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CodexFactionsDrukhari

Drukhari

Datasheets Army List Datasheets collated Characters Archon Beastmaster Drazhar Haemonculus Lelith Hesperax Succubus Urien Rakarth Death Jester Shadowseer Solitaire Troupe Master Battleline Kabalite Warriors Wracks Wyches Corsair Voidreavers Dedicated Transports Raider Venom Starweaver Other Court Of The Archon Cronos Grotesques Hellions Incubi Mandrakes Ravager Razorwing Jetfighter Reavers Scourges Talos Voidraven Bomber Corsair Voidscarred Skyweavers Troupe Voidweaver Corsair Cloud Dancer Band Corsair Reaver Band Corsair Skyreaver Band Raven Strike Fighter Reaper Tantalus Author Community Data Export Settings Show fluff text Show Legends and not recommended rules/datasheets Show Forge World datasheets Show Crusade Rules Show Boarding Actions rules Show base size Show Core Stratagems Show datasheet features (Stratagems, Enhancements, etc.) Color theme: OS default Bright Dark The Rules Quick Start Guide Core Rules Crusade Rules Rules Commentary FAQs Matched Mission Packs Leviathan Pariah Nexus Battles Chapter Approved 2025-26 Crusade Mission Packs Tyrannic War Pariah Nexus Nachmund Gauntlet Boarding Actions Boarding Action Rules Others Bunker Factions Imperium Adepta Sororitas Adeptus Custodes Adeptus Mechanicus Adeptus Titanicus Astra Militarum Grey Knights Imperial Agents Imperial Knights Space Marines Chaos Chaos Daemons Chaos Knights Chaos Space Marines Death Guard Emperor’s Children Thousand Sons World Eaters Xenos Aeldari Drukhari Genestealer Cults Leagues of Votann Necrons Orks T’au Empire Tyranids Unaligned Unaligned Forces Drukhari [ No filter REALSPACE RAIDERS SKYSPLINTER ASSAULT REAPER’S WAGER Boarding Actions SPACE LANE RAIDERS KABALITE CORSAIRS SHIP-KILLER CULT PAINBRINGERS ] The Drukhari are a race of sadistic killers who feed upon the exquisite agony of their victims. From the Dark City of Commorragh, hidden deep within the twisting passages of the webway, their reaver-fleets strike forth in a never-ending search for new souls to torment. Contents Books FAQ Index: Drukhari Army Rules Power From Pain Realspace Raiders Detachment Rule Realspace Raiders Corsairs and Travelling Players Stratagems Enhancements Skysplinter Assault Detachment Rule Rain Of Cruelty Corsairs and Travelling Players Stratagems Enhancements Reaper’s Wager Detachment Rule Callous Competition Enhancements Stratagems Boarding Actions Space Lane Raiders Mustering a Boarding Patrol Rules Adaptations Army Rule Feast of Pain Detachment Rule Commorrite Rivalries Enhancements Stratagems Kabalite Corsairs Mustering a Boarding Patrol Rules Adaptations Army Rule Feast of Pain Detachment Rule Raid and Pillage Enhancements Stratagems Ship-killer Cult Mustering a Boarding Patrol Rules Adaptations Army Rule Feast of Pain Detachment Rule Appetite for Adulation Enhancements Stratagems Painbringers Mustering a Boarding Patrol Forming Boarding Squads Rules Adaptations Army Rule Feast of Pain Detachment Rule Regenerative Agony Enhancements Stratagems Now Playing Up Next Iranian President Ebrahim Raisi dies in helicopter crash – what happens next? 2:08 Now Playing Up Next Sir Keir Starmer meets Joe Biden for the first time amid questioning over UK defence spending 2:44 Now Playing Up Next Why are UK and European airports keeping the 100ml liquid rule? 1:48 Now Playing Up Next 'Minerals': Researcher explains U.S. interest in DRC-Rwanda truce 1:47 Now Playing Up Next Flight IC-814 Hijack: The Shocking Inside Story 4:16 Now Playing Up Next 'Ukraine is at the wrong end right now: War's center of gravity is manpower, casualties, attrition' 8:55 Now Playing Up Next Putin’s LNG Fleet Reloads, Arctic LNG 2 Shadow Fleet Breaks the Sanctions Siege! | Times Now World 3:11 Now Playing Up Next 7 Most POWERFUL Mafia Families in 2024: Secrets Revealed! 40:57 Now Playing Up Next Warhammer 40,000: Speed Freeks - Official Gameplay Trailer #2 1:13 Now Playing Up Next Germany’s Broken Priorities; Military Ambitions Meets Bureaucracy’s Brutal Reality Under Merz! 3:05 Iranian President Ebrahim Raisi dies in helicopter crash – what happens next? 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Books Book Kind Edition Version Last update Drukhari Drukhari Index 10 February 2025 Munitorum Field Manual Munitorum Field Manual Expansion 10 2.9 June 2025 Balance Dataslate Balance Dataslate Rulebook 10 June 2025 June 2025 Index Cards Index Cards Rulebook 10 2.1 June 2025 Aeldari Aeldari Codex 10 1.3 June 2025 Legends: Aeldari Legends: Aeldari Datasheet 10 April 2025 Legends Field Manual Legends Field Manual Expansion 10 2.1 March 2025 Legends: Drukhari Legends: Drukhari Datasheet 10 February 2025 Grotmas Calendar: Drukhari - Reaper's Wager Grotmas Calendar: Drukhari - Reaper's Wager Expansion 10 December 2024 Boarding Actions Boarding Actions Expansion 10 1.0 October 2024 FAQ Index: Drukhari Q: If I use the Alliance of Agony Stratagem to empower one Archon , one Succubus and one Haemonculus , and one or more of those models’ units are within 9" of a friendly Cronos , can I use that Cronos’ Pain Parasite ability to attempt to gain 1 Pain token , or do all three of my units need to be within 9" of that Cronos for its Pain Parasite ability to apply? A: You can use the Pain Parasite ability to attempt to gain 1 Pain token if one or more of the Empowered units are within 9" of that Cronos – it is not required for all of those Empowered units to be within 9" of the Cronos to attempt to gain that Pain token. Q: Can Pain token s that are gained from a Cronos ’ Pain Parasite ability at the start of a phase be used immediately to Empower additional units at the start of that phase? A: Yes. Q: Does the VENOM ’s Transport rule that splits units happen before Leader units are attached? A: Yes. Q: For the purposes of the CRONOS ’ Pain Parasite Aura ability , if multiple Cronos units are within range of the same unit being Empowered , can I roll once for each of those Cronos units, or once in total? A: Once in total, as Aura abilities only apply once, regardless of the number of sources of the same Aura. Q: Is the SCOURGES ’ Winged Strike ability resolved before or after Stratagems that enable enemy units to shoot in my Shooting phase ? A: The player whose turn it is chooses the order. Army Rules Power From Pain The Drukhari are experts in precise torture, sharp blades, cruel poisons and eldritch abominations. Using the labyrinthine network of webway spars, they strike almost anywhere. Realspace raiding parties prey upon worlds across the galaxy, surging from hidden portals unknown to those they see merely as cattle or playthings. As the Drukhari feed on the souls of the slain, they become imbued with supernatural might, eventually turning into killing machines. If your Army Faction is DRUKHARI , units from your army with this ability can become Empowered Through Pain. This is done using Pain tokens. GAINING PAIN TOKENS If your Army Faction is DRUKHARI , you gain Pain tokens as follows: At the start of the battle, depending on the battle size: COMBAT PATROL 1 PAIN TOKEN INCURSION 2 PAIN TOKENS STRIKE FORCE 3 PAIN TOKENS ONSLAUGHT 4 PAIN TOKENS Each time an enemy unit is destroyed , you gain 1 Pain token. Each time an enemy unit fails a Battle-shock test , you gain 1 Pain token. Each time you gain a Pain token, keep it to one side – this is your Pain token pool. EMPOWERED THROUGH PAIN At the start of any phase, you can expend one or more Pain tokens from your Pain token pool. Each time you do, select one unit from your army with the Power from Pain ability. Until the end of the phase, that unit is Empowered, and gains the abilities listed below, depending on the phase. MOVEMENT PHASE or CHARGE PHASE Empowered in the Movement or Charge phase : You can re-roll Advance or Charge rolls made for that unit. SHOOTING PHASE or FIGHT PHASE Empowered in the Shooting or Fight phase : Each time a model in that unit makes an attack, you can re-roll the Hit roll and, if it is a melee attack, improve the Armour Penetration characteristic of that attack by 1. Realspace Raiders Detachment Rule If your Army Faction is DRUKHARI , you can use this Realspace Raiders Detachment rule. Realspace Raiders The three factions of the Drukhari are constantly vying for supremacy, each convinced beyond doubt of their own innate superiority. This struggle manifests during their realspace raids as a frenzy of murderously sadistic competition. At the start of the battle, you gain an additional 1 Pain token for each of the following your army contains: One or more ARCHON models One or more SUCCUBUS models One or more HAEMONCULUS models Designer’s Note: These are all cumulative, so if your army contains at least one Archon, at least one Succubus and at least one Haemonculus, you would start the battle with an additional 3 Pain tokens. Corsairs and Travelling Players If your Army Faction is DRUKHARI , you can include HARLEQUINS and ANHRATHE units in your army, even though they do not have the DRUKHARI Faction keyword. The combined points value of HARLEQUINS and/or ANHRATHE units you can include in your army depends on the battle size, as follows: Incursion: Up to 250 pts Strike Force: Up to 500 pts Onslaught: Up to 750 pts No HARLEQUINS or ANHRATHE models included in your army in this way can be your WARLORD , and they cannot be given Enhancements. Stratagems If you are using the Realspace Raiders Detachment rule , you can use these Realspace Raiders Stratagems. PREY ON THE WEAK 1CP Realspace Raiders – Battle Tactic Stratagem The scent of a foe in pain draws Drukhari to it like hungry predators to an injured beast, their senses sharpening at its tang. WHEN: Your Shooting phase . TARGET: One KABAL unit from your army and one enemy unit that is Below Half-strength . EFFECT: Until the end of the phase, each time a model in your unit makes an attack that targets that enemy unit, you can re-roll the Wound roll . STRIKE AND FADE 2CP Realspace Raiders – Epic Deed Stratagem The Drukhari are masters at using hit-and-run tactics, engaging a target with a flurry of shots before quickly manoeuvring into cover or out of sight. WHEN: End of your Shooting phase . TARGET: One DRUKHARI unit from your army (excluding AIRCRAFT ). EFFECT: Your unit can immediately make a Normal move . RESTRICTIONS: Until the end of the turn, your unit is not eligible to declare a charge and that unit cannot embark within a TRANSPORT at the end of this move. ACROBATIC DISPLAY 1CP Realspace Raiders – Epic Deed Stratagem Many Wych Cults favour spectacular gymnastic displays. Their fighters are never still, springing from one foot to the other at blinding speed. WHEN: Your Charge phase . TARGET: One WYCH CULT unit from your army. EFFECT: Until the end of the phase, your unit is eligible to declare a charge even if it Fell Back or Advanced this turn. ALLIANCE OF AGONY 1CP Realspace Raiders – Battle Tactic Stratagem Even the most bloodthirsty Drukhari will veil their enmity to work together against a shared enemy for the same gruesome purpose. WHEN: Start of any phase. TARGET: One ARCHON , one SUCCUBUS and one HAEMONCULUS from your army. EFFECT: Discard one Pain token from your Pain token pool. Until the end of the phase, all three of those models’ units are Empowered. RESTRICTIONS: You can only use this Stratagem if you are able to select all three of the target models stated above. QUICKSILVER REACTIONS 1CP Realspace Raiders – Battle Tactic Stratagem The hyper-fast reflexes of the Drukhari allow them to duck and weave to avoid all but the swiftest enemy strikes. WHEN: Your opponent’s Shooting phase or the Fight phase , just after an enemy unit has selected its targets. TARGET: One DRUKHARI unit from your army that was selected as the target of one or more of the attacking unit’s attacks. EFFECT: Until the end of the phase, each time an attack that targets your unit, subtract 1 from the Hit roll . RESTRICTIONS: You cannot target a HAEMONCULUS COVENS unit from your army for this Stratagem. INSENSIBLE TO PAIN 1CP Realspace Raiders – Battle Tactic Stratagem The twisted creations of the Haemonculus Covens are insensible to all but the most mortal injuries. WHEN: Your opponent’s Shooting phase or the Fight phase , just after an enemy unit has selected its targets. TARGET: One HAEMONCULUS COVENS unit from your army that was selected as the target of one or more of the attacking unit’s attacks. EFFECT: Until the end of the phase, each time an attack targets your unit, subtract 1 from the Wound roll . Enhancements If you are using the Realspace Raiders Detachment rule , you can use these Realspace Raiders Enhancements. Crucible of Malediction 10 pts When opened, the souls of tortured psykers spew outward, driving any nearby warp-wielders insane. HAEMONCULUS model only. Once per battle, at the start of any Shooting phase , the bearer can use this Enhancement. When it does, every enemy unit within 12" must take a Battle-shock test , subtracting 1 from that test if the bearer’s unit is currently Empowered. Each time a PSYKER unit fails this test, it suffers D3 mortal wounds . Labyrinthine Cunning 30 pts This Archon has a mind like steel traps, assimilating every detail of a situation. Archon model only. Each time you select the bearer’s unit as the target of a Stratagem , roll one D6, adding 3 to the result if the Stratagem being used is Alliance of Agony . On a 4+, you gain 1 Command Point . Blood Dancer 20 pts This Succubus is renowned for their expertise at close-quarters combat within the arenas of Commorragh. The skills they display before the baying crowds on the blood-soaked sands are equally deadly on the battlefield. SUCCUBUS model only. Improve the Attacks and Armour Penetration characteristics of the bearer’s melee weapons by 1. While the bearer is Empowered, improve the Attacks and Armour Penetration characteristics of the bearer’s melee weapons by 2 instead. The Art of Pain 25 pts Some Drukhari elevate their battle plans to another level by creating a spectacle of torment that maims and cripples every foe in order to draw out the moment of the kill, heightening the pleasure they derive before the fatal blow falls. DRUKHARI model only. In your Command phase , if the bearer is on the battlefield, you gain 1 Pain token . Skysplinter Assault Detachment Rule If your Army Faction is DRUKHARI , you can use this Skysplinter Assault Detachment rule. Rain Of Cruelty Few warriors in the galaxy are as adept at launching punishing skyborne raids as the Drukhari. Before their prey even realise the peril, the killers of Commorragh are amongst their lines like grinning ghouls. Splinter fire lays low defenders still scrambling into position. Quicksilver assaults leave dozens screaming in maimed agony. Often, the battle is over before it has even truly begun. Each time a DRUKHARI unit from your army disembarks from a TRANSPORT , until the end of the turn, that unit’s ranged weapons have the [IGNORES COVER] ability and that unit’s melee weapons have the [LANCE] ability. Corsairs and Travelling Players If your Army Faction is DRUKHARI , you can include HARLEQUINS and ANHRATHE units in your army, even though they do not have the DRUKHARI Faction keyword. The combined points value of HARLEQUINS and/or ANHRATHE units you can include in your army depends on the battle size, as follows: Incursion: Up to 250 pts Strike Force: Up to 500 pts Onslaught: Up to 750 pts No HARLEQUINS or ANHRATHE models included in your army in this way can be your WARLORD , and they cannot be given Enhancements. Stratagems If you are using the Skysplinter Assault Detachment rule , you can use these Skysplinter Assault Stratagems. VICIOUS BLADES 1CP Skysplinter Assault – Strategic Ploy Stratagem Wielding a horrifying array of hooked boarding blades, barbed lariats and other specialised tools of agony, these warriors hack and slash at their foes even as their transport skims low overhead. WHEN: Fight phase , just after a DRUKHARI TRANSPORT from your army has selected its targets. TARGET: That TRANSPORT . EFFECT: After your TRANSPORT has fought, select one enemy unit that was the target of one or more of those attacks and roll one D6 for each model embarked within your TRANSPORT , adding 1 to the result if that embarked model is a WRACKS model: for each 5+, that enemy unit suffers 1 mortal wound (to a maximum of 6 mortal wounds). WRAITHLIKE RETREAT 1CP Skysplinter Assault – Strategic Ploy Stratagem Employing smoke grenades, paralysing mists or simple cunning and agility, these warriors slip away like spectres. WHEN: End of the Fight phase . TARGET: One DRUKHARI INFANTRY unit from your army that fought this phase. EFFECT: Your unit can make a Normal or Fall Back move , but unless it is a WYCHES unit, it must end that move wholly within 3" horizontally and 5" vertically of a friendly DRUKHARI TRANSPORT and must embark within that TRANSPORT at the end of that move. POUNCE ON THE PREY 1CP Skysplinter Assault – Strategic Ploy Stratagem Incredible alien agility and a delight in taking wild risks help these warriors to leap acrobatically from their skimming transports directly into battle. WHEN: Your Movement phase , just after a DRUKHARI INFANTRY unit from your army disembarks from a TRANSPORT that made a Normal move this phase. TARGET: That INFANTRY unit. EFFECT: Until the end of the turn, your unit is eligible to declare a charge . SKYBORNE ANNIHILATION 1CP Skysplinter Assault – Battle Tactic Stratagem These warriors are well versed in raining suppressing fire on the foe even as they close with them from on high, shredding defences and leaving the survivors easy prey for the raid. WHEN: Your Shooting phase . TARGET: One DRUKHARI unit from your army that disembarked from a TRANSPORT this turn and has not been selected to shoot this phase. EFFECT: Until the end of the phase, ranged weapons equipped by models in your unit have the [SUSTAINED HITS 1] ability, or the [SUSTAINED HITS 2] ability instead if it is a KABALITE WARRIORS unit. SWOOPING MOCKERY 1CP Skysplinter Assault – Strategic Ploy Stratagem The crew of this skimmer delight in evading and taunting their enemies with mocking ease. WHEN: Your opponent’s Movement phase , just after an enemy unit ends a Normal , Advance or Fall Back move . TARGET: One DRUKHARI TRANSPORT from your army that is not within Engagement Range of one or more enemy units and is within 9" of the enemy unit that just ended that move. EFFECT: Your TRANSPORT can make a Normal move of up to 6". NIGHT SHIELD 1CP Skysplinter Assault – Wargear Stratagem These powerful Drukhari devices occlude their raiding vehicles not only from physical sight but also targeting sensors and even psychic senses. WHEN: Your opponent’s Shooting phase , just after an enemy unit has selected its targets. TARGET: One DRUKHARI VEHICLE unit from your army that was selected as the target of one or more of the attacking unit’s attacks. EFFECT: Until the end of the phase, your unit has a 4+ invulnerable save . Enhancements If you are using the Skysplinter Assault Detachment rule , you can use these Skysplinter Assault Enhancements. Phantasmal Smoke 20 pts Phantasm grenade launchers, elegantly worked into the curved hull plates of their Raiders, discharge in covering patterns. Hallucinogenic vapours conceal the advancing Drukhari and confuse their foes’ aim. DRUKHARI model only. While the bearer’s unit is wholly within 6" of a friendly DRUKHARI TRANSPORT , models in the bearer’s unit have the Benefit of Cover and the Stealth ability. Sadistic Fulcrum 15 pts Witnessing this murderous warrior wreaking havoc, the sadistic crew of the Drukhari anti-grav transports are filled with the vigour only the suffering of others can provide DRUKHARI model only. Each time you expend a Pain token to Empower the bearer’s unit in the Shooting phase , you can select one friendly DRUKHARI TRANSPORT within 3" of the bearer’s unit; until the end of the phase, that TRANSPORT is also Empowered . Spiteful Raider 10 pts This cruel realspace raider knows the best reason to take something from the foe is for the simple spite of denying them that which they most desire to keep. DRUKHARI model only. Each time the bearer’s unit destroys an enemy unit in the Fight phase , if that enemy unit was within range of one or more objective markers when the bearer’s unit was selected to fight, you gain 1 additional Pain token . Nightmare Shroud 20 pts This strange Drukhari artefact wreathes its bearer and their allies in a cloying cloud of unnatural shadow. Flitting into battle under cover of this pall, they are nigh impossible for the prey to see coming. DRUKHARI model only. Each time the bearer’s unit disembarks from a TRANSPORT , until the end of the turn, enemy units cannot use the Fire Overwatch Stratagem to shoot at the bearer’s unit. Reaper’s Wager The Reaper’s Wager is among the most macabre saedaths, depicting a gruesome tale of murderous bets between merciless killers and mythic executioners. It is a well-known tale that is greatly enjoyed in the depths of the Dark City. When Harlequin and Drukhari go to war as one, Commorrite warriors often perform an accompanying role in its retelling. Bladed Drukhari transports emerge from the Webway alongside scintillating Harlequin skimmers emblazoned with dazzling adornments. Kabalite Warriors open fire upon the foe from firing decks, and Wyches howl and whoop as they leap acrobatically into the fray. As Harlequin troupes begin their gore-slick recital, they inhabit their roles wholeheartedly, competing furiously with their Drukhari allies to score the greatest tally of luridly violent kills. Detachment Rule Callous Competition In this saedath, the Harlequins embody the Reaper, whilst their Drukhari companions are mortal killers. At the start of the battle, DRUKHARI units from your army are winning the wager. Each time a DRUKHARI unit from your army destroys an enemy unit, DRUKHARI units from your army are winning the wager. Each time a HARLEQUINS unit from your army destroys an enemy unit, HARLEQUIN units from your army are winning the wager. While DRUKHARI units from your army are winning the wager, HARLEQUIN units from your army are losing the wager, and vice versa. Each time a DRUKHARI or HARLEQUINS model from your army makes an attack, if that model’s unit is winning the wager, re-roll a Hit roll of 1. If that model’s unit is losing the wager, re-roll a Hit roll of 1 and re-roll a Wound roll of 1 instead. HARLEQUINS You can include HARLEQUINS units in your army (see Codex: Aeldari ). The combined points cost of such units depends on your battle size: Incursion: Up to 500 pts Strike Force: Up to 1000 pts Onslaught: Up to 1500 pts No HARLEQUINS models from your army can be your WARLORD . Enhancements Archraider 15 pts A veteran of countless realspace raids or vehicular saedaths, this warrior champion utilises the speed of their sleek anti-grav craft to surprise their enemies. HARLEQUINS or DRUKHARI model only. In the Declare Battle Formations step, if the bearer starts the battle embarked within a DEDICATED TRANSPORT , that DEDICATED TRANSPORT has the Scouts 9" ability. Webway Walker 15 pts This elite combatant possesses intricate knowledge of the Webway’s hidden paths and employs them to enhance this dreadful performance. HARLEQUINS or DRUKHARI model only. Models in the bearer’s unit have the Deep Strike ability. Each time the bearer’s unit is set up on the battlefield using the Deep Strike ability, if that unit is currently losing the wager, until the end of the turn, you can re-roll Charge rolls made for that unit. Reaper’s Cowl 25 pts This ebon cloak contains a shadow field generator, which shrouds the bearer in a field of umbral darkness. HARLEQUINS model only. Models in the bearer’s unit have the Stealth and Infiltrators abilities. Conductor of Torment 20 pts This cruel champion of Commorragh seeks only to bathe in the agony of the foe. To them, the outcome of any wager is secondary to the symphony of suffering. DRUKHARI model only. In your Command phase , you can do one of the following: If your DRUKHARI units are currently losing the wager, you can gain 1 Pain token . If you do, DRUKHARI units from your army are now winning the wager. If your DRUKHARI units are currently winning the wager, you can discard 1 Pain token. If you do, HARLEQUINS units from your army are now winning the wager. Stratagems MALICIOUS FRENZY 1CP Reaper’s Wager – Battle Tactic Stratagem Jealous competition descends into frenzied carnage as the kill count climbs higher and the intoxicating screams of the dying fill the air. WHEN: Your Shooting phase or the Fight phase . TARGET: One DRUKHARI or HARLEQUINS unit from your army that has not been selected to shoot or fight this phase. EFFECT: Select [LETHAL HITS] or [SUSTAINED HITS 1] . Until the end of the phase, weapons equipped by models in your unit have the selected ability. FATEFUL ROLE 1CP Reaper’s Wager – Strategic Ploy Stratagem These warriors are so absorbed by their desire to win the wager that they risk death to land their killing blows. WHEN: Fight phase , just after an enemy unit has selected its targets. TARGET: One DRUKHARI or HARLEQUINS unit from your army that was selected as the target of one or more of the attacking unit’s attacks. EFFECT: Until the end of the phase, each time a model in your unit is destroyed, if that model has not fought this phase, roll one D6, adding 1 to the result if that unit is losing the wager: on a 4+, do not remove it from play. That destroyed model can fight after the attacking model’s unit has finished making its attacks, and is then removed from play. MURDERER’S CIRCUS 1CP Reaper’s Wager – Battle Tactic Stratagem In bounding leaps and graceful pirouettes, the cavalcade of capricious killers bounds through hails of fire, cackling gleefully as they come. WHEN: Fight phase , just after an enemy unit has selected its targets. TARGET: One DRUKHARI or HARLEQUINS unit from your army that was selected as the target of one or more of the attacking unit’s attacks. EFFECT: Until the end of the phase, each time an attack targets your unit, subtract 1 from the Hit roll . SHORTEN THE ODDS 1CP Reaper’s Wager – Strategic Ploy Stratagem Having selected their victims, these killers strive to complete the kill with speed and brutality whilst moving ever closer to winning their macabre wager. WHEN: Your Movement phase , just after a DRUKHARI or HARLEQUINS unit from your army has Advanced . TARGET: That unit. EFFECT: Until the end of the turn, your unit is eligible to shoot and declare a charge in a turn in which it Advanced. SCINTILLATING TEMPO 1CP Reaper’s Wager – Strategic Ploy Stratagem Commorrite or Harlequin, these lithe combatants move with stunning speed, darting in and out of firing lines before their foes can raise their weapons. WHEN: Your Movement phase or your Charge phase , just after a DRUKHARI or HARLEQUINS unit from your army is selected to make a Normal , Advance or Fall Back move , is set up on the battlefield, or declares a charge. TARGET: That unit. EFFECT: Until the end of the turn, enemy units cannot use the Fire Overwatch Stratagem to shoot at your unit. DANCE MACABRE 2CP Reaper’s Wager – Strategic Ploy Stratagem The saedath’s victims become unwitting partners in a frantic dance of ghastly slaughter. WHEN: Your opponent’s Movement phase , just after an enemy unit ends a Normal , Advance or Fall Back move . TARGET: One DRUKHARI INFANTRY or HARLEQUINS INFANTRY unit from your army that is within 9" of that enemy unit. EFFECT: Your unit can make a Normal move of up to D6". If your unit is currently losing the wager, it can make a Normal move of up to 6" instead. Boarding Actions Introduction Within the following pages you will find numerous Boarding Actions Detachments that can be used in your Boarding Actions games. Each lists which units you can include in your army, any modifications to those units’ army rule as presented in their Codex or Index, a Detachment rule unique to that Detachment, and a number of Enhancements and Stratagems that you can use. ARMY FACTION A keyword that will be shared by all units in your army. MUSTERING RULES Which units you are allowed to include in your army. FORMING BOARDING SQUADS Any additional rules that will apply in the missions Form Boarding Squads step. Note that not all Detachments will have these. RULES ADAPTATIONS Some units will be unable to use certain abilities in Boarding Actions battles. Where this is the case, these units and their relevant abilities will be listed here. ARMY RULE Due to the distinct nature of close-quarters battle in Boarding Actions, most army rules require some modifications to their effects. Where this is the case, these will be described here. DETACHMENT RULE Each faction will have a number of different Detachments to choose from, each with its own Detachment rule to reflect the unique fighting methods of such forces. ENHANCEMENTS Further Enhancements that you can give to CHARACTER models from your army, beyond those( Boarding Actions Enhancments ), will be found here. STRATAGEMS Additional Stratagems that you can use, in addition to those ( Boarding Actions Stratagems ), will be found here. Space Lane Raiders The Drukhari delight in launching piratical attacks on their victims’ voidships, gathering realspace raiding parties just as they would to assail an enemy world. Such close and nightmarish confines suit these raiding bands particularly well. Soon enough, the voidship rings to the screams of its defenders... Mustering a Boarding Patrol You can include up to one of the following unit if you include one or more KABALITE WARRIORS units: ARCHON You can include up to one of the following units if you include one or more WRACKS units: HAEMONCULUS (excluding URIEN RAKARTH ) URIEN RAKARTH You can include up to one of the following units if you include one or more WYCHES units: LELITH HESPERAX SUCCUBUS (excluding LELITH HESPERAX ) You can include up to three of each of the following units: KABALITE WARRIORS (10 models) WRACKS (5 or 10 models) WYCHES (10 models) You can include up to one of each of the following units: INCUBI (5 or 10 models) MANDRAKES (5 or 10 models) Rules Adaptations The ARCHON model loses the Devious Mastermind ability. The KABALITE WARRIORS unit loses the Sadistic RAIDERS ability. The LELITH HESPERAX model loses the Thrilling Spectacle ability. The MANDRAKES unit loses the Fade Away ability. The URIEN RAKARTH model loses the Fleshcraft ability. Army Rule Feast of Pain Rooting out every last defender aboard a voidship and devouring their fear and agony is an epicurean delight over which the Drukhari take their time. Units from your army with the Power From Pain ability retain that ability and gain this one. At the start of the battle, you gain 1 Pain token. Detachment Rule Commorrite Rivalries Even in the midst of battle, the Drukhari indulge in politicking and factionalism, seeking to outdo their rivals and cover themselves in dark glory with every murderous triumph. Each time a DRUKHARI CHARACTER model from your army destroys an enemy CHARACTER unit, you gain 1 Pain token . In addition, each time you use the Battlefield Command Stratagem, you can expend 1 Pain token from your Pain token pool. If you do, decrease that Stratagems cost by 1CP for that usage. Enhancements Power and Greed This warrior is addicted to the heady rush of battle and suffering, each fresh taste driving them to crave more. The first lime in each turn that the bearer is Empowered , roll one D6: on a 3+, you gain 1 Pain token . Spiteful Demise Knowing all too well that the carnage they cause during this void battle may be all that pays for their revivification by the Haemonculi, this warrior strikes out viciously until their very last breath. When the bearer is destroyed , if it has not fought this phase, roll one D6: on a 2+, do not remove it from play. The bearer can fight after the attacking unit has finished making its attacks, and is then removed from play. Stratagems SHIPBOARD SHADES 1CP Space Lane Raiders – Battle Tactic Stratagem Amidst the strobing lumens and gouting steam of voidship combat, the Drukhari flicker and flit like malevolent, half-seen shadows. WHEN: Your opponent’s Shooting phase or the Fight phase , just after an enemy unit has selected its targets. TARGET: One DRUKHARI unit from your army that was selected as the target of one or more of the attacking unit’s attacks. EFFECT: Until the end of the phase, each time an attack targets your unit, subtract 1 from the Hit roll . CREW-THIEVES 1CP Space Lane Raiders – Battle Tactic Stratagem The fast-acting incapacitation toxins on the blades of these Wracks allow them to lay low the defenders, before dragging them away, alive but powerless, to a far more horrible fate than death. WHEN: Fight phase . TARGET: One WRACKS unit from your army that has not been selected to fight this phase. EFFECT: Until the end of the phase, melee weapons equipped by models in your unit have the [ANTI-INFANTRY 3+] ability. VOIDSHIP GLADIATORS 1CP Space Lane Raiders – Strategic Ploy Stratagem Treating the vessel they have boarded as just another arena to perform in, these Wyches turn every iota of their skill and agility to the task. WHEN: Your Movement phase . TARGET: One WYCHES unit from your army that has not been selected to move this phase. EFFECT: Roll one D6: on a 2+, until the end of the turn, enemy units cannot fire Overwatch at your unit. VETERAN PIRATES 1CP Space Lane Raiders – Strategic Ploy Stratagem No strangers to shipboard warfare, these warriors are skilled in loosing volleys then vanishing swiftly back behind corners and bulkheads to avoid reprisals. WHEN: Your Shooting phase , just after a KABALITE WARRIORS unit from your army has shot. TARGET: That KABALITE WARRIORS unit. EFFECT: Your unit can make a Normal move of up to 3". Kabalite Corsairs Every Drukhari Kabal is as much malevolent crime syndicate as it is private army, often with its own specialist areas of insidious expertise. Some Archons have a predilection for piratical boarding and raiding of voidships, their warbands honing their skills in these areas above all others. Mustering a Boarding Patrol You can include up to two of the following unit (duplicates are not allowed): ARCHON DRAZHAR You can include up to three of the following unit: KABALITE WARRIORS (10 models) You can include up to one of each of the following unit : COURT OF THE ARCHON (4 models) INCUBI (5 or 10 models) MANDRAKES (5 or 10 models) Rules Adaptations The ARCHON model loses the Devious Mastermind ability. The KABALITE WARRIORS unit loses the Sadistic RAIDER s ability. The MANDRAKES unit loses the Fade Away ability. Army Rule Feast of Pain Rooting out every last defender aboard a voidship and devouring their fear and agony is an epicurean delight over which the Drukhari take their time. Units from your army with the Power From Pain ability retain that ability and gain this one. At the start of the battle, you gain 1 Pain token. Detachment Rule Raid and Pillage These warriors reap a bounty of both material plunder and precious pain during their raids, leaving only shattered storage reliquaries and the twisted bodies of tortured victims in their wake. Each time a DRUKHARI unit from your army destroys an enemy unit, if that enemy unit was within range of an objective marker controlled by your opponent at the start of the phase, you gain 1 Pain token . In addition, in your Command phase , you can select one objective marker you control that has one or more KABAL units from your army within range of it, then expend 1 Pain token from your Pain token pool. If you do, that objective marker is Secured by your army. Enhancements Dark Charisma The masters of such piratical Kabals lead by example, spitting scorn upon peril, standing tall as avatars of malevolent elan, and overcoming the odds with devilish daring time and again. The bearer has an Objective Control characteristic of 5 and you can re-roll Battle-shock tests taken for the bearer. Malevolent Cunning Having fought countless bloody battles aboard the voidships of their prey, this warrior knows well how to turn such environments against their prey. Swiftly deployed booby traps and devious ruses staged with inhuman speed and skill confound the foe at every turn. The first time in each battle round that your opponent targets a unit from their army that is within 3" of the bearer with a Stratagem, increase that Stratagems cost by 1CP for that usage. Stratagems ELUSIVE DUELLISTS 1CP Kabalite Corsairs – Battle Tactic Stratagem These warriors delight in the close-quarters blade-duels of boarding actions, weaving around their enemies' blows and cutting them down in droves. WHEN: Fight phase , just after an enemy unit has selected its targets. TARGET: One DRUKHARI unit from your army that was selected as the target of one or more of the attacking unit’s attacks. EFFECT: Until the end of the phase, each time an attack targets your unit, subtract 1 from the Hit roll and, if your unit has the INCUBI keyword, models in your unit have a 4+ invulnerable save . DECKPLATE SWEEPERS 1CP Kabalite Corsairs – Battle Tactic Stratagem Indiscriminate hails of splinter fire fill chambers and corridors, leaving nowhere to hide in the enclosed space. WHEN: Your Shooting phase . TARGET: One KABAL unit from your army that has not been selected to shoot this phase. EFFECT: Until the end of the phase, improve the Armour Penetration characteristic of splinter cannons, splinter rifles and splinter pistols equipped by models in your unit by 1. TAKE THEM ALIVE 1CP Kabalite Corsairs – Strategic Ploy Stratagem Aiming to maim rather than slag, and employing psychotropic or paralysing venoms, the Kabalites seek to incapacitate their victims so that they too may be taken as plunder. WHEN: Your Shooting phase , just after a KABAL unit from your army has shot. TARGET: That KABAL unit. EFFECT: Select one enemy unit hit by one or more of your unit’s attacks this phase (excluding those made with Pistols ). That enemy unit must take a Battle-shock test , subtracting 1 from the result if your unit is within 6” of it. OPPORTUNISTIC THIEVES 1CP Kabalite Corsairs – Strategic Ploy Stratagem Any undefended source of riches or power is fair game to these fast-moving raiders. WHEN: End of your Fight phase . TARGET: One KABAL unit from your army that is not within Engagement Range of one or more enemy units. EFFECT: Select one objective marker you do not control that is visible to your unit. Your unit can make a Normal move of up to D6", but if it does, every model in that unit must end that move as close as possible to that objective marker. Ship-killer Cult Employing esoteric technologies to transmit their exploits back to debauched audiences in Commorragh, some Wych Cults board voidships as a kind of murderous death-sport. Here, the voidship becomes the arena, and the Wyches’ every violent action the entertainment for their baying fans. Mustering a Boarding Patrol You can include up to two of the following units (duplicates are not allowed): LELITH HESPERAX SUCCUBUS (excluding LELITH HESPERAX ) You can include up to three of the following unit: WYCHES (10 models) You can include up to one of each of the following units: INCUBI (5 or 10 models) MANDRAKES (5 or 10 models) Rules Adaptations The LELITH HESPERAX model loses the Thrilling Spectacle ability. The MANDRAKES unit loses the Fade Away ability. Army Rule Feast of Pain Rooting out every last defender aboard a voidship and devouring their fear and agony is an epicurean delight over which the Drukhari take their time. Units from your army with the Power From Pain ability retain that ability and gain this one. At the start of the battle, you gain 1 Pain token. Detachment Rule Appetite for Adulation Thriving upon the praise their sadistic deeds will earn from their twisted audience, the Wyches fight all the harder and inflict ever-more excessive torments upon their victims. In the Fight phase , if two or more enemy units were destroyed by DRUKHARI units from your army that phase, you gain 1 Pain token . In addition, each time a WYCH CULT unit from your army becomes Empowered in the Fight phase, until the end of the phase, melee weapons equipped by models in that unit have the [ANTi-iNFANTRY 4+] ability. Enhancements Stimm-Fervour Propelled like a living missile through the voidship’s corridors by a near-toxic cocktail of combat stimms, this Wych strikes like dark lightning and fights with blistering savagery. The bearer is eligible to declare a charge in a turn in which it Advanced . Blood-Drenched Champion This murderous star of the arenas delights in graphically and agonisingly taking their enemies to pieces, much to the delight of their audiences and the abject terror of surrounding foes. In the Battle-shock step of your opponents Command phase , for each enemy unit that is below its Starting Strength and is within Engagement Range of the bearer, that unit must take a Battle-shock test . If that enemy unit is also Below Half-strength , subtract 1 from that test. This Enhancement cannot cause a unit to take two Battle-shock tests in the same phase. Stratagems HYPERAGILITY 1CP Ship-killer Cult – Battle Tactic Stratagem Driven by combat drugs and the elation of their victims'fear and pain, the Wyches weave around their enemies' blades with easy scorn. WHEN: Your opponent's Shooting phase or the Fight phase , just after an enemy unit has selected its targets. TARGET: One WYCH CULT unit from your army that was selected as the target of one or more of the attacking unit’s attacks. EFFECT: Until the end of the phase, each time an attack targets your unit, subtract 1 from the Hit roll and subtract 1 from the Wound roll . TOYING WITH THE PREY 1CP Ship-killer Cult – Strategic Ploy Stratagem More than simply besting their victims in combat, the Wyches slowly take them apart, one perfectly placed cut and slice at a time, making a terrifying example to shatter enemy morale. WHEN: Fight phase , just after a WYCH CULT unit from your army has fought. TARGET: That WYCH CULT unit. EFFECT: If your unit destroyed one or more enemy models this phase, select one of those enemy models. Until the end of your opponent’s next turn, subtract 1 from the Objective Control characteristic of models in that enemy model's unit (to a minimum of l). NO OBSTACLE 1CP Ship-killer Cult – Strategic Ploy Stratagem Scenting their prey's fear sweat, tracking their fluttering heartbeats, the Wyches beardown unerringly on their victims through corridors and chambers. WHEN: Your Charge phase . TARGET: One WYCH CULT unit from your army that opened a Hatchway this turn. EFFECT: Until the end of the phase, your unit can declare a charge that includes one or more targets that are not visible to it, provided each of those units that are not visible to it are wholly on the opposite side of that Hatchway from your unit. PHANTASM GRENADES 1CP Ship-killer Cult – Wargear Stratagem These hallucinogenic atomisers spew clouds of nightmare-inducing gasses that leave the foe glassy-eyed and reeling. WHEN: Your Movement phase , just after a WYCH CULT unit from your army ends a Normal move , before any enemy units fire Overwatch . TARGET: That WYCH CULT unit. EFFECT: Select one enemy unit within 9" of and visible to your unit. That enemy unit must take a Battle-shock test , subtracting 1 from the result: if failed, until the end of the turn, that enemy unit cannot fire Overwatch. Painbringers The twisted fleshcrafters of the Haemonculus Covens seek to seize fresh captives for their laboratories. Boarding enemy vessels, they rely upon their menageries of mutant creations to smash through bulkheads and rip open hatches. The Haemonculi and their creations are empowered by pain both given and received, and will fight on through injuries that would spell doom for lesser beings. Mustering a Boarding Patrol You can include up to two of the following units (duplicates are not allowed): HAEMONCULUS (excluding URIEN RAKARTH ) URIEN RAKARTH You can include up to three of the following unit: WRACKS (5 or 10 models) You can include up to one of each of the following units: GROTESQUES (3 or 6 models) INCUBI (5 or 10 models) MANDRAKES (5 or 10 models) Forming Boarding Squads In the Form Boarding Squads step, GROTESQUES units containing 6 models are each split into two Boarding Squads, both containing 3 models. Rules Adaptations The MANDRAKES unit loses the Fade Away ability. The URIEN RAKARTH model loses the Fleshcraft ability. Army Rule Feast of Pain Rooting out every last defender aboard a voidship and devouring their fear and agony is an epicurean delight over which the Drukhari take their time. Units from your army with the Power From Pain ability retain that ability and gain this one. At the start of the battle, you gain 1 Pain token. Detachment Rule Regenerative Agony The twisted physiologies of the Haemonculus fleshcrafters’ creations are inured to all but the most terrible injuries. The greater and more terrible the agonies inflicted upon their hideous forms, the more formidable their regenerative abilities become. Each time four or more Feel No Pain rolls are successful for HAEMONCULUS COVENS models from your army in a single phase, you gain 1 Pain token . In addition, each battle round , the first time a HAEMONCULUS COVENS unit from your army becomes Empowered in that battle round, roll one D6: on a 2-5, one model in that unit regains 1 lost wound or, if that unit has the WRACKS keyword, one destroyed model is returned to it with its full wounds remaining; on a 6, one model in that unit regains up to 2 lost wounds or, if that unit has the WRACKS keyword, one destroyed model is returned to it with its full wounds remaining. Enhancements Rending Chain-Flails This Haemonculus fleshcrafter has adorned their grotesque form with bladed chain-flails with which to ensnare fleeing foes and tear them to bloody shreds. Each time an enemy unit within Engagement Range of the bearer is selected to Fall Back , roll one D6: on a 2-4, that enemy unit suffers 1 mortal wound ; on a 5+, that enemy unit suffers 2 mortal wounds. Vile Surgeon This cruel chirurgeon seeks out particularly worthy subjects upon whom to practice the most agonising surgical experiments. The bearers Haemonculus tools and scissorhands have a Damage characteristic of 3 while targeting CHARACTER units. Stratagems HORRIFYING FORM 1CP Painbringers – Strategic Ploy Stratagem The hulking monsters of the Haemonculus Covens are terrifying indeed, cowing enemy warriors with their grotesque and intimidating forms. WHEN: End of any phase, when an objective marker Secured by your army would be Seized by an enemy unit. TARGET: One HAEMONCULUS COVENS unit from your army within range of that objective marker. EFFECT: Until the end of your next turn, while you have one or more DRUKHARI units within range of that objective marker (excluding Battle-shocked units), that objective marker remains Secured by your army and cannot be Seized by enemy units. RESTRICTIONS: You can only use this Stratagem once per battle round . UNFEELING ABOMINATIONS 1CP Painbringers – Battle Tactic Stratagem The creations of the Haemonculi are capable of enduring terrible wounds and continuing to fight. WHEN: Fight phase , just after an enemy unit has selected its targets. TARGET: One HAEMONCULUS COVENS unit from your army that was selected as the target of one or more of the attacking unit's attacks. EFFECT: Until the end of the phase, each time a model in your unit is destroyed , if that model has not fought this phase, roll one D6, adding 1 if your unit has the GROTESQUES keyword: on a 4+, do not remove the destroyed model from play; it can fight after the attacking unit has finished making its attacks, and is then removed from play. RESTRICTIONS: If your unit has the GROTESQUES keyword, until the end of the phase, it loses the Mindless Killing Machines ability. MOULDED MUSCULATURE 1CP Painbringers – Battle Tactic Stratagem The muscular fleshcraft monstrosities fielded by the Haemonculi can punch through hatchways and bulkheads to reach their cowering victims. WHEN: Fight phase . TARGET: One HAEMONCULUS COVENS unit from your army that has not been selected to fight this phase. EFFECT: Select any number of models in your unit. Until the end of the phase, improve the Strength and Armour Penetration characteristics of melee weapons equipped by the selected models by 1, and each time you select targets for attacks made by those models, they must target an enemy unit that is wholly on the opposite side of a Hatchway from them. TERRIFYING AURA 1CP Painbringers – Strategic Ploy Stratagem The disturbing nature of these creatures causes weapons to quiver, even in the hands of veteran soldiers. WHEN: Your opponent's Shooting phase , just after an enemy unit has selected its targets. TARGET: One HAEMONCULUS COVENS unit from your army that was selected as the target of one or more of the attacking unit's attacks and is within 6" of the attacking unit. EFFECT: That enemy unit must take a Leadership test , subtracting 1 if it is within 3" of your unit: if failed, until the end of the phase, each time a model in that enemy unit makes an attack that targets your unit, an unmodified Hit roll of 6 is required to score a hit, irrespective of the attacking weapon’s Ballistic Skill or any modifiers. The SUCCUBUS keyword is used in the following Drukhari datasheets: Characters Lelith Hesperax Succubus The HAEMONCULUS keyword is used in the following Drukhari datasheets: Characters Haemonculus Urien Rakarth Power From Pain The Drukhari are experts in precise torture, sharp blades, cruel poisons and eldritch abominations. Using the labyrinthine network of webway spars, they strike almost anywhere. Realspace raiding parties prey upon worlds across the galaxy, surging from hidden portals unknown to those they see merely as cattle or playthings. As the Drukhari feed on the souls of the slain, they become imbued with supernatural might, eventually turning into killing machines. If your Army Faction is DRUKHARI DRUKHARI DRUKHARI DRUKHARI DRUKHARI DRUKHARI DRUKHARI DRUKHARI , units from your army with this ability can become Empowered Through Pain. This is done using Pain tokens. GAINING PAIN TOKENS If your Army Faction is DRUKHARI DRUKHARI DRUKHARI DRUKHARI DRUKHARI DRUKHARI DRUKHARI DRUKHARI , you gain Pain tokens as follows: At the start of the battle, depending on the battle size: COMBAT PATROL 1 PAIN TOKEN INCURSION 2 PAIN TOKENS STRIKE FORCE 3 PAIN TOKENS ONSLAUGHT 4 PAIN TOKENS Each time an enemy unit is destroyed , you gain 1 Pain token. Each time an enemy unit fails a Battle-shock test , you gain 1 Pain token. Each time you gain a Pain token, keep it to one side – this is your Pain token pool. EMPOWERED THROUGH PAIN At the start of any phase, you can expend one or more Pain tokens from your Pain token pool. Each time you do, select one unit from your army with the Power from Pain ability. Until the end of the phase, that unit is Empowered, and gains the abilities listed below, depending on the phase. MOVEMENT PHASE or CHARGE PHASE Empowered in the Movement or Charge phase : You can re-roll Advance or Charge rolls made for that unit. SHOOTING PHASE or FIGHT PHASE Empowered in the Shooting or Fight phase : Each time a model in that unit makes an attack, you can re-roll the Hit roll and, if it is a melee attack, improve the Armour Penetration characteristic of that attack by 1. ALLIANCE OF AGONY 1CP Realspace Raiders – Battle Tactic Stratagem Even the most bloodthirsty Drukhari will veil their enmity to work together against a shared enemy for the same gruesome purpose. WHEN: Start of any phase. TARGET: One ARCHON , one SUCCUBUS and one HAEMONCULUS from your army. EFFECT: Discard one Pain token from your Pain token pool. Until the end of the phase, all three of those models’ units are Empowered. RESTRICTIONS: You can only use this Stratagem if you are able to select all three of the target models stated above. The datasheets using VENOM keyword can be found in the following Factions: Xenos : Aeldari , Drukhari . The VENOM keyword is used in the following datasheets: Dedicated Transports Ynnari Venom Venom Aura Abilities Some abilities affect multiple models or units in a given range. These are known as Aura abilities and are tagged with the word ‘Aura’. A model with an Aura ability is always within range of its own Aura ability. A unit can be affected by more than one Aura ability at a time, but if a unit is within range of the same Aura ability more than once, that Aura ability only applies to that unit once. Destroyed Throughout a battle, models will suffer damage and be destroyed. When a model is destroyed, it is removed from the battlefield. When every model in a unit has been destroyed, that unit is destroyed. 2. Battle-shock In this step, you must take a Battle-shock test for each of your units on the battlefield that is Below Half-strength . To do so, roll 2D6: if the result is greater than or equal to the best Leadership characteristic in that unit, the test is passed; otherwise, the test is failed and, until the start of your next Command phase, that unit is Battle-shocked. While a unit is Battle-shocked: The Objective Control characteristic of all of its models is 0. If it Falls Back, you must take a Desperate Escape test for every model in that unit. Its controlling player cannot use Stratagems to affect that unit. Once you have taken Battle-shock tests for all of your units that require them, your Command phase ends and you progress to your Movement phase . In this step, if for any reason a unit is forced to take a Battle-shock test for being below its Starting Strength, unless otherwise stated, that unit does not also have to take a Battle-shock test for being Below Half-strength. While a unit is Battle-shocked, all models in that unit are also Battle-shocked. Take a Battle-shock test for each unit from your army on the battlefield that is Below Half-strength. Roll 2D6: if the result is greater than or equal to the unit’s Leadership, the test is passed. Otherwise, the unit is Battle-shocked until the start of your next Command phase. Battle-shocked units have an OC of 0 and their controlling player cannot use Stratagems to affect them. Battle-shocked units must take Desperate Escape tests if they Fall Back. Advance Moves When a unit Advances, make an Advance roll for that unit by rolling one D6. Add the result in inches to the Move characteristic of each model in that unit until the end of the phase. Each model in that unit can then make an Advance move by moving a distance in inches less than or equal to 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 Advanced. Advance Move: Models move up to M+D6". Cannot move within Engagement Range of any enemy models. Units that Advance cannot shoot or charge this turn. Charging with a Unit Once you have selected an eligible unit to declare a charge, you must select one or more enemy units within 12" of it as the targets of that charge. The targets of a charge do not need to be visible to the charging unit. You then make a Charge roll for the charging unit by rolling 2D6. The result is the maximum number of inches each model in that unit can be moved if a Charge move is possible. For a Charge move to be possible, the Charge roll must be sufficient to enable the charging unit to end that move: Within Engagement Range of every unit that you selected as a target of the charge. Without moving within Engagement Range of any enemy units that were not a target of the charge. In Unit Coherency . If any of these conditions cannot be met, the charge fails and no models in the charging unit move this phase. Otherwise, the charge is successful and the models in the charging unit make a Charge move – move each model a distance in inches up to the result of the Charge roll. When doing so, each model in the charging unit must end its Charge move closer to one of the units selected as a target of its charge. If you can also move a charging model so that it ends its Charge move in base-to-base contact with one or more enemy models while still enabling the charging unit to end its move satisfying all of the conditions above, you must do so. The controlling player chooses the order in which to move their models. Charge Roll: 2D6". Targets of a charge must be within 12" but do not need to be visible. If the distance rolled is insufficient to move within Engagement Range of all targets while maintaining Unit Coherency, the charge fails. Cannot move within Engagement Range of any unit that was not a target of the charge. If the charge is successful, each model makes a Charge move less than or equal to the Charge roll, and must move into base-to-base contact with an enemy model if possible. 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 greater than or equal to the attack’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 Hit roll is successful and scores one hit against the target unit. Otherwise, the attack fails and the attack sequence ends. An unmodified Hit roll of 6 is called a Critical Hit and is always successful. An unmodified Hit roll of 1 always fails. A Hit roll can never be modified by more than -1 or +1. Hit Roll (Ranged Attack): A hit is scored if the D6 result equals or exceeds that attack’s BS. Hit Roll (Melee Attack): A hit is scored if the D6 result equals or exceeds that attack’s WS. Critical Hit: Unmodified Hit roll of 6. Always successful. An unmodified Hit roll of 1 always fails. A Hit roll can never be modified by more than -1 or +1. The HARLEQUINS keyword is used in the following Drukhari datasheets: Characters Death Jester Shadowseer Solitaire Troupe Master Dedicated Transports Starweaver Other Skyweavers Troupe Voidweaver The ANHRATHE keyword is used in the following Drukhari datasheets: Battleline Corsair Voidreavers Other Corsair Voidscarred Corsair Cloud Dancer Band Corsair Reaver Band Corsair Skyreaver Band The KABAL keyword is used in the following Drukhari datasheets: Characters Archon Battleline Kabalite Warriors Other Court Of The Archon Ravager Reaper Below Half-strength Some rules will refer to a unit being Below Half-strength. If a unit has a Starting Strength of 1, then it is said to be Below Half-strength while its remaining number of wounds is less than half of its Wounds characteristic. For any other unit, while the number of models in that unit is less than half of its Starting Strength, that unit is said to be Below Half-strength. 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 unit. The result required is determined by comparing the attack’s Strength (S) characteristic with the target’s Toughness (T) characteristic, as shown below. WOUND ROLL ATTACK’S STRENGTH VS TARGET’S TOUGHNESS D6 RESULT REQUIRED Strength is TWICE (or more than twice) the Toughness. + Strength is GREATER than the Toughness. + Strength is EQUAL to the Toughness. + Strength is LESS than the Toughness. + Strength is HALF (or less than half) the Toughness. + If the result of the Wound roll is greater than or equal to the required number shown in the table above, then that Wound roll is successful and scores one wound against the target unit. Otherwise, the attack fails and the attack sequence ends. An unmodified Wound roll of 6 is called a Critical Wound and is always successful. An unmodified Wound roll of 1 always fails. A Wound roll can never be modified by more than -1 or +1. Critical Wound: Unmodified Wound roll of 6. Always successful. An unmodified Wound roll of 1 always fails. A Wound roll can never be modified by more than -1 or +1. The AIRCRAFT keyword is used in the following Drukhari datasheets: Other Razorwing Jetfighter Voidraven Bomber Raven Strike Fighter Normal Moves When a unit makes a Normal move, each model in that unit can move a distance in inches less than or equal to its Move (M) characteristic, but no model can be moved within Engagement Range of any enemy models. Normal Move: Models move up to M". Cannot move within Engagement Range of any enemy models. Embark If a unit makes a Normal , Advance or Fall Back move , and every model in that unit ends that move within 3" of a friendly TRANSPORT model, they can embark within it. A unit cannot embark if it has already disembarked from a TRANSPORT model in the same phase. Remove the unit from the battlefield and place it to one side – it is now embarked within that TRANSPORT model. Unless otherwise stated, units cannot do anything or be affected in any way while they are embarked. A unit can embark within a friendly TRANSPORT if all of its models end a Normal, Advance or Fall Back move within 3" of that TRANSPORT . A unit cannot embark and disembark in the same phase. The TRANSPORT keyword is used in the following Drukhari datasheets: Dedicated Transports Raider Venom Starweaver Other Tantalus The WYCH CULT keyword is used in the following Drukhari datasheets: Characters Lelith Hesperax Succubus Battleline Wyches Other Hellions Reavers Fall Back Moves When a unit Falls Back, each model in that unit can make a Fall Back move by moving a distance in inches less than or equal to its Move characteristic, and when doing so you can move it within Engagement Range of enemy models, provided it does not end that move within Engagement Range of any enemy models – if this is not possible, that unit cannot Fall Back. A unit cannot shoot or declare a charge in the same turn that it Fell Back. Desperate Escape Tests Unlike when making other types of move, models can move over enemy models when making a Fall Back move as if those enemy models were not there, but you must take a Desperate Escape test for each model that will do so (excluding models that are TITANIC or can FLY ) before any models in that unit are moved. In addition, if a unit is Battle-shocked when it is selected to Fall Back, you must take a Desperate Escape test for every model in that unit before any are moved. Each time you take a Desperate Escape test for a model, roll one D6. For each roll of 1-2, one model from the unit that is Falling Back is destroyed (selected by you). The same model can only ever trigger one Desperate Escape test per phase. Fall Back Move: Models move up to M". Units that Fall Back cannot shoot or declare a charge in the same turn. Models can move over enemy models when Falling Back, but you must take Desperate Escape tests for them before they do so (excluding models that are TITANIC or can FLY ). If a Battle-shocked unit is selected to Fall Back, take a Desperate Escape test for every model in that unit. Desperate Escape Test: Roll one D6. On a 1-2, one model from that unit is destroyed. The HAEMONCULUS COVENS keyword is used in the following Drukhari datasheets: Characters Haemonculus Urien Rakarth Battleline Wracks Other Cronos Grotesques Talos Hazardous Weapons powered by unstable and dangerous energy sources pose a substantial risk to the wielder every time they are used. Weapons with [HAZARDOUS] in their profile are known as Hazardous weapons. Each time a unit is selected to shoot or fight, after that unit has resolved all of its attacks, for each Hazardous weapon that targets were selected for when resolving those attacks, that unit must take one Hazardous test. To do so, roll one D6: on a 1, that test is failed. For each failed test you must resolve the following sequence (resolve each failed test one at a time): If possible, select one model in that unit that has lost one or more wounds and is equipped with one or more Hazardous weapons. Otherwise, if possible, select one model in that unit (excluding CHARACTER models) equipped with one or more Hazardous weapons. Otherwise, select one CHARACTER model in that unit equipped with one or more Hazardous weapons. If a model was selected, that unit suffers 3 mortal wounds and when allocating those mortal wounds, they must be allocated to the selected model. If a unit from a player’s army is selected as the target of the Fire Overwatch Stratagem in their opponent’s Charge phase , any mortal wounds inflicted by Hazardous tests are allocated after the charging unit has ended its Charge move. Example: A unit of five models make five attacks with ranged weapons with the [HAZARDOUS] ability. After the unit has finished shooting, its controlling player rolls five D6. One of the results is a 1, and so one of those models suffers 3 mortal wounds. After a unit shoots or fights, roll one Hazardous test (one D6) for each Hazardous weapon used. For each 1, a model equipped with a hazardous weapon suffers 3 mortal wounds, that must be allocated to the selected model. Devastating Wounds Weapons with [DEVASTATING WOUNDS] in their profile are known as Devastating Wounds weapons. Each time an attack is made with such a weapon, if that attack scores a Critical Wound , no saving throw of any kind can be made against that attack (including invulnerable saving throws ). Such attacks are only allocated to models after all other attacks made by the attacking unit have been allocated and resolved. After that attack is allocated and after any modifiers are applied, it inflicts a number of mortal wounds on the target equal to the Damage characteristic of that attack, instead of inflicting damage normally. Example: An attack made with a Devastating Wounds weapon with a Damage characteristic of 2 scores a Critical Wound. Instead of allocating the attack and making saving throws normally, the target suffers 2 mortal wounds. A Critical Wound inflicts mortal wounds equal to the weapon’s Damage characteristic, instead of any normal damage. Mortal Wounds Some attacks are so powerful that no armour or force field can withstand their fury. Some rules inflict mortal wounds on units. Each time mortal wounds are inflicted on a unit, each of those mortal wounds inflicts one point of damage to that unit, and they are always applied one at a time. Each mortal wound is allocated to a model in the same manner as allocating an attack. Excess damage from mortal wounds is not lost if the damage can be allocated to another model. 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 any normal damage, do not make a Wound roll or saving throw (including invulnerable saving throws ) against those mortal wounds. If those mortal wounds are inflicted by an attack that has the [PRECISION] ability, the attacking model’s controlling player can allocate those mortal wounds to a CHARACTER model in that unit. If mortal wounds are being inflicted as a result of the [HAZARDOUS] ability or by an attack with the [DEVASTATING WOUNDS] ability that scored a Critical Wound , each time those mortal wounds are allocated to a model, if that model is destroyed as a result of those mortal wounds, the remaining mortal wounds from that attack are lost, just as with a normal attack. If, when a unit is selected to shoot or fight, one or more of its attacks can inflict mortal wounds on the target, resolve any normal damage inflicted by the attacking unit’s attacks on that target before inflicting any mortal wounds on that target. If an attack inflicts mortal wounds in addition to any normal damage, but the normal damage is subsequently saved, the target unit still suffers those mortal wounds, as described above. Each mortal wound inflicted on a unit causes one model in that unit to lose one wound. Unless the source of the mortal wounds is the [HAZARDOUS] ability or an attack with the [DEVASTATING WOUNDS] ability, damage from mortal wounds is not lost if it can be allocated to another model. No saving throws can be made against mortal wounds. Mortal wounds inflicted by attacks always apply after any normal damage, even if that damage was saved. Disembark If a unit from your army starts your Movement phase embarked within a TRANSPORT model, that unit can disembark in that phase. When a unit disembarks from a TRANSPORT model, set it up on the battlefield so that it is wholly within 3" of that TRANSPORT model and not within Engagement Range of any enemy models. If, for any reason, a disembarking model cannot be set up, that model’s unit cannot disembark. Units that disembark from a TRANSPORT model that either Remained Stationary this phase or has not yet made a Normal , Advance or Fall Back move this phase can then act normally (make a Normal move, Advance, shoot, declare a charge, fight, etc.) in the remainder of the turn. Such a disembarking unit cannot choose to Remain Stationary . Units that disembark from a TRANSPORT model that made a Normal move this phase count as having made a Normal move themselves; they cannot move further during this phase. Such a unit also cannot declare a charge in the same turn, but can otherwise act normally in the remainder of the turn. Units cannot disembark from a TRANSPORT model that either Advanced or Fell Back this turn. Units that start your Movement phase embarked within a TRANSPORT can disembark this phase, provided their TRANSPORT has not Advanced or Fallen Back. If a unit disembarks before its TRANSPORT moves, it can act normally. If a unit disembarks after its TRANSPORT moves, it cannot move or charge this turn, but can otherwise act normally. Disembarking units must be set up wholly within 3" of their TRANSPORT and not within Engagement Range of any enemy models (or the unit cannot disembark). Units that disembark this turn cannot Remain Stationary. Ignores Cover Some weapons are designed to root enemy formations out of entrenched positions. Weapons with [IGNORES COVER] in their profile are known as Ignores Cover weapons. Each time an attack is made with such a weapon, the target cannot have the Benefit of Cover against that attack. Lance Lance weapons are deadly on the charge. Weapons with [LANCE] in their profile are known as Lance weapons. Each time an attack is made with such a weapon, if the bearer made a Charge move this turn, add 1 to that attack’s Wound roll . The DRUKHARI DRUKHARI DRUKHARI DRUKHARI DRUKHARI DRUKHARI DRUKHARI DRUKHARI and TRANSPORT keywords are used in the following Drukhari datasheets: Dedicated Transports Raider Venom Starweaver Other Tantalus The DRUKHARI DRUKHARI DRUKHARI DRUKHARI DRUKHARI DRUKHARI DRUKHARI DRUKHARI and INFANTRY keywords are used in the following Drukhari datasheets: Characters Archon Drazhar Haemonculus Lelith Hesperax Succubus Urien Rakarth Death Jester Shadowseer Solitaire Troupe Master Battleline Kabalite Warriors Wracks Wyches Corsair Voidreavers Other Court Of The Archon Grotesques Incubi Mandrakes Scourges Corsair Voidscarred Troupe Corsair Reaver Band Corsair Skyreaver Band Sustained Hits Some weapons strike in a flurry of blows, tearing the foe apart with relentless ferocity. Weapons with [SUSTAINED HITS X] in their profile are known as Sustained Hits weapons. Each time an attack is made with such a weapon, if a Critical Hit is rolled, that attack scores a number of additional hits on the target as denoted by ‘x’. Example: A model makes an attack with a melee weapon with the [SUSTAINED HITS 2] ability. If the Hit roll is an unmodified 6 (a Critical Hit), then that attack scores a total of 3 hits on the target (1 from the successful Hit roll of 6, and 2 from the [SUSTAINED HITS 2] ability). [SUSTAINED HITS X] : Each Critical Hit scores ‘x’ additional hits on the target. 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 – and their units – are within Engagement Range of each other. Models cannot be set up or end a Normal , Advance or Fall Back move within Engagement Range of any enemy models. If for any reason a model cannot meet this condition, that model is destroyed . Engagement Range: Within 1" horizontally and 5" vertically. Models cannot be set up or end a Normal, Advance or Fall Back move within Engagement Range of any enemy models. The DRUKHARI DRUKHARI DRUKHARI DRUKHARI DRUKHARI DRUKHARI DRUKHARI DRUKHARI and VEHICLE keywords are used in the following Drukhari datasheets: Dedicated Transports Raider Venom Starweaver Other Ravager Razorwing Jetfighter Voidraven Bomber Voidweaver Raven Strike Fighter Reaper Tantalus Invulnerable Saves Whether shielded by force fields, enveloped in mystical energies or simply possessed of preternatural senses and lightning-fast reflexes, some warriors are protected by more than mere physical armour. Some models have an invulnerable save listed on their datasheet . Each time an attack is allocated to a model with an invulnerable save, the controlling player must choose to use either that model’s Save 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. Unlike armour saving throws (which use a model’s Save characteristic), invulnerable saving throws are never modified by an attack’s Armour Penetration characteristic, but otherwise follow the normal rules for saving throws . Invulnerable Save: Never modified by an attack’s AP. The controlling player can choose to use either a model’s invulnerable save or its Save characteristic. Benefit of Cover Shattered ruins and twisted wreckage afford much-needed shelter from enemy salvoes. Even heavily armoured warriors unfazed by small arms fire are thankful for such cover when foes bring their biggest guns to bear. Models can sometimes gain a measure of protection from terrain features . The rules below detail the conditions under which a terrain feature confers the Benefit of Cover on a model. Each time a ranged attack is allocated to a model that has the Benefit of Cover, add 1 to the saving throw made for that attack (excluding invulnerable saving throws ). Models with a Save characteristic of 3+ or better cannot have the Benefit of Cover against attacks with an Armour Penetration characteristic of 0. Multiple instances of the Benefit of Cover are not cumulative – a model cannot benefit from this rule more than once at any one time. Benefit of Cover: Add 1 to armour saving throws against ranged attacks. Does not apply to models with a Save of 3+ or better against attacks with an AP of 0. Multiple instances are not cumulative. STEALTH Some warriors are masters of disguise and concealment. If every model in a unit has this ability, then each time a ranged attack is made against it, subtract 1 from that attack’s Hit roll . Objective Markers Objective markers represent objects of tactical or strategic import that both sides are attempting to secure, such as valuable artefacts, vital supplies or communications nodes. If a mission uses objective markers, it will state where they are located on the battlefield. These can be represented using any suitable marker, but we recommend using round markers that are 40mm in diameter. When setting objective markers up on the battlefield, place them so they are centred on the point specified by the mission. When measuring distances to and from objective markers, measure to and from the closest part of them. Models can move over objective markers as if they were not there, but they cannot end a move on top of an objective marker. At the start of the battle, each objective marker on the battlefield is said to be contested, and so is not controlled by either player. To control an objective marker, a player will first need to move models within range of it. A model is within range of an objective marker if it is within 3" horizontally and 5" vertically of that objective marker. Every model has an Objective Control (OC) characteristic listed on its datasheet. To determine a player’s Level of Control over an objective marker, add together the OC characteristics of all the models from that player’s army that are within range of that objective marker. A player will control an objective marker at the end of any phase or turn if their Level of Control over it is greater than their opponent’s. If both players have the same Level of Control over an objective marker, that objective marker is contested. A model is within range of an objective marker if within 3" horizontally and 5" vertically. Level of Control: Add together the OC characteristics of all of a player’s models within range of the objective marker. An objective marker is controlled by the player with the highest Level of Control over it (in a tie, it is contested). Models cannot end a move on top of an objective marker. Unit Visible If one or more models in a unit is visible to the observing model, then that model’s unit is visible to the observing model. FIRE OVERWATCH 1CP Core – Strategic Ploy Stratagem A hail of wildfire can drive back advancing foes. WHEN: Your opponent’s Movement or Charge phase , just after an enemy unit is set up or when an enemy unit starts or ends a Normal , Advance or Fall Back move , or declares a charge . TARGET: One unit from your army that is within 24" of that enemy unit and that would be eligible to shoot if it were your Shooting phase . EFFECT: If that enemy unit is visible to your unit, your unit can shoot that enemy unit as if it were your Shooting phase. RESTRICTIONS: You cannot target a TITANIC unit with this Stratagem. Until the end of the phase, each time a model in your unit makes a ranged attack, an unmodified Hit roll of 6 is required to score a hit, irrespective of the attacking weapon’s Ballistic Skill or any modifiers. You can only use this Stratagem once per turn. The DRUKHARI DRUKHARI DRUKHARI DRUKHARI DRUKHARI DRUKHARI DRUKHARI DRUKHARI keyword is used in the following Drukhari datasheets: Characters Archon Beastmaster Drazhar Haemonculus Lelith Hesperax Succubus Urien Rakarth Death Jester Shadowseer Solitaire Troupe Master Battleline Kabalite Warriors Wracks Wyches Corsair Voidreavers Dedicated Transports Raider Venom Starweaver Other Court Of The Archon Cronos Grotesques Hellions Incubi Mandrakes Ravager Razorwing Jetfighter Reavers Scourges Talos Voidraven Bomber Corsair Voidscarred Skyweavers Troupe Voidweaver Corsair Cloud Dancer Band Corsair Reaver Band Corsair Skyreaver Band Raven Strike Fighter Reaper Tantalus The DEDICATED TRANSPORT keyword is used in the following Drukhari datasheets: Dedicated Transports Raider Venom Starweaver Attached Units Some CHARACTER units have the Leader ability, which lets them merge with other units (known as Bodyguard units) to form an Attached unit. The Starting Strength of an Attached unit is equal to the combined Starting Strengths of all of its units (i.e. the number of models in the Leader unit added to the number of models in the Bodyguard unit). If either the Leader unit or the Bodyguard unit in an Attached unit is destroyed , the Starting Strength of the remaining unit is changed to be equal to its original Starting Strength. Example: A Primaris Captain (Starting Strength 1) is attached to a unit of Intercessors (Starting Strength 5). This Attached unit has a Starting Strength of 6. If all the Intercessors are destroyed, the remaining Primaris Captain would revert to having a Starting Strength of 1. For the purposes of rules that are triggered when a unit is destroyed, such rules are still triggered when one of the individual units that made up an Attached unit is destroyed (the Leader or the Bodyguard unit). Example: If a rule awards you with 1VP each time an enemy unit is destroyed, and you target an Attached unit, you would gain 1VP if the Bodyguard unit is destroyed and 1VP if the Leader unit is destroyed (for a total of 2VP). SCOUTS Scouts form the vanguard of many armies. Unnoticed by the enemy, they range ahead of the main force. Some units have ‘Scouts x"’ listed in their abilities. If every model in a unit has this ability, then at the start of the first battle round, before the first turn begins, it can make a Normal move of up to x", with the exception that, while making that move, the distance moved by each model in that unit can be greater than that model's Move characteristic, as long as it is not greater than x". DEDICATED TRANSPORT models can make use of any Scouts x" ability listed in their abilities, or a Scouts x" ability that a unit that starts the battle embarked within that DEDICATED TRANSPORT model has (provided only models with this ability are embarked within that DEDICATED TRANSPORT model), regardless of how that embarked unit gained this ability (e.g. listed in their abilities, conferred by an Enhancement or by an attached CHARACTER , etc.). A unit that moves using this ability must end that move more than 9" horizontally away from all enemy models. If both players have units that can do this, the player who is taking the first turn moves their units first. Example: A unit has the Scouts 6" ability. At the start of the first battle round, the controlling player can make a Normal move with that unit of up to 6". Scouts x": Unit can make a Normal move of up to x" before the first turn begins. If embarked in a DEDICATED TRANSPORT , that DEDICATED TRANSPORT can make this move instead. Must end this move more than 9" horizontally away from all enemy models. DEEP STRIKE Some units make their way to battle via tunnelling, teleportation, high-altitude descent or other extraordinary means that allow them to appear suddenly in the thick of the fighting. During the Declare Battle Formations step, if every model in a unit has this ability, you can set it up in Reserves instead of setting it up on the battlefield. If you do, 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" horizontally away from all enemy models. If a unit with the Deep Strike ability arrives from Strategic Reserves, the controlling player can choose for that unit to be set up either using the rules for Strategic Reserves or using the Deep Strike ability. Unit can be set up in Reserves instead of on the battlefield. Unit can be set up in your Reinforcements step, more than 9" horizontally away from all enemy models. INFILTRATORS Many armies employ reconnaissance units who can sit concealed, waiting for the right moment to strike. During deployment, if every model in a unit has this ability, then when you set it up, it can be set up anywhere on the battlefield that is more than 9" horizontally away from the enemy deployment zone and all enemy models. Lethal Hits Some weapons can inflict fatal injuries on any foe, no matter their resilience. Weapons with [LETHAL HITS] in their profile are known as Lethal Hits weapons. Each time an attack is made with such a weapon, a Critical Hit automatically wounds the target. The HARLEQUINS and INFANTRY keywords are used in the following Drukhari datasheets: Characters Death Jester Shadowseer Solitaire Troupe Master Other Troupe The DRUKHARI DRUKHARI DRUKHARI DRUKHARI DRUKHARI DRUKHARI DRUKHARI DRUKHARI and CHARACTER keywords are used in the following Drukhari datasheets: Characters Archon Beastmaster Drazhar Haemonculus Lelith Hesperax Succubus Urien Rakarth Death Jester Shadowseer Solitaire Troupe Master LEADER Mighty heroes fight at the forefront of battle. Some CHARACTER units have ‘Leader’ listed on their datasheets. Such CHARACTER units are known as Leaders, and the units they can lead – known as their Bodyguard units – are listed on their datasheet. During the Declare Battle Formations step, for each Leader in your army, if your army also includes one or more of that Leader’s Bodyguard units, you can select one of those Bodyguard units. That Leader will then attach to that Bodyguard unit for the duration of the battle and is said to be leading that unit. Each Bodyguard unit can only have one Leader attached to it. While a Bodyguard unit contains a Leader, it is known as an Attached unit and, with the exception of rules that are triggered when units are destroyed , it is treated as a single unit for all rules purposes. Each time an attack targets an Attached unit, until the attacking unit has resolved all of its attacks, you must use the Toughness characteristic of the Bodyguard models in that unit, even if a Leader in that unit has a different Toughness characteristic. Each time an attack sucessfully wounds an Attached unit, that attack cannot be allocated to a CHARACTER model in that unit, even if that CHARACTER model has lost one or more wounds or has already had attacks allocated to it this phase. As soon as the last Bodyguard model in an Attached unit has been destroyed, any attacks made against that unit that have yet to be allocated can then be allocated to CHARACTER models in that unit. Each time the last model in a Bodyguard unit is destroyed, each CHARACTER unit that is part of that Attached unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. Each time the last model in a CHARACTER unit that is attached to a Bodyguard unit is destroyed and there is not another CHARACTER unit attached, that Attached unit’s Bodyguard unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks. Each time a unit that is part of an Attached unit is destroyed, it does not have the keywords of any other units that make up that Attached unit (unless it has those keywords on its own datasheet) for the purposes of any rules that would be triggered when that unit is destroyed. Example: If you only destroy the Bodyguard unit that is part of an Attached unit, you have not destroyed a CHARACTER unit. If you only destroy the CHARACTER unit that is part of an Attached unit, or if you destroy the whole Attached unit, you have destroyed one CHARACTER unit. Before the battle, CHARACTER units with the Leader ability can be attached to one of their Bodyguard units to form an Attached unit. Attached units can only contain one Leader. Attacks cannot be allocated to CHARACTER models in Attached units. BATTLEFIELD COMMAND 1CP Boarding Actions – Strategic Ploy Stratagem The commander's authoritative tone cuts through the din of battle, guiding the actions of nearby troops. WHEN: Start or end of any phase. TARGET: One Leader unit from your army and one friendly Bodyguard unit within 6" of it that it could normally be attached to. EFFECT: Select one of your Leader unit’s Leader abilities . Until the start of your next Command phase , that Bodyguard unit is treated as being led by that Leader unit for the purposes of that Leader ability. RESTRICTIONS: Once you target a unit with this Stratagem, that unit cannot be targeted with it again until your next Command phase. Anti Certain weapons are the bane of a particular foe. Weapons with [ANTI-KEYWORD X+] in their profile are known as Anti weapons. Each time an attack is made with such a weapon against a target with the keyword after the word ‘Anti-’, an unmodified Wound roll of ‘x+’ scores a Critical Wound . Example: An attack made with an [ANTI-VEHICLE 4+] weapon will score a Critical Wound against – and so successfully wound – a VEHICLE unit on an unmodified Wound roll of 4+, while an attack made with an [ANTI-PSYKER 2+] weapon will score a Critical Wound against – and so successfully wound – a PSYKER unit on an unmodified Wound roll of 2+. [ANTI-KEYWORD X+] : An unmodified Wound roll of ‘x+’ against a target with the matching keyword scores a Critical Wound. Pistol Pistols can be wielded even at point-blank range. Weapons with [PISTOL] in their profile are known as Pistols. If a unit contains any models equipped with Pistols, that unit is eligible to shoot in its controlling player’s Shooting phase even while it is within Engagement Range of one or more enemy units. When such a unit is selected to shoot, it can only resolve attacks using its Pistols and can only target one of the enemy units it is within Engagement Range of. In such circumstances, a Pistol can target an enemy unit even if other friendly units are within Engagement Range of the same enemy unit. If a model is equipped with one or more Pistols, unless it is a MONSTER or VEHICLE model, it can either shoot with its Pistols or with all of its other ranged weapons. Declare whether such a model will shoot with its Pistols or its other ranged weapons before selecting targets. Can be shot even if the bearer’s unit is within Engagement Range of enemy units, but must target one of those enemy units. Cannot be shot alongside any other non-Pistol weapon (except by a MONSTER or VEHICLE ). Starting Strength The number of models a unit contains when it is added to your army is known as its Starting Strength. Feel No Pain FEEL NO PAIN Some warriors refuse to be laid low, even by what should be fatal wounds. Some models have ‘Feel No Pain x+’ listed in their abilities. Each time a model with this ability suffers damage and so would lose a wound (including wounds lost due to mortal wounds ), roll one D6: if the result is greater than or equal to the number denoted by ‘x’, that wound is ignored and is not lost. If a model has more than one Feel No Pain ability, you can only use one of those abilities each time that model suffers damage and so would lose a wound. Feel No Pain x+: Each time this model would lose a wound, roll one D6: if the result equals or exceeds ‘x’, that wound is not lost. Leadership Tests If a rule requires you to take a Leadership test for a unit, roll 2D6: if the total is greater than or equal to the best Leadership characteristic in that unit, that test is passed. Otherwise, it is failed. Army List Datasheets collated Characters Archon Beastmaster Drazhar Haemonculus Lelith Hesperax Succubus Urien Rakarth Death Jester Shadowseer Solitaire Troupe Master Battleline Kabalite Warriors Wracks Wyches Corsair Voidreavers Dedicated Transports Raider Venom Starweaver Other Court Of The Archon Cronos Grotesques Hellions Incubi Mandrakes Ravager Razorwing Jetfighter Reavers Scourges Talos Voidraven Bomber Corsair Voidscarred Skyweavers Troupe Voidweaver Corsair Cloud Dancer Band Corsair Reaver Band Corsair Skyreaver Band Raven Strike Fighter Reaper Tantalus Contents Books FAQ Index: Drukhari Army Rules Power From Pain Realspace Raiders Detachment Rule Realspace Raiders Corsairs and Travelling Players Stratagems Enhancements Skysplinter Assault Detachment Rule Rain Of Cruelty Corsairs and Travelling Players Stratagems Enhancements Reaper’s Wager Detachment Rule Callous Competition Enhancements Stratagems Boarding Actions Space Lane Raiders Mustering a Boarding Patrol Rules Adaptations Army Rule Feast of Pain Detachment Rule Commorrite Rivalries Enhancements Stratagems Kabalite Corsairs Mustering a Boarding Patrol Rules Adaptations Army Rule Feast of Pain Detachment Rule Raid and Pillage Enhancements Stratagems Ship-killer Cult Mustering a Boarding Patrol Rules Adaptations Army Rule Feast of Pain Detachment Rule Appetite for Adulation Enhancements Stratagems Painbringers Mustering a Boarding Patrol Forming Boarding Squads Rules Adaptations Army Rule Feast of Pain Detachment Rule Regenerative Agony Enhancements Stratagems Disable Ads E-mail: Pin code: Disable Ads Get new pin code Boosty subscribers may disable ads: 1. Enter e-mail you have used to login on Boosty. 2. Press Get new pin code button (if you don’t have it already) 3. Enter pin code. Note that login database updated once a day. So, if you are a new booster - try tomorrow. And thank you! © Vyacheslav Maltsev 2013-2025 x X Please enable JavaScript Play Mute Current Time 0:00 / Duration 0:00 Remaining Time - 0:00 1x Playback Rate Captions captions off , selected Picture-in-Picture Fullscreen Advertisement: 0:15