Drukhari 9th Edition Codex Leak Compilation

Mar 16, 2021

Time for another leak and rumor compilation, this time we have Warhammer 40k Drukhari 9th edition codex / supplement, rumors, leaks, previews. As with the other compilations the A running compilation of rumors, leaks, sneak peaks for Drukhari 9th edition codex / supplement. With new rules, point adjustments, stratagems and units. Compilation will feature both Games Workshop community info and any Internet leaks and rumors as they come!

Check back everyday as new leaks and rumors for Warhammer 40k Drukhari 9th edition codex will be added, without notification.

Pre-orders: March 20th 2021 Release Date: March 27th 2021 

  • Drukhari 9th edition Codex: $40
  • Dice: $35
  • Cards: $25
  • Combat Patrol: $140
  • Piety and Pain: $170

New Points:

Upgrades: 

Warlord Traits:

  • Kabal
    • Hatred Eternal – you can re-roll hit roll and wound roll whenever you attack. (it’s worded weirdly, but I think it applies once per hit and once per wound)
    • Soul Thirst – +1 attack, once per turn regain 1 wound if an enemy model is destroyed 6′ around the lord.
    • Ancient Evil – at the start of the Fight phase, pick one enemy unit in engage. It fights after all your models.
  • Wych
    • Quicksilver fighter – +2 attacks
    • Stim Addict – roll two more dice for combat drugs, ignore 6s and effects already active. Warlord benefits from all rolled drugs.
    • Precision Blows – this is crazy good, hit rolls of 6 deal MORTAL WOUNDS equal to weapon damage and the attack sequence ends.
  • Covens
    • Master Regeneratist – Regain 3 wounds instead of D3 with Fleshcraft.
    • Master Nemaline – +1 wound rolls on attacks.
    • Master Artisan – +1 T and +1 W
  • Black Heart: Roll a 6s when op uses a Stratagem. On a 6 you gain a Command Point.
  • Flayed Skull: +1 S and Attacks for the warlord.
  • Obsidian Rose: +1 S for bearer’s Weapons
  • Cult of Strife: 6s to hit score 3 hits instead of 1
  • Cursed Blade: saving throw of 4+, instead of 6.
  • Red Grief: ignore wound rolls of 1-3 in melee
  • Prophets of Flesh: Choose one – +1 T and W or +1 Move and Attacks
  • Dark Creed: pick a unit 9′ from your warlord at the end of your movement. Roll a 3d6, if you rolled higher that it’s Ld, it can’t perform Actions and loses Objective secured.
  • Coven of Twelve: 1 Damage to a minimum of one

Obsession (Chapter Tactics):

  • Black Heart – treat Power from Pain as one higher, if you have an Archon, Mercenaries benefit from it too, +1 Ld, reroll 1 failed hit in shooting/fighting
  • Flayed Skull – Flyers and units in transports ignore Light Cover, Vehicles move +2′
  • Obsidian Rose – +6 to range of Heavy, Assault, Rapid Fire weapons (no relics), re-roll one failed wound when shooting/fighting
  • Kabal Custom Obsessions
    • Dark Mirth – enemies 12′ within models with this are dealt a mortal on 5+ if they move, advance, fall back or charge.
    • Deadly Deceivers – units can shoot after a fall back, but with -1 to hit.
    • Disdain for Lesser Beings – +1 to Combat Attrition test by this models
    • Merciless Razorkin – 6s to hit with splinter weapons are counted as 2 hits
    • Torturous Efficiency – 6s to wound in shooting are treated with additional -1 AP
    • Mobile Raiders – +2 movement for Fly models
    • Soul Bound – Ignore Mortal Wounds on 5+
    • Toxin Crafters – Re-roll 1s for poison weapons. 6s to hit cause poison weapons to be 2+ to wound.
    • Twisted Hunters – +1 Attacks against characters
    • Webway Raiders – Reduce CP cost for Webway Portal by 1 if it’s used on that unit.
  • Cult of Strife – if the unit is in Engage at the beginning of the fight phase, they can fight first If a unit charges a unit with no models from your army in engage, add +1 to charge
  • Cursed Blade – +1 S for all models with this obsession, saving throw of 6 is a mortal wound for the attacker after he finished all his attacks.
  • Red Grief – re-roll charges, +2 advance rolls
  • Prophets of Flesh: All characters, monsters and Grots regenerate 1 wound at the start of your Command. Units with ignore rolls of 1-3 to wound unless attack is S8 or higher.
  • Dark Creed – -1 Ld and -1 Combat Attrition rolls 6′ from models. +1 Attack if attacking a unit with a lower Ld.
  • Coven of Twelve – melee attacks gain additional -1 AP (lol, -2 AP basic with Blade Artists), models can perform actions in can still shoot
  • Wych Custom Obsessions
    • Acrobatic Display – you can consolidate horizontally over other models and terrain.
    • Art of Pain – +1 Power from Pain if within engagement
    • Berserk Fugue – if charged, charging or heroic inter, 6s to hit are treated as 2 hits. Ignore Mortals on 5+.
    • Precise Killers – Blade Artists work on 5+
    • Slashing Impact – each time a model finish a charge, you can select a non-vehicle unit within Engage, on a 6 it gets a Mortal.
    • Stimulant Innovators – once per battle, roll a D3 – all models with Combat Drugs gain additional Drugs from the roll till the end of turn.
    • Test of Skill – +1 to wound against monsters and vehicles
    • Trophy Takers – if a Morale roll is caused by a melee attack from this model, opponent rolls two 6s and discards the lower one.
    • Agile Hunters – +1 to hit against Fly units +1 to movement, if the model has Hypex.
  • Homunculus Covens Custom Obsessions
    • Artists of Flesh – reduce damage (expect vehicles) received by 1 (to a min. of 1)
    • Dark Harvest – if a unit finishes a charge, pick a non-vehicle in engage, on 4+, it takes a mortal.
    • Dark Technomancers – when you shoot, you can choose to enhance any or all ranged weapons. They deal +1 D and wound on +1 and can’t be re-rolled. Rolls to wound of 1 deal 1 mortal, D3 to Monsters and Vehicles.
    • Experimental Creations – +1 S.
    • Hungry for Flesh – re-roll charges.
    • Master of Mutagens – hit rolls of 6 with poison weapons against non-vehicle, non-titan units automatically wound.
    • Master Torturer – reduce cost of Torturer’s Craft by 1.
    • Obsessive Collectors – if an enemy unit is destroyed in melee, the model can regenerate d3 wounds or d3 models in case of Wracks.
    • Enhanced Sensory Organs – Ignore Light and Heavy Cover.
    • Splinterblades – melee hits of 6 are counted as 2.

Relics:

  • Parasite’s Kiss – Pistol 3 S2 AP -2 D 2, Poison 2+, if a model is destroyed by an attack, regain 1 lost wound
  • Helm of Spite – in psychic phase, bearer can deny the witch. If he succeeds, the caster is hit with Perils.
  • Nightmare Doll – homunculus only, Feel No Pain 4+
  • Djinn Blade – +1 S, AP -3 D 3, +2 Attacks when fighting with this weapon. At the end of the Fight phase, roll a 6 -on 1, take a mortal
  • Animus Vitae – 6′ range, one per battle. If it hits, the unit takes D3 mortals. If 11+ models, D3+3. All your models have +1 Power from Pain till the end of turn.
  • Triptych Whip – AP -3, D 2, Poison 2+, +3 attack
  • Kabal Relics
    • Black Heart: reroll 1s to wound for Core units around the bearer, if the unit is a Realspace Raider (mixed Detachment) it also benefits Mercenaries.
    • Flayed Skull: 4+ Invulnerable for the bearer
    • Obsidian Rose: 3+ armor, reduce enemy hits in melee by -1
  • Cult Relics
    • Cult of Strife: Roll d6 at the start of each battle round. Gain combat drugs associated with that roll. 
    • Cursed Blade: if the bearer is killed by a melee attack, on 2+ the attacker take D3+3 Mortal Wounds.
    • Red Grief: replace archite glaive, +2 S, ap -3, D 3
  • Coven Relics
    • Prophets of Flesh: enemies cannot fire overwatch, at the start of the Fight, chose one unit 3′ from this model. It fights after all of your units.
    • Dark Creed: replaces stinger pistol. Pistol 3, S2 AP -3 D 1, 2+ poison, ignores invulnerable saves
    • Coven of Twelve: replaces Homunculus tools, AP -2, D3 damage, Poison 2+, always deals 3 D to characters

Mission Secondaries:

Army Wide Rules:

Stratagems:

  • Kabal Stratagems
    • Black Heart: Agents of Vect – use it once per battle after a Stratagem of your opponent – raise it’s cost by 1 till the end of battle. Does not work on Command Reroll.
    • Flayed Skull: Stratagem – select a unit from the Kabal, shoot at units with fly at +1, +2 if it’s an Aircraft.
    • Obsidian Rose:  use it when any models run with an attrition test – they can shoot once more before being removed (or hit if they are in engagement)
  • Cult Stratagems
    • Cult of Strife: once per battle round, you may use this strat. One unit can either shoot or fight again this phase.
    • Cursed Blade: use on a charged unit of wyches. They can fire Overwatch before the charge roll is made. Up to five models with plasma grenades can make attacks with them and they are treated as Poison 2+.
    • Red Grief: use it after a unit finished it attacks but before consolidation. They can embark a transport that is within 6′ of them, even if they disembarked this turn.
  • Coven Stratagems
    • Prophets of Flesh: Pick a coven infantry unit 6′ from a haemy, it rerolls to hit. costs 2 for grotesques 
    • Dark Creed: when shooting, ignore Look out, Sir! 3 CP for Talos
    • Coven of Twelve: select a non-vehicle, non-monster character after consolidation with a Homunculus. 2-5 it takes D3 Mortals, D3+3 on 6.
  • 1) Cruel deception 1/2 CP. Shoot or fight after a fallback with a Drukhari unit. If you choose both, then it costs 2 CPUs

    2) Lightningfasr reactions 1 CP. -1 to hit against infantry, bikers, or Drukhari vehicles (rakarta or covens cannot be selected) when they are declared the target of an attack.

    3) The great foe 1 CP. Use the stratagem when a Drukhari unit is selected to fight. Until the end of the phase, reroll that hit and that wound against SLAANESH units

    4) Hunt from Shadows 1 CP. If the Drukhari unit receiving the carpet benefit is targeted during the opponent’s shooting phase, add 1 to the saving throw (excluding invuli)

    5) Art of torture 1/2 CP. Use a stratagem when a rakart or homunculus coven unit is selected to fight. Until the end of the phase, you can reroll that wound for the attacks of this unit. If you use this stratagem on a character or root unit of 10 models or less, it costs 1 CPU.

    6) Alliance of Agony 1 CP. Use the stratagem at the stage of building an army if your warlord is the archon Realspace Raid. Select a succubus and a homunculus (excluding nominal ones) and generate warlord traits for them. Roll the takes. They must be legal units for these warlord traits. Each trait can only be selected once. This stratagem can only be used once.

    7) Gifts of the dark city 1 CP. If your warlord has a drukhari kiword, issue a relic to the character. You cannot give out 2 religions of the same model. The character must be a legal unit for this religion. You can use the stratagem 2 times if you play Strike force and 3 if Onslaught

    8) Tolerable ambition 1 CP. Use a stratagem at the stage of building an army if your warlord is a model with a Drukhari kiword. Select a character (excluding nominal ones) and generate warlord traits for him. He must be a legal unit for this warlord trait. Roll the takes.

    9) Webway portal 1/3 CP. Use a stratagem at the stage of declaring deep strikes and transports. For 1 CPU, put a Drukhari infantry, bike, or beast unit into deepstrike. For 3 CP, remove another of the same unit in the deep. You can use the stratagem only once.

    10) Paindrinker 1 CP. Select a Drukhari unit within 6 “of a friendly kronos when that unit destroys an enemy unit with gunfire or xtx. Until the end of the battle, this unit receives power effects from pain, as if there were 5 battle rounds.

    11) Fire and fade 2 CP. Use the stratagem during the firing phase after firing a unit (except Aircraft). This unit can move 7 “and cannot charge this turn.

    12) Kill the weak 1 CP. Use the stratagem during the shooting or fighting phase when the Drukhari root unit is selected to fire or fight. Until the end of the phase, each time a model from this unit makes an attack:

    – if, when your unit is selected for an attack, the target of the attack is a unit with fewer models than the initial one, then reroll that hit 1;
    – if, when your unit is selected for an attack, the target of the attack is a unit with fewer models than half (below half strength), reroll throws that hit.

    13) Eviscerating fly-by 1/2 CP. Use a stratagem in a move phase when a cult unit with the Fly rule has made a normal move or advance. Select the enemy unit your unit flew over and roll D6 for each model, adding 1 to the roll if the enemy unit has an INFANTRY ciword: 5+ 1 mortalka. If a cult unit consists of 5 or fewer models, the stratagem is worth 1 CP.

    14) Screaming Jets 1 CP. Use the stratagem at the stage of declaring reserves and transports. You can move a Drukhari unit with a Vehicle keeword into deepstrike. You can use the strut only once.

    15) Dangerous foes 2 CP. Use the stratagem in the command phase. Choose a unit with a Predoni and a unit with an Infernalis key [no idea what the keys are] from your army 12 “and line of sight apart. Until end of turn:

    -Add 1 to the stat of the models in these units;
    -Every time a model of these units makes an attack in hth, you can reroll the roll for that hit.

    16) Rapid Encirclement 1 CP. Use a stratagem in a movie phase. Select the Transport Drukhari unit that is completely 9 “from the edge of the table. Remove it from the table and place it in the strategic reserve.

    17) Killer Descent 1KP. Use the stratagem at the stage of placing reserves, after placing a Transport unit from your army. Any units placed in this transport can land further than 9 “from the enemy.

    18) Pray they don’t take you alive 1 CP. Use the stratagem in the fight phase when an enemy warlord is killed by a Drukhari unit from your army. For the rest of the battle, every time an enemy unit passes an Attrition test, subtract 1 from the roll.

    19) Improved Aether Sails 1 CP. Use the stratagem in the move phase when the raider or raider is advancing. Automatic advance for 8 “.

    20) Curses cauldron 2 CP. Use a stratagem in your psiphase. Choose a homunculus from your army and roll a D6 for each psyker 12 “away; for 4+ this unit gets D3 mortal. You can use the stratagem only once.

    21) Haywire grenade 1 CP. Use the stratagem in your firing phase when the Haywire Grenade Drukhari unit is selected to fire. One model can make one attack during this phase and must target the enemy Vehicle unit. If it hits, the technique gains a D3 mortal and the sequence ends.

    22) Hyperstim Impulse 2 CP. Use stratagem in your command phase. Choose a cult unit with a dope rule. Until your next phase command, all drug effects are doubled. For this stratagem, the Fial bouquet model cannot be chosen.

    23) Shock Pr?w 1 CP. Use the stratagem during your charge phase when your Schock Prow unit finishes the charge. Select an enemy unit in the engaging of this unit of yours:

    – Roll D6 if enemy unit has VEHICLE keyword; for 2+ he gets D3 mortal;
    – if the enemy unit does not have a VEHICLE keyword, roll a D6 for each model in your unit’s engaging. For each roll equal to or greater than the enemy unit’s taffna characteristics, that unit receives 1 mortal.

    24) Steelbane toxins 2 CP. Use the stratagem during your shooting or fighting phase when choosing a Drukhari unit to fight or shoot. Until the end of the phase, every time this unit makes an attack with a poisoned weapon (except for relics), the weapon’s ability also affects the Vehicle (except for Titanic units).

Instruction Rules / Images

 

Warhammer Community Sneak Peeks

They might be expert raiders themselves, but even the Drukhari can’t stop Warhammer Community from rummaging through their upcoming codex and stealing away 7 of our favourite things we found. Don’t worry, we’ll put them back before the book’s released.

1. Lords of Commorragh

 

Sometimes* an Archon avoids being stabbed in the back long enough to become a true master of their craft, making good use of their long lifespans to hone murderous skills to a razor-sharp edge. By spending a few extra points you can upgrade yours to a Master Archon, unlocking new abilities and a powerful Relic for the taking.

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That’s not to say that your Succubi and Haemonculi can’t also reach the heady heights of their own respective disciplines, but sadly we didn’t have time to steal their rules, so you’ll just have to wait for the codex to arrive.

2. Favoured Retinues
While sneaking through the dark and deadly city of Commorragh, we had to evade several bands of elite bodyguards which seemed to be hanging around the aforementioned Master Archons. No doubt the Master Succubi and Haemonculi had their own retinues too, but we were lucky enough not to see any.

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3. Raiding Forces

 

The Drukhari are known for their lightning raids into enemy territory, with many small warbands clustering together in the hope of acquiring more loot and slaves than their rivals. Now it’s easier than ever to build your own wildly varied raiding force featuring all the Kabals, Cults and Covens you could shake a very pointy stick at.

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One in a blue moon, a particularly capable Archon is able to enlist the services of their fellow Drukhari directly with promises of plunder on an unseen scale. These united hosts of dark Aeldari act with a degree of coordination rarely seen among their piratical race, and are thankfully a rare thing to behold.

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4. Kabal of the Poisoned Tongu

We had a good chance to spy on one particular Kabal, and we’re quite worried about what we found. You may have seen from the new Drukhari boxes that splinter weapons are back in all their venomous glory, but wouldn’t it be a mite concerning if their poison was even more potent?

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Perhaps even more worrying than that is their ability to suddenly pop up where you least expect them. That Ravager you swear was sitting in plain view? It’s now on the other side of the board getting well acquainted with your prized vehicles.

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5. Power From Pain

 

Perhaps the weirdest part of Commorragh’s soul-eating denizens is the supernatural power they get from inflicting pain on their prey. Far from just a matter of sadistic satisfaction, Drukhari warriors get more and more dangerous as the agony they inflict hypes them up into an ever greater frenzy.

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6. Combat Drugs

 

Not content with being extremely fast and dangerous even on their worst days, the Drukhari’s Wyches take all manner of skill-enhancing substances to spur their abilities to even more ridiculous heights. We didn’t touch any of them – that stuff is seriously bad news – but we did spy a few details that you might be interested in.

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No longer covetous of their favourite stimulants, multiple units of Wyches can now take the same drug if they so desire. Some are even so battle-crazed that they will take two random Combat Drugs at the same time, although as you might imagine this can lead to some unexpected results.

7. Relics

As befits a race with long lifespans and the natural artisanal talents of the Aeldari, the armouries of the Drukhari are resplendent with equipment far surpassing the quality you’d find in the hands of a regular Kabalite. We managed to pinch a couple of them on our way out, so make sure you get a good look before we have to put them back.

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Pouring from their Raider transports in search of slaves and plunder, Kabalites have always looked to close with their prey, and now they’re even more capable of swift and bloody close combat than before. A quick glance at their digested datasheet shows a crucial extra Attack in their profile, which if you ask us has been a long time coming for these agile and wickedly sharp raiders.*

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As well as the warriors themselves, the guns they carry are also seeing a few changes. Chief among them is the fearsome splinter cannon, which now deals 2 Damage, making it a powerful deterrent to any would-be defenders of Humanity.**

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The Drukhari codex may have been delayed in the webway, but will soon be descending on Mankind as the first xenos codex release of 2021. We know aeldari players of all stripes (and their Battle Sister opponents) will be eager to see how the denizens of Commorragh have changed, so make sure you stay tuned to Warhammer Community for more information as we get closer to the pre-order.

The dreaded Drukhari blast back into realspace later this month with a new codex, which features new ways for them to terrorise their enemies. Here are a few of our favourites.

1. Better, Harder, Faster

 

We’ve already seen that Kabalite Warriors are getting better in the new codex. It’s not just the Kabals that are improving, though – most units in the army are getting an extra Attack. So whether you like to field Wyches, Hellions, or even a Cronos, you’ll be dishing out even more pain.

2. Friendlier

 

Okay, “friendly” isn’t a word that we usually associate with the Drukhari, but the new codex makes it easier than ever to mix Wych Cults, Kabals, and Haemonculus Covens without spending all of your Command points. Now you can build the realspace raiding party of your dreams (or should that be nightmares?).

 3. Brush Up on Your Background

 

The lore in the codex not only features classic tales of the birth of the Drukhari, the rise of Vect, and the twisted port of Commorragh, it also brings them right up to date with a look at War Zone: Gaban. No spoilers here, but let’s just say that things aren’t looking good for the Adeptus Mechanicus.* 

4. Rule the Dark City

 

As with all of the new codexes for Warhammer 40,000, the Drukhari one will feature a suite of new Crusade rules. Using the spoils you gain from your raids, you can claim new territories within Commorragh, from weapon forges to Incubi shrines to trading districts. Each one will help your army to grow and will spread your influence – can you rise up to challenge Vect as the master of Commorragh? Would you be fool enough to do so?

5. Terror Tactics

Alongside the pick of those from the current Drukhari codex, the new codex features a whole host of new Stratagems. So, whether you want to dominate the skies with Razorwing Fighters or unleash shambling hordes of Wracks, you’ll find the perfect Stratagem to make them even better. Your enemies will be praying that you don’t take them alive before you know it.

Faith and fire meet agility and sadism in the new Warhammer 40,000 battlebox, Piety and Pain. 

Contestant 2: Lelith Hesperax

The Battle Sisters will have their work cut out for them, as they’re about to face the winner of our Warhammer 40,000 Death Match, who cut down the likes of Sly Marbo and Castellan Crowe to take her crown. Never one to rest on her laurels, it looks like Lelith has been sharpening her skills even further since then.

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As a master performer as well as a fighter, Lelith Hesperax knows how to delight her audience with displays of lethal acrobatics and blood-soaked artistry.

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This fantastic set includes two armies – Adepta Sororitas and Drukhari – alongside a 32-page campaign book packed with datasheets, missions, Crusade rules, and Theatre of War rules for urban arenas. There’s also the story behind the campaign, as Lelith Hesperax murders her way through Battle Sisters, which you can find out more about in our suitably grisly preview.

The Adepta Sororitas army includes five heavy-weapon toting Retributors with a pair of Armorium Cherubs, a heavily armoured Immolator, and a Palatine – a new hero with head and weapons options.

 

The Drukhari force is a swift Wych Cult warband led by the legendary duellist Lelith Hesperax. The stunning new plastic model of this beloved character is joined by ten Wyches, five winged Scourges, and a Venom.

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You can play the missions in the box with these forces, pitting furious firepower against speed, and both armies form the perfect base to expand into larger collections – or add to an existing one. Pre-order Piety and Pain from Saturday, alongside a shiny new codex for the Drukhari.

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This book lets you use your collection of Kabals, Wych Cults, and Haemonculus Covens in realspace raids across tabletops everywhere. It has everything you’d expect from a codex – datasheets for the entire Drukhari range, extensive background, gorgeous art, army-wide abilities, a miniatures showcase, and, of course, bespoke Crusade rules for your xenos raiders. It’s simply a must-have for any fan of the Drukhari – and it includes a code to unlock all the rules from the book in Warhammer 40,000: The App.

If you want a tome worthy of an Archon, the collector’s edition is for you.

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This volume includes all the content, plus it features a soft-touch, foiled hardback, coloured page edges, and a marker ribbon. This deluxe codex is sure to sell out fast, so remember to raid the Games Workshop webstore early on Saturday to claim your prize.

If you want to start a raiding force alongside the new book, Combat Patrol: Drukhari is for you.

14 03 SundayPreview DrukCP527ch3This boxed set contains 18 plastic models, making up a force that’s perfect as an army for Combat Patrol-sized games or the start of a Crusade force. Top tip: adding the Drukhari half of Piety and Pain would be an awesome move. Combat Patrol: Drukhari is themed around the Kabals, with an Archon leading 10 Kabalite Warriors and five Incubi into battle. Every raid needs speed and firepower, and that’s where the Raider and Ravager come in.

To go with your new codex and models, you can pick up Drukhari datacards and dice. 

The datacards set includes all 41 Stratagems for your army, including seven from the Core Rules. The dice are a deep turquoise – as dark as a Drukhari’s soul – with off-white pips and the sigil of the Kabal of the Black Heart in place of the 6. The set includes 20, which is enough to drown your opponents in volleys of splinter fire.

The Drukhari are also involved in the latest crisis to face the Imperium in The Book of Rust, the first act in the War Zone Charadon series. 

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