" 3+ 3+ 3 3 1 3 8 6+ 25mm
13
Syren (base: 25mm)
1
13
Syren
8" 3+ 3+ 3 3 1 4 8 6+ 25mm
This unit contains 1 Syren and 4 Hekatrix Bloodbrides. It can additionally contain up to 5 Hekatrix Bloodbrides (Power Rating +3), up to 10 Hekatrix Bloodbrides (Power Rating +6), or up to 15 Hekatrix Bloodbrides (Power Rating +9). Every model is equipped with: splinter pistol; hekatarii blade; plasma grenades.
* This datasheet is part of the Warhammer Legends range of rules and can be used in any type of play - open, narrative or matched. However Legends units are not updated by GW and not supported by Wahapedia and therefore not recommended for competitive tournaments.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
Blast pistol
Blast pistol
6"
Pistol 1
8
-4
D6
-
Phantasm grenade launcher
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 pistol
Splinter pistol
12"
Pistol 1
2
0
1
Poisoned Weapon (4+)
Poisoned Weapon (4+)
Agoniser
Agoniser
Melee
Melee
User
-3
1
Poisoned Weapon (4+)
Poisoned Weapon (4+)
Hekatarii blade
Hekatarii blade
Melee
Melee
User
-1
1
Each time the bearer fights, it makes 1 additional attack with this weapon.
Each time the bearer fights, it makes 1 additional attack with this weapon.
+5
Hydra gauntlets
+5
Hydra gauntlets
Melee
Melee
+2
-2
1
Each time the bearer fights, it makes 1 additional attack with this weapon.
Each time the bearer fights, it makes 1 additional attack with this weapon.
Power sword
Power sword
Melee
Melee
+1
-3
1
-
+5
Razorflails
+5
Razorflails
Melee
Melee
User
-1
1
Each time an attack is made with this weapon, make 2 hit rolls instead of 1.
Each time an attack is made with this weapon, make 2 hit rolls instead of 1.
+10
Shardnet and impaler
+10
Shardnet and impaler
Melee
Melee
User
-2
2
Each time the bearer fights, it makes 1 additional attack with this weapon.
Each time the bearer fights, it makes 1 additional attack with this weapon.
Plasma grenades
Plasma grenades
6"
Grenade D6
4
-1
1
Blast
Blast
WARGEAR OPTIONS
WARGEAR OPTIONS
 • The Syren can be equipped with one of the following instead of 1 hekatarii blade: 1 agoniser; 1 power sword.
 • The Syren can additionally be equipped with 1 phantasm grenade launcher.
 • The Syren can be equipped with 1 blast pistol instead of 1 splinter pistol.
 • If this unit contains fewer than 10 models, 1 Hekatrix Bloodbride can be equipped with one of the following instead of 1 splinter pistol and 1 hekatarii blade: 1 hydra gauntlets; 1 razorflails; 1 shardnet and impaler.
 • If this unit contains 10 or more models, up to 3 Hekatrix Bloodbrides can be equipped with one of the following instead of 1 splinter pistol and 1 hekatarii blade: 1 hydra gauntlets; 1 razorflails; 1 shardnet and impaler.
ABILITIES
ABILITIES
Power From Pain, Combat Drugs
Dodge: Models in this unit have a 6+ invulnerable save. In addition, models in this unit have a 4+ invulnerable save against attacks made with melee weapons.
No Escape: Roll off if an INFANTRY unit within 1" of any enemy models with this ability wishes to Fall Back. The unit can only Fall Back if the player controlling it wins the roll-off.
FACTION KEYWORDS: AELDARI, DRUKHARI,
KEYWORDS: INFANTRY, HEKATRIX BLOODBRIDES


5

Kabalite Trueborn*

NoNAME  M WS BS S T W A Ld Sv Base
11
Kabalite Trueborn (base: 25mm)
4‑19
11
Kabalite Trueborn
7" 3+ 3+ 3 3 1 2 8 5+ 25mm
11
Dracon (base: 25mm)
1
11
Dracon
7" 3+ 3+ 3 3 1 3 8 5+ 25mm
This unit contains 1 Dracon and 4 Kabalite Trueborn. It can additionally contain up to 5 Kabalite Trueborn (Power Rating +4), or up to 10 Kabalite Trueborn (Power Rating +7), or up to 15 Kabalite Trueborn (Power Rating +10). Every model is equipped with: splinter rifle.
* This datasheet is part of the Warhammer Legends range of rules and can be used in any type of play - open, narrative or matched. However Legends units are not updated by GW and not supported by Wahapedia and therefore not recommended for competitive tournaments.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
Blast pistol
Blast pistol
6"
Pistol 1
8
-4
D6
-
Blaster
Blaster
18"
Assault 1
8
-4
D6
-
+15
Dark lance
+15
Dark lance
36"
Heavy 1
8
-4
D3+3
-
Phantasm grenade launcher
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.
Shredder
Shredder
18"
Assault D6
6
-1
1
Blast
Blast
+10
Splinter cannon
+10
Splinter cannon
36"
Heavy 3
3
-1
2
Poisoned Weapon (4+)
Poisoned Weapon (4+)
Splinter pistol
Splinter pistol
12"
Pistol 1
2
0
1
Poisoned Weapon (4+)
Poisoned Weapon (4+)
Splinter rifle
Splinter rifle
24"
Rapid Fire 1
2
0
1
Poisoned Weapon (4+)
Poisoned Weapon (4+)
Agoniser
Agoniser
Melee
Melee
User
-3
1
Poisoned Weapon (4+)
Poisoned Weapon (4+)
Power sword
Power sword
Melee
Melee
+1
-3
1
-
WARGEAR OPTIONS
WARGEAR OPTIONS
 • The Dracon can additionally be equipped with 1 agoniser or 1 power sword.
 • The Dracon can additionally be equipped with 1 phantasm grenade launcher.
 • The Dracon can be equipped with one of the following instead of 1 splinter rifle: 1 blast pistol; 1 splinter pistol.
 • Up to 2 Kabalite Trueborn can be equipped with one of the following instead of 1 splinter rifle: 1 dark lance; 1 splinter cannon.
 • Up to 4 Kabalite Trueborn can be equipped with one of the following instead of 1 splinter rifle: 1 blaster; 1 shredder.
ABILITIES
ABILITIES
Power From Pain
FACTION KEYWORDS: AELDARI, DRUKHARI,
KEYWORDS: INFANTRY, KABALITE TRUEBORN

Fast Attack


2

Clawed Fiends

NoNAME  M WS BS S T W A Ld Sv Base
25
Clawed Fiend (base: 40mm)
1‑6
25
Clawed Fiend
10" 4+ - 5 5 4 5 4 5+ 40mm
If this unit contains between 2 and 3 models, it has Power Rating 5. If this unit contains between 4 and 6 models, it has Power Rating 10. Every model is equipped with: clawed fists.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
Clawed fists
Clawed fists
Melee
Melee
User
-2
2
-
ABILITIES
ABILITIES
Beasts of the Arena: This unit can only be included in a Detachment if that Detachment also includes one or more DRUKHARI BEASTMASTER units, and you can only include a maximum of 3 DRUKHARI BEAST units for each DRUKHARI BEASTMASTER unit in that Detachment.
Berserk Rage: While a model from this unit has lost any wounds, models in this unit have an Attacks characteristic of 6.
FACTION KEYWORDS: AELDARI, DRUKHARI
KEYWORDS: BEAST, BLADES FOR HIRE, CLAWED FIENDS


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


1

Khymerae

NoNAME  M WS BS S T W A Ld Sv Base
10
Khymera (base: 40mm)
2‑6
10
Khymera
10" 3+ - 4 4 1 3 4 6+ 40mm
If this unit contains between 3 and 4 models, it has Power Rating 2. If this unit contains between 5 and 6 models, it has Power Rating 3. Every model is equipped with: claws and talons.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
Claws and talons
Claws and talons
Melee
Melee
+1
-1
1
-
ABILITIES
ABILITIES
Beasts of the Arena: This unit can only be included in a Detachment if that Detachment also includes one or more DRUKHARI BEASTMASTER units, and you can only include a maximum of 3 DRUKHARI BEAST units for each DRUKHARI BEASTMASTER unit in that Detachment.
Otherworldly: Models in this unit have a 5+ invulnerable save.
FACTION KEYWORDS: AELDARI, DRUKHARI
KEYWORDS: BEAST, DAEMON, BLADES FOR HIRE, KHYMERAE


2

Razorwing Flocks

NoNAME  M WS BS S T W A Ld Sv Base
12
Razorwing Flock (base: 40mm)
3‑9
12
Razorwing Flock
12" 4+ - 2 2 4 4 4 7+ 40mm
If this unit contains between 4 and 6 models, it has Power Rating 4. If this unit contains between 7 and 9 models, it has Power Rating 6. Every model is equipped with: razor feathers.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
Razor feathers
Razor feathers
Melee
Melee
User
-1
1
-
ABILITIES
ABILITIES
Beasts of the Arena: This unit can only be included in a Detachment if that Detachment also includes one or more DRUKHARI BEASTMASTER units, and you can only include a maximum of 3 DRUKHARI BEAST units for each DRUKHARI BEASTMASTER unit in that Detachment.
FACTION KEYWORDS: AELDARI, DRUKHARI
KEYWORDS: BEAST, SWARM, FLY, BLADES FOR HIRE, RAZORWING FLOCKS


3

Reavers

NoNAME  M WS BS S T W A Ld Sv Base
20
Reaver (base: 32mm flying base)
2‑11
20
Reaver
18" 3+ 3+ 3 4 2 3 7 4+ 32mm flying base
20
Arena Champion (base: 32mm flying base)
1
20
Arena Champion
18" 3+ 3+ 3 4 2 4 8 4+ 32mm flying base
If this unit contains between 4 and 6 models, it has Power Rating 6. If this unit contains between 7 and 9 models, it has Power Rating 9. If this unit contains between 9 and 12 models, it has Power Rating 12. Every model is equipped with: splinter pistol; splinter rifle; bladevanes.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
Splinter pistol
Splinter pistol
12"
Pistol 1
2
0
1
Poisoned Weapon (4+)
Poisoned Weapon (4+)
+10
Blaster
+10
Blaster
18"
Assault 1
8
-4
D6
-
+10
Heat lance
+10
Heat lance
18"
Heavy 1
8
-4
D6+2
-
Splinter rifle
Splinter rifle
24"
Rapid Fire 1
2
0
1
Poisoned Weapon (4+)
Poisoned Weapon (4+)
+5
Agoniser
+5
Agoniser
Melee
Melee
User
-3
1
Poisoned Weapon (4+)
Poisoned Weapon (4+)
Bladevanes
Bladevanes
Melee
Melee
+1
-1
1
-
+5
Power sword
+5
Power sword
Melee
Melee
+1
-3
1
-
OTHER WARGEAR
ABILITIES 
+5
Cluster caltrops
Each time an enemy unit within Engagement Range of the bearer Falls Back, roll one D6: on a 4+, that unit suffers 1 mortal wound.
+5
Cluster caltrops
Each time an enemy unit within Engagement Range of the bearer Falls Back, roll one D6: on a 4+, that unit suffers 1 mortal wound.
+5
Grav-talon
After the bearer makes a charge move, select one enemy unit within Engagement Range of them and roll one D6: on a 4+,that unit suffers 1 mortal wound. On a 6, that unit suffers D3 mortal wounds instead.
+5
Grav-talon
After the bearer makes a charge move, select one enemy unit within Engagement Range of them and roll one D6: on a 4+,that unit suffers 1 mortal wound. On a 6, that unit suffers D3 mortal wounds instead.
WARGEAR OPTIONS
WARGEAR OPTIONS
 • The Arena Champion can be equipped with one of the following: 1 power sword; 1 agoniser.
 • For every 3 models in this unit, 1 model’s splinter rifle can be replaced with one of the following: 1 blaster; 1 heat lance.
 • For every 3 models in this unit, 1 model can be equipped with one of the following: 1 grav-talon; 1 cluster caltrops.
ABILITIES
ABILITIES
Blade Artists, Combat Drugs, Power From Pain
Matchless Swiftness: Each time this unit Advances, do not make an Advance roll. Instead, until the end of the phase, add 8" to the Move characteristic of models in this unit.
FACTION KEYWORDS: AELDARI, DRUKHARI,
KEYWORDS: BIKER, FLY, CORE, REAVERS


5

Scourges

NoNAME  M WS BS S T W A Ld Sv Base
12
Scourge (base: 32mm)
4‑9
12
Scourge
14" 3+ 3+ 3 3 1 2 7 4+ 32mm
12
Solarite (base: 32mm)
1
12
Solarite
14" 3+ 3+ 3 3 1 3 8 4+ 32mm
If this unit contains 6 or more models, it has Power Rating 8. Every model is equipped with: shardcarbine; plasma grenades.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
+5
Blast pistol
+5
Blast pistol
6"
Pistol 1
8
-4
D6
-
Splinter pistol
Splinter pistol
12"
Pistol 1
2
0
1
Poisoned Weapon (4+)
Poisoned Weapon (4+)
+10
Blaster
+10
Blaster
18"
Assault 1
8
-4
D6
-
+15
Dark lance
+15
Dark lance
36"
Heavy 1
8
-4
D3+3
-
+10
Drukhari haywire blaster
+10
Drukhari haywire blaster
24"
Heavy D3
3
-3
D3
Blast. Each time an attack is made with this weapon, if the target is a VEHICLE unit, an unmodified wound roll of 4+ is always successful, and an unmodified wound roll of 6 inflicts D3 mortal wounds on the target in addition to any normal damage.
Blast. Each time an attack is made with this weapon, if the target is a VEHICLE unit, an unmodified wound roll of 4+ is always successful, and an unmodified wound roll of 6 inflicts D3 mortal wounds on the target in addition to any normal damage.
+10
Heat lance
+10
Heat lance
18"
Heavy 1
8
-4
D6+2
-
Shardcarbine
Shardcarbine
18"
Assault 3
2
0
1
Poisoned Weapon (4+)
Poisoned Weapon (4+)
+5
Shredder
+5
Shredder
18"
Assault D6
6
-1
1
Blast
Blast
+10
Splinter cannon
+10
Splinter cannon
36"
Heavy 3
3
-1
2
Poisoned Weapon (4+)
Poisoned Weapon (4+)
+5
Agoniser
+5
Agoniser
Melee
Melee
User
-3
1
Poisoned Weapon (4+)
Poisoned Weapon (4+)
+5
Power lance
+5
Power lance
Melee
Melee
+2
-2
1
-
+5
Venom blade
+5
Venom blade
Melee
Melee
User
-1
1
Poisoned Weapon (2+)
Poisoned Weapon (2+)
Plasma grenades
Plasma grenades
6"
Grenade D6
4
-1
1
Blast
Blast
WARGEAR OPTIONS
WARGEAR OPTIONS
 • Up to 4 Scourges can each have their shardcarbine replaced with one of the following: 1 blaster; 1 dark lance; 1 Drukhari haywire blaster; 1 heat lance; 1 shredder; 1 splinter cannon.
 • The Solarite's shardcarbine can be replaced with one of the following: 1 splinter pistol; 1 blast pistol.
 • The Solarite can be equipped with one of the following: 1 agoniser; 1 power lance; 1 venom blade.
ABILITIES
ABILITIES
Blade Artists, Power From Pain
Ghostplate Armour: Models in this unit have a 5+ invulnerable save.
Winged Strike: During deployment, you can set up this unit high in the skies instead of setting it up on the battlefield. If you do so, then in the Reinforcements step of one of your Movement phases, you can set up this unit anywhere on the battlefield that is more than 9" away from any enemy models.
FACTION KEYWORDS: AELDARI, DRUKHARI
KEYWORDS: INFANTRY, FLY, HAYWIRE GRENADE, CORE, BLADES FOR HIRE, SCOURGES


5

Corsair Cloud Dancer Band*

NoNAME  M WS BS S T W A Ld Sv Base
22
Corsair Cloud Dancer (base: 32mm flying base)
3‑9
22
Corsair Cloud Dancer
16" 3+ 3+ 3 4 2 1 6 4+ 32mm flying base
22
Corsair Cloud Dancer Felarch (base: 32mm flying base)
0‑1
22
Corsair Cloud Dancer Felarch
16" 3+ 3+ 3 4 2 2 7 4+ 32mm flying base
If this unit contains between 4 and 6 models, it has Power Rating 10. If this unit contains 7 or more models, it has Power Rating 15. One Corsair Cloud Dancer model in this unit can be replaced with 1 Corsair Cloud Dancer Felarch model. Each model is equipped with: brace of pistols; twin shuriken catapult.
* This datasheet is part of the Warhammer Legends range of rules and can be used in any type of play - open, narrative or matched. However Legends units are not updated by GW and not supported by Wahapedia and therefore not recommended for competitive tournaments.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
Brace of pistols
Brace of pistols
12"
Pistol 2
4
0
1
-
+5
Dissonance pistol
+5
Dissonance pistol
12"
Pistol 1
5
-2
1
Each time an attack is made with this weapon, an unmodified hit roll of 6 automatically wounds the target.
Each time an attack is made with this weapon, an unmodified hit roll of 6 automatically wounds the target.
+15
Dissonance cannon
+15
Dissonance cannon
24"
Assault 2
5
-2
2
Each time an attack is made with this weapon, an unmodified hit roll of 6 automatically wounds the target.
Each time an attack is made with this weapon, an unmodified hit roll of 6 automatically wounds the target.
+10
Scatter laser
+10
Scatter laser
36"
Heavy 6
6
0
1
-
+10
Shuriken cannon
+10
Shuriken cannon
24"
Heavy 3
6
-1
2
Shuriken
Shuriken
+15
Splinter cannon
+15
Splinter cannon
36"
Heavy 3
3
-1
2
Poisoned Weapon (4+)
Poisoned Weapon (4+)
Twin shuriken catapult
Twin shuriken catapult
18"
Assault 4
4
-1
1
Shuriken
Shuriken
+20
Dark lance
+20
Dark lance
36"
Heavy 1
8
-4
D3+3
-
Void sabre
Void sabre
Melee
Melee
User
-3
1
-
WARGEAR OPTIONS
WARGEAR OPTIONS
 • Any number of models can each have their twin shuriken catapult replaced with one of the following: 1 dark lance; 1 dissonance cannon; 1 scatter laser; 1 shuriken cannon; 1 splinter cannon.
 • The Corsair Cloud Dancer Felarch’s brace of pistols can be replaced with one of the following: 1 dissonance pistol; 1 void sabre.
ABILITIES
ABILITIES
Ride the Wind: Each time this unit Advances, do not make an Advance roll. Instead, until the end of the phase, add 6" to the Move characteristic of models in this unit.
Reckless Abandon: This unit is eligible to perform Heroic Interventions as if it were a CHARACTER.
Ally of Convenience: If your army is Battle-forged:
  • This unit can be included in a <CRAFTWORLD> or <KABAL> Detachment and models in that Detachment can still gain their Detachment abilities.
  • The inclusion of this unit in your army does not prevent ASURYANI or DRUKHARI units in your army from using any rules that require every model in your army to have the ASURYANI or DRUKHARI keywords.
FACTION KEYWORDS: AELDARI, ANHRATHE, <COTERIE>
KEYWORDS: BIKER, FLY, CORSAIR CLOUD DANCER BAND

Flyers


8

Razorwing Jetfighter

NoNAME  M WS BS S T W! A Ld Sv Base
150
Razorwing Jetfighter (base: 120 x 92mm flying base)
1
150
Razorwing Jetfighter
20-72" 6+ 3+ 6 6 6-10 3 7 4+ 120 x 92mm flying base
20-48" 6+ 4+ 6 6 3-5 D3 7 4+
20-32" 6+ 5+ 6 6 1-2 1 7 4+
A Razorwing Jetfighter is equipped with: 2 dark lances; Razorwing missiles; twin splinter rifle.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
Dark lance
Dark lance
36"
Heavy 1
8
-4
D3+3
-
+5
Disintegrator cannon
+5
Disintegrator cannon
36"
Heavy 3
5
-3
2
-
Razorwing missiles
Before selecting targets, select one of the profiles below to make attacks with.
Razorwing missiles
Before selecting targets, select one of the profiles below to make attacks with.
 - Monoscythe missile
 - Monoscythe missile
48"
Assault D6
6
0
2
Blast
Blast
 - Necrotoxin missile
 - Necrotoxin missile
48"
Assault 3D3
2
0
1
Blast. Poisoned Weapon (2+)
Blast. Poisoned Weapon (2+)
 - Shatterfield missile
 - Shatterfield missile
48"
Assault D6
7
-2
1
Blast
Blast
+5
Splinter cannon
+5
Splinter cannon
36"
Heavy 3
3
-1
2
Poisoned Weapon (4+)
Poisoned Weapon (4+)
Twin splinter rifle
Twin splinter rifle
24"
Rapid Fire 2
2
0
1
Poisoned Weapon (4+)
Poisoned Weapon (4+)
WARGEAR OPTIONS
WARGEAR OPTIONS
 • This model's 2 dark lances can be replaced with 2 disintegrator cannons.
 • This model's twin splinter rifle can be replaced with 1 splinter cannon.
ABILITIES
ABILITIES
Power From Pain
Supersonic: Each time this model makes a Normal Move, Advances or Falls Back, first pivot it on the spot up to 90° (this does not contribute to how far the model moves), then move the model straight forwards. It cannot pivot again after the initial pivot.
Night Shield: This model has a 5+ invulnerable save against ranged attacks.
Hard to Hit: Each time a ranged attack is made against this model, subtract 1 from that attack’s hit roll.
Airborne: You cannot declare a charge with this model, and it can only be chosen as a target of a charge if the unit making the charge can FLY. You can only fight with this model if it is within Engagement Range of any enemy units that can FLY, and this model can only make melee attacks against units that can FLY. Enemy units can only make melee attacks against this model if they can FLY.
Explodes: When this model is destroyed, roll one D6 before removing it from play. On a 6 it explodes, and each unit within 6" suffers D3 mortal wounds.
FACTION KEYWORDS: AELDARI, DRUKHARI, or
KEYWORDS: VEHICLE, FLY, AIRCRAFT, RAZORWING JETFIGHTER


9

Voidraven Bomber

NoNAME  M WS BS S T W! A Ld Sv Base
175
Voidraven Bomber (base: 120 x 92mm flying base)
1
175
Voidraven Bomber
20-60" 6+ 3+ 6 6 7-12 3 7 4+ 120 x 92mm flying base
20-40" 6+ 4+ 6 6 4-6 D3 7 4+
20-25" 6+ 5+ 6 6 1-3 1 7 4+
A Voidraven Bomber is equipped with: 2 void lances; void mine.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
+5
Dark scythe
+5
Dark scythe
24"
Heavy 3
8
-4
2
-
Void lance
Void lance
36"
Heavy 1
9
-4
D3+3
-
+15
Voidraven missiles
Before selecting targets, select one of the profiles below to make attacks with.
+15
Voidraven missiles
Before selecting targets, select one of the profiles below to make attacks with.
 - Implosion missile
 - Implosion missile
48"
Assault D3
6
-3
2
Blast
Blast
 - Shatterfield missile
 - Shatterfield missile
48"
Assault D6
7
-2
1
Blast
Blast
OTHER WARGEAR
ABILITIES 
Void mine
Once per battle, in your Movement phase, after the bearer makes a Normal Move or Advances, you can select one point on the battlefield the bearer moved across. Roll one D6 for each unit within 6" of that point, subtracting 1 if that unit has the CHARACTER keyword (excluding VEHICLE or MONSTER units): on a 4+, that unit suffers D6 mortal wounds.
Void mine
Once per battle, in your Movement phase, after the bearer makes a Normal Move or Advances, you can select one point on the battlefield the bearer moved across. Roll one D6 for each unit within 6" of that point, subtracting 1 if that unit has the CHARACTER keyword (excluding VEHICLE or MONSTER units): on a 4+, that unit suffers D6 mortal wounds.
WARGEAR OPTIONS
WARGEAR OPTIONS
 • This model's 2 void lances can be replaced with 2 dark scythes.
 • This model can be equipped with Voidraven missiles.
ABILITIES
ABILITIES
Power From Pain
Supersonic: Each time this model makes a Normal Move, Advances or Falls Back, first pivot it on the spot up to 90° (this does not contribute to how far the model moves), then move the model straight forwards. It cannot pivot again after the initial pivot.
Night Shield: This model has a 5+ invulnerable save against ranged attacks.
Hard to Hit: Each time a ranged attack is made against this model, subtract 1 from that attack’s hit roll.
Airborne: You cannot declare a charge with this model, and it can only be chosen as a target of a charge if the unit making the charge can FLY. You can only fight with this model if it is within Engagement Range of any enemy units that can FLY, and this model can only make melee attacks against units that can FLY. Enemy units can only make melee attacks against this model if they can FLY.
Explodes: When this model is destroyed, roll one D6 before removing it from play. On a 6 it explodes, and each unit within 6" suffers D3 mortal wounds.
FACTION KEYWORDS: AELDARI, DRUKHARI, or
KEYWORDS: VEHICLE, FLY, AIRCRAFT, VOIDRAVEN BOMBER


8

Raven Strike Fighter*

NoNAME  M WS BS S T W! A Ld Sv Base
150
Raven Strike Fighter (base: 120 x 92mm flying base)
1
150
Raven Strike Fighter
20-70" 6+ 3+ 6 6 6-10 3 7 4+ 120 x 92mm flying base
20-50" 6+ 4+ 6 6 3-5 D3 7 4+
20-30" 6+ 5+ 6 6 1-2 1 7 4+
A Raven Strike Fighter is equipped with: 2 dark lances; splinterstorm cannon.
* This datasheet is part of the Warhammer Legends range of rules and can be used in any type of play - open, narrative or matched. However Legends units are not updated by GW and not supported by Wahapedia and therefore not recommended for competitive tournaments.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
Dark lance
Dark lance
36"
Heavy 1
8
-4
D3+3
-
Splinterstorm cannon
Splinterstorm cannon
36"
Rapid Fire 6
*
-1
1
Poisoned Weapon
Poisoned Weapon
ABILITIES
ABILITIES
Airborne: You cannot declare a charge with this model, and it can only be chosen as a target of a charge if the unit making the charge can FLY. You can only fight with this model if it is within Engagement Range of any enemy units that can FLY, and this model can only make melee attacks against units that can FLY. Enemy units can only make melee attacks against this model if they can FLY.
Supersonic: When this model moves in your Movement phase, first pivot it on the spot up to 90° (this does not contribute to how far the model moves), then move the model straight forwards. It cannot pivot again after the initial pivot. When this model Advances, add 20" to its Move characteristic until the end of the Movement phase instead of making an Advance roll.
Hard to Hit: Each time a ranged attack is made against this model, subtract 1 from that attack’s hit roll.
Night Shield: This model has a 5+ invulnerable save against ranged attacks.
Explodes: When this model is destroyed, roll one D6 before removing it from play. On a 6 it explodes, and each unit within 6" suffers D3 mortal wounds.
FACTION KEYWORDS: AELDARI, DRUKHARI, <KABAL> OR <WYCH CULT>
KEYWORDS: VEHICLE, AIRCRAFT, FLY, RAVEN STRIKE FIGHTER

Heavy Support


4

Cronos

NoNAME  M WS BS S T W A Ld Sv Base
75
Cronos (base: 60mm flying base)
1‑3
75
Cronos
8" 4+ 3+ 5 6 7 4 9 3+ 60mm flying base
If this unit contains 2 models, it has Power Rating 8. If this unit contains 3 models, it has Power Rating 12. Every model is equipped with: spirit syphon; spirit-leech tentacles.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
Spirit syphon
Spirit syphon
12"
Assault D6
5
-2
1
Each time an attack is made with this weapon, that attack automatically hits the target. Each time an attack is made with this weapon, on an unmodified wound roll of 6, that attack has a Damage characteristic of 2.
Each time an attack is made with this weapon, that attack automatically hits the target. Each time an attack is made with this weapon, on an unmodified wound roll of 6, that attack has a Damage characteristic of 2.
+10
Spirit vortex
+10
Spirit vortex
18"
Assault D6
5
-2
1
Blast. Each time an attack is made with this weapon, on an unmodified wound roll of 6, that attack has a Damage characteristic of 2.
Blast. Each time an attack is made with this weapon, on an unmodified wound roll of 6, that attack has a Damage characteristic of 2.
Spirit-leech tentacles
Spirit-leech tentacles
Melee
Melee
User
-1
1
Each time an attack is made with this weapon, on an unmodified wound roll of 6, that attack has a Damage characteristic of 2.
Each time an attack is made with this weapon, on an unmodified wound roll of 6, that attack has a Damage characteristic of 2.
OTHER WARGEAR
ABILITIES 
+5
Spirit probe
The bearer gains the following ability: ‘Spirit Probe (Aura): While a friendly DRUKHARI CORE or DRUKHARI CHARACTER unit is within 6" of the bearer, each time a model in that unit makes a melee attack, you can re-roll a wound roll of 1.’
+5
Spirit probe
The bearer gains the following ability: ‘Spirit Probe (Aura): While a friendly DRUKHARI CORE or DRUKHARI CHARACTER unit is within 6" of the bearer, each time a model in that unit makes a melee attack, you can re-roll a wound roll of 1.’
WARGEAR OPTIONS
WARGEAR OPTIONS
 • Any number of models can each be equipped with 1 spirit vortex.
 • Any number of models can each be equipped with 1 spirit probe.
ABILITIES
ABILITIES
Blade Artists, Insensible to Pain, Power From Pain
Explodes: Each time a model in this unit is destroyed, roll one D6 before removing it from play. On a 6 it explodes, and each unit within 3" suffers 1 mortal wound.
Reservoir of Pain: Each time a model in this unit destroys an enemy model with its spirit-leech tentacles, you can select this unit or one other DRUKHARI CORE unit within 6" of this unit. After this unit has fought, one model in the selected unit regains 1 lost wound (if no models in that unit have lost any wounds, but the unit is not at its Starting Strength, you can instead return 1 destroyed model to that unit with one wound remaining - this model can be set up in Engagement Range of an enemy unit that is already in Engagement Range of the unit it is being returned to).
FACTION KEYWORDS: AELDARI, DRUKHARI,
KEYWORDS: MONSTER, CORE, FLY, CRONOS


8

Ravager

NoNAME  M WS BS S T W! A Ld Sv Base
130
Ravager (base: Use model)
1
130
Ravager
14" 4+ 3+ 6 6 6-11 3 7 4+ Use model
10" 4+ 4+ 6 6 3-5 D3 7 4+
6" 4+ 5+ 6 6 1-2 1 7 4+
A Ravager is equipped with: 3 dark lances; bladevanes.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
Dark lance
Dark lance
36"
Heavy 1
8
-4
D3+3
-
+5
Disintegrator cannon
+5
Disintegrator cannon
36"
Heavy 3
5
-3
2
-
+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.
Bladevanes
Bladevanes
Melee
Melee
+1
-1
1
-
OTHER WARGEAR
ABILITIES 
+5
Chain-snares
Add 3 to the bearer’s Attacks characteristic.
+5
Chain-snares
Add 3 to the bearer’s Attacks characteristic.
+5
Grisly trophies
The bearer gains the following ability: ‘Grisly Trophies (Aura): While an enemy unit is within 3" of this model, subtract 2 from the Leadership characteristic of models in that unit.’
+5
Grisly trophies
The bearer gains the following ability: ‘Grisly Trophies (Aura): While an enemy unit is within 3" of this model, subtract 2 from the Leadership characteristic of models in that unit.’
+5
Shock prow
The bearer has the SHOCK PROW keyword.
+5
Shock prow
The bearer has the SHOCK PROW keyword.
WARGEAR OPTIONS
WARGEAR OPTIONS
 • This model’s dark lances can each be replaced with 1 disintegrator cannon.
 • This model can be equipped with any of the following: 1 chain-snares; 1 grisly trophies; 1 phantasm grenade launcher; 1 shock prow.
ABILITIES
ABILITIES
Blade Artists, Power From Pain
Night Shield: This model has a 5+ invulnerable save against ranged attacks.
Hovering: Distances are always measured to and from this model’s hull.
Explodes: When this model is destroyed, roll one D6 before removing it from play. On a 6 it explodes, and each unit within 6" suffers D3 mortal wounds.
FACTION KEYWORDS: AELDARI, DRUKHARI,
KEYWORDS: VEHICLE, FLY, RAVAGER


6

Talos

NoNAME  M WS BS S T W A Ld Sv Base
100
Talos (base: 60mm flying base)
1‑3
100
Talos
8" 3+ 4+ 6 6 7 5 8 3+ 60mm flying base
If this unit contains 2 models, it has Power Rating 12. If this unit contains 3 models, it has Power Rating 18. Every model is equipped with: 2 splinter cannons; 2 macro-scalpels.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
Drukhari haywire blaster
Drukhari haywire blaster
24"
Heavy D3
3
-3
D3
Blast. Each time an attack is made with this weapon, if the target is a VEHICLE unit, an unmodified wound roll of 4+ is always successful, and an unmodified wound roll of 6 inflicts D3 mortal wounds on the target in addition to any normal damage.
Blast. Each time an attack is made with this weapon, if the target is a VEHICLE unit, an unmodified wound roll of 4+ is always successful, and an unmodified wound roll of 6 inflicts D3 mortal wounds on the target in addition to any normal damage.
Heat lance
Heat lance
18"
Heavy 1
8
-4
D6+2
-
Splinter cannon
Splinter cannon
36"
Heavy 3
3
-1
2
Poisoned Weapon (4+)
Poisoned Weapon (4+)
Stinger pod
Stinger pod
24"
Assault 2D6
5
0
1
-
+15
Twin liquifier gun
+15
Twin liquifier gun
12"
Assault 2D6
4
-2
1
Each time an attack is made with this weapon, that attack automatically hits the target.
Each time an attack is made with this weapon, that attack automatically hits the target.
Chain-flails
Chain-flails
Melee
Melee
User
0
1
Each time an attack is made with this weapon, make 2 hit rolls instead of 1.
Each time an attack is made with this weapon, make 2 hit rolls instead of 1.
Macro-scalpel
Macro-scalpel
Melee
Melee
+1
-2
2
Each time the bearer fights, if it is equipped with 2 macro-scalpels, it makes 1 additional attack with this weapon.
Each time the bearer fights, if it is equipped with 2 macro-scalpels, it makes 1 additional attack with this weapon.
Talos ichor injector
Talos ichor injector
Melee
Melee
-
-
-
Each time the bearer fights, no more than one attack can be made with this weapon. Each time an attack is made with this weapon, if a hit is scored, the target suffers D3 mortal wounds and the attack sequence ends.
Each time the bearer fights, no more than one attack can be made with this weapon. Each time an attack is made with this weapon, if a hit is scored, the target suffers D3 mortal wounds and the attack sequence ends.
+5
Talos gauntlet
+5
Talos gauntlet
Melee
Melee
+2
-3
3
Each time an attack is made with this weapon, subtract 1 from that attack’s hit roll.
Each time an attack is made with this weapon, subtract 1 from that attack’s hit roll.
WARGEAR OPTIONS
WARGEAR OPTIONS
 • Any number of models can each have one of their macro-scalpels replaced with one of the following: 1 Talos ichor injector; 1 twin liquifier gun.
 • Any number of models can each have one of their macro-scalpels replaced with one of the following: 1 chain-flails; 1 Talos gauntlet.
 • Any number of models can each have their 2 splinter cannons replaced with one of the following: 2 Drukhari haywire blasters; 2 heat lances; 1 stinger pod.
ABILITIES
ABILITIES
Blade Artists, Insensible to Pain, Power From Pain
Explodes: Each time a model in this unit is destroyed, roll one D6 before removing it from play. On a 6 it explodes, and each unit within 3" suffers 1 mortal wound.
FACTION KEYWORDS: AELDARI, DRUKHARI,
KEYWORDS: MONSTER, CORE, FLY, TALOS


8

Reaper

NoNAME  M WS BS S T W! A Ld Sv Base
140
Reaper (base: Use model)
1
140
Reaper
14" 4+ 3+ 6 6 6-10 3 7 4+ Use model
10" 4+ 4+ 6 6 3-5 D3 7 4+
6" 4+ 5+ 6 6 1-2 1 7 4+
A Reaper is equipped with: storm vortex projector; bladevanes; prow blade.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
Storm vortex projector
Before selecting targets, select one of the profiles below to make attacks with.
Storm vortex projector
Before selecting targets, select one of the profiles below to make attacks with.
 - Blast
 - Blast
24"
Heavy 2D6
6
-1
1
Blast
Blast
 - Beam
 - Beam
36"
Heavy D6
8
-4
D3+3
-
Bladevanes
Bladevanes
Melee
Melee
+1
-1
1
-
Prow blade
Prow blade
Melee
Melee
User
-2
2
Each time the bearer fights, it can make 1 additional attack with this weapon and no more than 1 attack can be made with this weapon.
Each time the bearer fights, it can make 1 additional attack with this weapon and no more than 1 attack can be made with this weapon.
ABILITIES
ABILITIES
Power From Pain
Hovering: Distances are always measured to and from this model’s hull.
Night Shield: This model has a 5+ invulnerable save against ranged attacks.
Explodes: When this model is destroyed, roll one D6 before removing it from play. On a 6 it explodes, and each unit within 6" suffers D3 mortal wounds.
FACTION KEYWORDS: AELDARI, DRUKHARI,
KEYWORDS: VEHICLE, FLY, REAPER


14

Tantalus

NoNAME  M WS BS S T W! A Ld Sv Base
220
Tantalus (base: Use model)
1
220
Tantalus
16" 4+ 3+ 7 7 10-18 6 7 3+ Use model
12" 4+ 4+ 7 7 5-9 4 7 3+
8" 4+ 5+ 7 7 1-4 2 7 3+
A Tantalus is equipped with: 2 pulse disintegrators; dire scythe blade.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
Pulse disintegrator
Pulse disintegrator
36"
Assault 6
8
-3
2
-
Dire scythe blade
Dire scythe blade
Melee
Melee
User
-2
2
-
ABILITIES
ABILITIES
Power From Pain
Open-topped: In your Shooting phase, units embarked within this transport can be selected to shoot with; measure distances and draw line of sight from any point on this transport when doing so. If this transport made a Normal Move, Advanced or Fell Back this turn, embarked units are considered to have done the same. While this transport is within Engagement Range of any enemy units, embarked units cannot shoot, except with Pistols.
Hovering: Distances are always measured to and from this model’s hull.
Tantalus Aethersails: When this model Advances, do not make an Advance roll. Instead, until the end of the phase, add 12" to the Move characteristic of this model.
Twilight Field: This model has a 5+ invulnerable save against ranged attacks.
Explodes: When this transport is destroyed, roll one D6 before any embarked models disembark and before removing it from play. On a 6 it explodes, and each unit within 6" suffers D6 mortal wounds.
Scything Charge: Each time this model finishes a charge move, roll one D6 for each enemy unit within Engagement Range of it: on a 4+, that unit suffers D3 mortal wounds.
TRANSPORT
TRANSPORT
This model has a transport capacity of 16 DRUKHARI INFANTRY models. Each GROTESQUE model takes the space of 2 models. This model cannot transport SCOURGES or SKYBOARD models.
FACTION KEYWORDS: AELDARI, DRUKHARI,
KEYWORDS: VEHICLE, TRANSPORT, FLY, TANTALUS

Fortifications


4

Webway Gate

A Webway Gate consists of 2 Wraithbone Arches. Your army can only include one WEBWAY GATE unit.
100
ABILITIES
ABILITIES
Mysterious Appearance: During deployment, when you set up this unit, it can be set up anywhere on the battlefield that is more than 12" away from the enemy deployment zone and any enemy models. When this unit is set up on the battlefield, both of its Wraithbone Arches must be set up within 3" of each other. Once it has been set up, each Wraithbone Arch is treated as an Obstacle terrain feature with the following terrain traits: Light Cover, Heavy Cover, Unstable Position, Inspiring (AELDARI).
Webway Travellers: If your army includes this unit and you are using the Strategic Reserves rule, you can halve the Command point cost required to place AELDARI units into Strategic Reserves (rounding fractions down). This ability is not cumulative with any similar abilities (e.g. Prince of Corsairs, see Prince Yriel datasheet).
Webway Strike: Each time an AELDARI unit from your army arrives from Strategic Reserves, you can choose to set it up anywhere on the battlefield that is wholly within 6" of both of the Wraithbone Arches of a friendly WEBWAY GATE unit. If you do so, that AELDARI unit can be set up within 9" of enemy models, and can be set up within Engagement Range of enemy models. If an AELDARI unit is set up within Engagement Range of any enemy models in this way, it counts as having made a charge move this turn (Overwatch attacks cannot be made against that unit), and until the end of the turn, that unit can target any enemy unit it is within Engagement Range of with melee attacks, even though it did not declare a charge this turn.
FACTION KEYWORDS: AELDARI, ASURYANI, HARLEQUINS, DRUKHARI
KEYWORDS: TERRAIN FEATURE, OBSTACLE, WEBWAY GATE
Alternative models by Artel W:

Blast pistol used in the following datasheets:

Fast Attack
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.
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.

Huskblade used in the following datasheets:

Venom blade used in the following datasheets:

Fast Attack
Troops
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.
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. 

The INCUBI keyword is used in the following Drukhari datasheets:

Elites

The ARCHON keyword is used in the following Drukhari datasheets:

The DRAZHAR keyword is used in the following Drukhari datasheets:

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

The INCUBI keyword is used in the following Drukhari datasheets:

Elites

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

Stinger pistol used in the following datasheets:

Troops

Haemonculus tools used in the following datasheets:

Ichor injector used in the following datasheets:

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.

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 and CORE keywords are used in the following Drukhari datasheets:

Troops
Heavy Support

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 keyword is used in the following Drukhari datasheets:

Troops
Dedicated Transport

The HAEMONCULUS keyword is used in the following Drukhari datasheets:

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

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

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

The CULT OF STRIFE and CORE 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.
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.
Roll-offs
Some rules instruct players to roll off. To do so, both players roll one D6, and whoever scores highest wins the roll-off. If there is a tie for the highest roll, make the roll-off again. Neither player is allowed to re-roll or modify any of the D6 when making a roll-off.

  • Roll-off: Both players roll a D6 – highest wins.
  • Roll again if a tie.

The SUCCUBUS keyword is used in the following Drukhari datasheets:

Alternative models by Artel W:

Hydra gauntlets used in the following datasheets:

Troops

Razorflails used in the following datasheets:

Troops

Shardnet and impaler used in the following datasheets:

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

Troops
Fast Attack
Alternative models by Artel W:

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

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.

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

Heavy Support

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

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

Troops
Heavy Support

The PROPHETS OF FLESH keyword is used in the following Drukhari datasheets:

Troops
Dedicated Transport

Blaster used in the following datasheets:

Fast Attack

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.

Dark lance used in the following datasheets:

Dedicated Transport
Heavy Support

Shredder used in the following datasheets:

Fast Attack

Splinter cannon used in the following datasheets:

Heavy Support
Dedicated Transport

Splinter rifle used in the following datasheets:

Fast Attack
RAPID FIRE
Rapid fire weapons are versatile armaments capable of aimed single shots at long range or controlled bursts of fire at close quarters.
When a model shoots a Rapid Fire weapon, double the number of attacks it makes if its target is within half the weapon’s range.

  • Double number of attacks made if target is within half range.

The CORE keyword is used in the following Drukhari datasheets:

Heavy Support
Alternative models by Artel W:

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.

Liquifier gun used in the following datasheets:

Elites
Troops

Flesh gauntlet used in the following datasheets:

Troops

Hekatarii blade used in the following datasheets:

Troops

Plasma grenades used in the following datasheets:

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

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

The HAYWIRE GRENADE keyword is used in the following Drukhari datasheets:

Troops
Fast Attack

Shuriken pistol used in the following datasheets:

Shuriken Weapons

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

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

Corsair blaster used in the following datasheets:

Corsair shredder used in the following datasheets:

Neuro disruptor used in the following datasheets:

Shuriken cannon used in the following datasheets:

Shuriken rifle used in the following datasheets:

Wraithcannon used in the following datasheets:

Aeldari power sword used in the following datasheets:

Mistshield used in the following datasheets:

The ANHRATHE keyword is used in the following Drukhari datasheets:

The ANHRATHE keyword is used in the following Drukhari datasheets:

The ASURYANI keyword is used in the following Drukhari datasheets:

Fortifications

Brace of pistols used in the following datasheets:

Dissonance pistol used in the following datasheets:

Aeldari missile launcher used in the following datasheets:

Flamer used in the following datasheets:

Fusion gun used in the following datasheets:

Lasblaster used in the following datasheets:

Shuriken catapult used in the following datasheets:

Shardcarbine used in the following datasheets:

Fast Attack

Spar-glaive used in the following datasheets:

Void sabre used in the following datasheets:

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

Disintegrator cannon used in the following datasheets:

Dedicated Transport
Heavy Support

Bladevanes used in the following datasheets:

Dedicated Transport
Heavy Support
Fast Attack

Chain-snares used in the following datasheets:

Dedicated Transport
Heavy Support

Grisly trophies used in the following datasheets:

Dedicated Transport
Heavy Support

Shock prow used in the following datasheets:

Dedicated Transport
Heavy Support

The SHOCK PROW keyword is used in the following Drukhari datasheets:

Dedicated Transport
Heavy Support

– if equipped with the Shock prow this unit gains the SHOCK PROW keyword.
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.
Disembark
If a unit starts its Movement phase embarked within a TRANSPORT model, that unit can disembark in that phase so long as the model itself has not yet made a Normal Move, an Advance or has Fallen Back that phase.

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

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

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

The GROTESQUES keyword is used in the following Drukhari datasheets:

The SCOURGES keyword is used in the following Drukhari datasheets:

Fast Attack

The SKYBOARD keyword is used in the following Drukhari datasheets:

Fast Attack

The VEHICLE keyword is used in the following Drukhari datasheets:

Dedicated Transport

The TRANSPORT keyword is used in the following Drukhari datasheets:

Dedicated Transport
Heavy Support

Twin splinter rifle used in the following datasheets:

Dedicated Transport

Splinter pods used in the following datasheets:

Fast Attack

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

The SKYBOARD keyword is used in the following Drukhari datasheets:

Fast Attack

The BEASTMASTER keyword is used in the following Drukhari datasheets:

The COURT OF THE ARCHON keyword is used in the following Drukhari datasheets:

The COURT OF THE ARCHON keyword is used in the following Drukhari datasheets:

Alternative models by Artel W:

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.
Perils of the Warp
When a PSYKER unit suffers Perils of the Warp, it suffers D3 mortal wounds. If a PSYKER unit is destroyed by Perils of the Warp while attempting to manifest a psychic power, that power automatically fails to manifest. If a PSYKER unit is destroyed by Perils of the Warp, then just before removing the last model in that unit, every unit within 6" of it immediately suffers D3 mortal wounds.

  • Perils of the Warp: The PSYKER unit manifesting the power suffers D3 mortal wounds.
  • If PSYKER unit is destroyed, the psychic power fails to manifest.
  • If PSYKER unit destroyed, every other unit within 6" suffers D3 mortal wounds.
Manifesting Psychic Powers
When you select a PSYKER unit to manifest psychic powers, you select one psychic power that unit knows and attempt to manifest it. With the exception of Smite, you cannot attempt to manifest the same psychic power more than once in the same battle round, even with different PSYKER units. The same PSYKER unit cannot attempt to manifest Smite more than once during the same battle round.

To manifest the psychic power, you must first pass a Psychic test. The opposing player can then select one of their PSYKER units that is within 24" of the PSYKER unit attempting to manifest the power and attempt to deny that power before its effects are resolved by passing a Deny the Witch test.

So long as the Psychic test was successful and the psychic power was not denied by a successful Deny the Witch test, the psychic power is successfully manifested and its effects, which will be described in the power itself, are then resolved. If the PSYKER unit can attempt to manifest more than one psychic power in its Psychic phase, you can then attempt to manifest those, one at a time, as described above. The number of psychic powers each PSYKER unit can attempt to manifest in its Psychic phase is listed on its datasheet.

  • Select psychic power.
  • You cannot select the same psychic power more than once per battle round, unless that power is Smite.
  • Attempt to manifest the psychic power by taking a Psychic test.
  • The opponent can attempt to deny the psychic power by taking a Deny the Witch test.
  • If successfully manifested, resolve the psychic power’s effects.
  • Select another psychic power.
Deny the Witch
When a PSYKER unit attempts to deny a psychic power, you must take a Deny the Witch test for that unit by rolling 2D6. If the total is greater than the result of the Psychic test, the Deny the Witch test is passed and the psychic power is denied. Only one attempt can be made to deny a psychic power. If a PSYKER unit can attempt to deny more than one psychic power in a psychic phase, this will be listed on its datasheet.

  • Deny the Witch: Passed if 2D6 exceeds result of the opposing PSYKER’s Psychic test.
  • Only one attempt can be made to deny each psychic power.
Psychic Tests
When a PSYKER unit attempts to manifest a psychic power, you must take a Psychic test for that unit by rolling 2D6. If the total is equal to or greater than that power’s warp charge value, the Psychic test is passed. If you roll a double 1 or a double 6 when taking a Psychic test, that unit immediately suffers Perils of the Warp.

  • Psychic test: Passed if 2D6 equals or exceeds psychic power’s warp charge.
  • If double 1 or double 6 rolled, PSYKER suffers Perils of the Warp.
Smite

Smite has a warp charge value of 5. Add 1 to the warp charge value of this psychic power for each other attempt that has been made to manifest this power by a unit from your army in this phase, whether that attempt was successful or not. If manifested, the closest enemy unit within 18" of and visible to the psyker suffers D3 mortal wounds. If the result of the Psychic test was 11 or more, that unit suffers D6 mortal wounds instead.

  • Warp Charge 5: A Psychic test of 5+ is required to manifest Smite.
  • Warp charge increases by 1 for each other attempt to manifest Smite made in this phase.
  • If manifested, closest visible enemy unit in 18" suffers D3 mortal wounds.
  • If manifested with a Psychic test result of 11+, enemy instead suffers D6 mortal wounds.

Claws and talons used in the following datasheets:

Fast Attack
Elites