Drukhari 9th Edition

Codex Drukhari 9th edition was released on 5-29-21

Unit points throughout Time

UnitsBattlefield RoleChapter Approved 2020Forge World 2020Imperial Armour Compendium 2020Munitorum Field Manual 2021 MK1Codex 2021
ArchonHQ6065-
HaemonculusHQ7580-
SuccubusHQ5560-
Kabalite WarriorsTroops98-
WracksTroops128-
WychesTroops1110-
BeastmasterElites40--
GrotesquesElites40--
IncubiElites16--
LhamaeanElites16--
MandrakesElites1715-
MedusaeElites22--
SslythElites2118-
Ur-ghulElites16--
Clawed fiendsFast Attack3525-
HellionsFast Attack1517-
KhymeraeFast Attack1210-
Razorwing FlocksFast Attack1412-
ReaversFast Attack201020
ScourgesFast Attack1512-
CronosHeavy Support70--
RavagerHeavy Support85140-
TalosHeavy Support85110-
RaiderDedicated Transport7085-
VenomDedicated Transport6065-
Razorwing JetfighterFlyers120160-
Voidraven bomberFlyers185--
DrazharHQ105135-
Lelith HesperaxHQ8590-
Urien RakarthHQ95100-
ReaperHeavy Support-150170--
TantalusHeavy Support-400310--
Splintered GeniusUpgrade----15
Show StealerUpgrade----15
Alchemical MaestroUpgrade----20
Kabalite TruebornTroops----10
Hekatrix BloodbridesTroops----12
HaemoxytesTroops----10
UnitsBattlefield RoleChapter Approved 2020Forge World 2020Imperial Armour Compendium 2020Munitorum Field Manual 2021 MK1Codex 2021

Drukhari Special Rules

A Drukhari Detachment is one that only includes models with the Drukhari keyword. Drukhari Detachments gain the Raiding Forces and Weakling kin abilities. If your army is Battle-forged, each Drukhari Detachment in your army must be either a Kabal, Wych Cult, or Haemonculus Coven, or Realspace Raid Detachment. Your army can only inlcude one Realspace Raid Detachment. Realplace Raid Detachments gain the Realspace Raid ability. Troops units in Drukhari Detachments gain the Objective Secured abilitiy. 

Raiding Forces: If every Detachment in your army is Drukhari Patrol Detachmetn, change the Command Cost of those Detachments to 0 CP.

  • All KABAL units in a Kabal Detachmetn gain a Drukhari Obession
  • All WYCH CULT units in a Wych Cult Detachment gain a Drukhari Obsession
  • All HAEMONCULUS COVEN units in a Haemonculus Coven Detachment gain a Drukhari Obession

Realspace Raid: If a Realspace Raid Detachment contains Archon unit that is your Warlord, one Succubuss unit and one Haemonculus unit, and at least one Kabalite Warriors unit, at least one Wyches unit and at least one Wracks unit, all units in that Detachment gain Drukhair Obession. Each KABAL, WYCH CULT, and HAEMONCULUS COVEN unit in a Realspace Raid Detachment, you gain a Drukhari Obessions for each and can also select the associated Kabal, Wych Cult, and Haemonculus Coven Relics for the units in that Detachment. even through your Warlord is not from a Wych Cult or Haemonculus Coven. All units in a Realspace Raid Detachment gain the REALSPACE RAIRDER keyword, and you can replace your Warlord’s Overlord ability with the following ability: Raid Mastermind: While a friendly REALSPACE RAIDER CORE unit is within 6″ of this model, each time an attack is made by a model in that unit re-roll a hit roll of 1.

ABILITIES 

Power from Pain: This ability only applies to every unit in your army is a Drukhari unit. At the start of each battle round, this ability gains additional effects. The effects are cumulative.

  1. Inured to Suffering: Models in this unit have a 6+ invulnerable save.
  2. Eager to Flay: This unit is eligible to declare a charge in a turn in which they Advance.
  3. Flensing Fury: Each time a model in this unit makes a melee attack, add 1 to that attack’s hit roll. If this unit has the VECHILE or MONSTER keyword, it does not suffer the penalty incurred to its hit rolls for firing Heavy weapons at enemy units that are within Engagement Rage of it.
  4. Mantle of Agony: Models in this unit have a 5+ invulnerable save.
  5. Emboldened by Bloodshed: Each time a Morale test is taken for this unit, it is automatically passed. If this unit’s characteristics can change as it suffers damage, this unit is considered to have double the number of wounds meaning for the purposes of determining what those characteristics are. 

Poisoned Weapons: Each time an attack is made with a poisoned weapon against a unit, excluding VEHICLE or TITANIC units, an unmodified wound roll of this value is always successful.

Blade Artists: Each time a model in this unit makes an attack with a melee weapon, on an unmodified wound roll of 6, improve the Armour Penetration characteristic of that attack by 1.

Insensible to Pain: Each time a model in this unit would lose a wound, roll one D6 on a 5+ that wound is not lost.

Combat Drugs: Before the battle, determine what Combat Drugs abilities are granted. You can select one of the Combat Drug abilities from the list below. Alternatively, you can randomly determine two abilities from the table for units with with Combat Drugs ability by rolling two D6 and looking up the result until you get two different results. 

  1. Adrenalight: Each time this unit fights, if it made a charge move or performed a Heroic Intervention this turn, then until that fight is resolved, add 1 to the Attacks characteristic of models in this unit.
  2. Grave Lotus: Add 1 to the Strength characteristic of models in this unit.
  3. Hypex: Add 2″ to the Move characteristic of models in this unit. 
  4. Painbringer: Add 1 to the Toughness characteristic of models in this unit.
  5. Serpentin: Improve the Weapon Skill characteristic of models in this unit by 1
  6. Splintermind: Improve the Ballistic Skill and Leadership characteristic of models in this unit by 1
Obsessions

If your army is Battle-forged, all <KABAL>, <WYCH CULT> and <HAEMONCULUS COVEN> units in a DRUKHARI Detachment gain a Drukhari Obsession, so long as every other unit in their Detachment is from the same Kabal, Wych Cult or Haemonculus Coven (if you include a mix of <KABAL>, <WYCH CULT> and/or <HAEMONCULUS COVEN> units in the same Detachment, none of those units gain an obsession). Note that for this purpose, Lelith Hesperax is a <WYCH CULT> unit and Urien Rakarth is a <HAEMONCULUS COVEN> unit. The obsession gained depends on <KABAL>, <WYCH CULT> or <HAEMONCULUS COVEN> that unit is from.

Kabal of the Black Heart: Thirst for Power

Units with this Obsession that have the Power From Pain ability treat the current battle round as being one higher than it actually is when determining what effects they gain. If a Realspace Raid Detachment includes a KABAL OF THE BLACK HEART ARCHON, then until the end of the battle, all BLADES FOR HIRE units in that Detachment that have the Power From Pain ability also treat the current battle round as being one higher than it actually is when determining what effects they gain. Add 1 to the Leadership characteristic of models with this Obsession Each time a unit with this Obsession is selected to shoot or fight, you can re-roll one hit roll when resolving that unit’s attacks.

Kabal of the Flayed Skull: Slay From The Skies

Each time a model with this Obsession that can FLY or that is embarked upon a TRANSPORT unit that can FLY makes a ranged attack, the target does not receive the benefits of Light Cover against that attack. Add 2″ to the Move characteristic of VEHICLE units with this Obsession

Kabal of the Obsidian Rose: Flawless Workmanship

Add 6″ to the Range characteristics of all Assault, Rapid Fire and Heavy weapons (excluding Relics) models with this Obsession are equipped with. Each time a unit with this Obsession is selected to shoot or fight, you can re-roll one wound roll when making that unit’s attacks.

Kabal of the Poisoned Tongue: The Serpent’s Kiss

Each time a model with this Obsession makes an attack with a poisoned weapon, improve the Poisoned Weapon ability of that weapon by 1 to a maximum of 2+ (e.g. Poisoned Weapon (4+) becomes Poisoned Weapon (3+). If an enemy unit has any models destroyed by an attack made with a poisoned weapon by a model with this Obsession, until the end of the turn, subtract 1 from Combat Attrition tests taken for that enemy unit.

Cult of Strife: The Spectacle of Murder

At the start of the Fight phase, if a unit with this Obsession is within Engagement Range of any enemy units, it can fight first that phase. Each time you declare a charge for a unit with this Obsession, if there are no other units from your army within Engagement Range of any of the enemy units selected as targets of that charge, add 1 to the charge roll.

Cult of the Cursed Blade: Only The Strong Will Survive

Add 1 to the Strength characteristic of models with this Obsession. Each time you make an unmodified saving throw of 6 for a model with this Obsession against a melee attack, after the attacking model’s unit has finished making its attacks, that enemy unit suffers 1 mortal wound.

Cult of the Red Grief: The Speed of The Kill

You can re-roll charge rolls made for units with this Obsession. Add 2 to Advance rolls made for units with this Obsession.

The Coven of Twelve: Butchers of Flesh

Each time a model with this Obsession makes an attack with a melee weapon (excluding Relics), improve the Armour Penetration characteristic of that attack by 1. If a unit with this Obsession is performing an action, it can still make attacks with ranged weapons without that action failing.

The Dark Creed: Distillers of Fear

Units with this Obsession have the following abilities; Aura of Terror (Aura): While an enemy unit is within 6″ of a unit with this Obsession, subtract 1 from the Leadership characteristic of models in that unit, and subtract 1 from Combat Attrition tests made for that unit. Each time you make a melee attack for a unit with this Obsession that targets a unit with a Leadership characteristic that is equal to or lower that the attacking unit’s Leadership characteristic, add 1 to that attack’s hit roll.

The Prophets of Flesh: Connoisseurs of Pain

At the start of your Command phase, each CHARACTER, GROTESQUES OR MONSTER unit with this Obsession regains 1 lost wound. Each time an attack is made against a unit with this Obsession, unless that attack has a Strength characteristic of 8 or more, an unmodified wound roll of 1-3 for that attack fails, irrespective of any abilities that the weapon or the model making the attack may have.

 

Custom Obsessions

You can create your own Kabal, Cult, or Coven by selecting two of the Obsessions from the lists below, an All-consuming Obsessions counts as two selections.

Kabal Obsessions

Dark Mirth: Units with this Obsession have the following ability: Dark Mirth (Aura): While it is within 12″ of this unit, each time an enemy unit is selected to make a Normal Move, Advance, Fall Back or is selected to charge, roll one D6: on a 5+, that enemy unit suffers 1 mortal wound.

Deadly Deceivers (All-Consuming): Units with this Obsession are eligible to shoot in a turn in which they Fell Back, but if they do, then until the end of the turn, each time a model in that unit makes a ranged attack, subtract 1 from that attack’s hit roll.

Disdain for Lesser Beings: Each time a Combat Attrition test is taken for a unit with this Obsession, add 1 to that Combat Attrition test.

Merciless Razorkin: Each time a model with this Obsession makes an attack with a splinter weapon (pg 116), an unmodified hit roll of 6 scores 1 additional hit.

Mobile Raiders: Add 2″ to the Move characteristic of models with this obsession that can FLY.

Soul Bound: Each time a model with this Obsession would lose a wound as a result of a mortal wound, roll one D6: on a 5+, that wound is not lost.

Torturous Efficiency: Each time a model with this Obsession makes an attack with a ranged weapon, on an unmodified wound roll of 6, improve the Armour Penetration characteristic of that attack by 1.

Toxin Crafters (All-Consuming): Each time a model with this Obsession makes an attack with a poisoned weapon, on an unmodified hit roll of 6, change that attack’s Poisoned Weapon ability to Poisoned Weapon (2+). Each time a model with this Obsession makes an attack with a poisoned weapon, re-roll a wound roll of 1.

Twisted Hunters: Each time a model with this Obsession makes an attack against a CHARACTER unit, add 1 to that attack’s hit roll.

Webway Raiders: Each time you use the Webway Portal Stratagem, if any units with this Obsession are selected, reduce the Command point cost of that Stratagem by 1

Cult Obsessions

Acrobatic Display: Each time a unit with this Obsession consolidates or piles in, models in that unit can move horizontally through other models and terrain features (they cannot finish a move on top of another model, or its base).

Agile Hunters (All-Consuming): Each time a model with this Obsession makes an attack that targets a unit that can FLY, add 1 to that attack’s hit roll. If a unit with this Obsession with the Combat Drugs ability has the Hypex ability (pg89), add 4″ to that unit’s Move characteristic instead of 3″.

Berserk Fugue (All-Consuming): Each time a model with this Obsession makes a melee attack, if that model’s unit made a charge move, was charged or performed a Heroic Intervention this turn, an unmodified hit roll of 6 scores 1 additional hit.
Each time a model with this Obsession would lose a wound as a result of a mortal wound, roll one D6: on a 5+, that wound is not lost.

Precise Killers: Each time a model with this Obsession makes a melee attack, that attack benefits from the Blade Artists ability on an unmodified roll of a 5+ instead of a 6.

Slashing Impact: Each time a model with this Obsession finishes a charge move, you can select one enemy unit (excluding VEHICLE units) within Engagement Range and roll one D6: on a 6, that enemy unit suffers 1 mortal wound.

Stimulant Innovators: Once per battle, in your Command Phase, you can declare that units with this Obsession will use their experimental concoctions. When you do so, roll one D3 on the Combat Drugs table. Every unit with this Obsession that has the Combat Drugs ability gains this additional ability (which is cumulative with any abilities they already have) until the end of the turn.

Test of Skill: Each time a model with this Obsession makes a melee attack that targets a MONSTER or VEHICLE unit, add 1 to that attack’s wound roll.

The Art of Pain: While a unit with this Obsession that has the Power From Pain ability is within Engagement Range of any enemy units, treat the current battle round number as being one higher when determining what effects the Power From Pain ability has.

Trophy Takers: Each time a Morale test is taken for an enemy unit that had any models destroyed by a melee attack made by a unit with this Obsession, roll one additional D6 and discard the lowest result.

Coven Obsessions

Artists of the Flesh (All-Consuming): Each time an attack is allocated to a model with this Obsession (excluding VEHICLE models), subtract 1 from the Damage characteristic of that attack (to a minimum of 1).

Dark Harvest: Each time a unit with this Obsession finishes a charge move, you can select one enemy unit (excluding VEHICLE units) within Engagement Range and roll one D6: on a 4+, that enemy unit suffers 1 mortal wound.

Dark Technomancers (All-Consuming): Each time a unit with this Obsession is selected to shoot, you can choose to enhace any or all of the ranged weapons models in that unit are equipped with. If you do so, until the end of the phase, each time an attack is made with an enhanced weapon, add 1 to that attack’s wound roll and add 1 to the Damage characteristic of that attack, but that attack’s hit roll cannot be re-rolled. If any unmodified hit rolls of 1 are made for attacks with an enhanced weapon, the bearer’s unit suffers 1 mortal wound after shooting with this weapon. If the bearer is a VEHICLE or MONSTER model, it suffers D3 mortal wounds instead.

Enhanced Sensory Organs: Each time a model with this Obsession makes an attack, the target does not receive the benefits of Light Cover or Heavy Cover against that attack.

Experimental Creations: Add 1 to the Strength characteristic of models with this Obsession

Hungry for Flesh: You can re-roll charge rolls made for units with this Obsession

Master Torturers: Each time a unit with this Obsession is selected for the Torturer’s Craft Stratagem (pg 68), reduce the Command point cost of that Stratagem by 1.

Masters of Mutagens: Each time a model with this Obsession makes a melee attack with a poisoned weapon (excluding Relics) that targets a unit that is not a VEHICLE or TITANIC, an unmodified hit roll of 6 automatically wounds the target.

Obsessive Collectors: Each time an enemy unit is destroyed by a melee attack made by a unit with this Obsession, a model in that attacking unit can regain D3 lost wounds. Each model can only be healed once per turn. If the attacking unit is a WRACK unit, D3 destroyed models can be added back to the unit. These models can only be set up within Engagment Range of enemy units that are already within Engagement Range of this unit and no longer count as having been destroyed for the purposes of Morale tests this turn.

Splinterblades: Each time a model with this Obsession makes an attack with a melee weapon, an unmodified hit roll of 6 scores 1 additional hit.

 

 

Lords of Commorragh

If your army is Battle-forged and includes an Drukhari Detachments excluding Auxiliary ones, then when you muster your army, you can upgrade one of the following Character units from each Detachment in your army: Archon, Succubus, Haemonculus. If the Detachment is a Realspace Raid Detachment you can upgrade one Archon, one Succubus, and one Haemonculus unit from that Detachment. An upgraded Archon, Succubus, or Haemonculus gains the associated special ability.

Master Archon: Kabalite Diversion Splintered Genius

Once per battle, at the end of the Fight phase, if this model is within Engagement Range of any enemy units, it can fight again.

Master Succubus: Wych Cult Spectacle Show Stealer 

Each time this model makes a consolidation move, it can move an additional 3″, and it does not have to finish this move closer to the closest enemy model.

Master Haemonculus: Haemonculus Proclivity Alchemical Maestro

Once per battle, when this model is destroyed, you can choose to roll one D6 at the end of the phase instead of using any rules that are triggered when this model is destroyed. If you do so, then on a 2+, set this model back up on the battlefield as close as possible to where they were destroyed but not within Engagement Range of any enemy models, with D3 wounds remaining.

Favoured Retinues

If your army includes a Master Archon, Master Succubus, or Master Haemonculus unit, you can also use the upgrades listed below. 

Kabalite Trueborn

For each Master Archon unit in your army one Kabalite Warriors unit in the same Detachment can be upgraded to Kabalite Trueborn. Kabalite Trueborn have a max unit size of 10, gain the Kabalite Trueborn keyword and have the following additional abilities:

    • Models in this unit have a Ballistic Skill of 2+
    • Add 1 to Leadership of models in this unit.
    • Each time a model in this unit makes a ranged attack, you can ignore any or all hit roll and Ballistic Skill modifiers.

Hekatrix Bloodbrides

For each Master Succubus or Lelith Hesperax unit in your army one Wyches unit in the same Detachment can be upgraded to Hekatrix Bloodbrides. Hekatrix Bloodbrides have a max unit size of 10, gain the Hekatrix Bloodbrides keyword and have the following additional abilities:

    • Models in this unit have a Weapon Skill of 2+
    • Add 1 to Leadership of models in this unit.
    • Each time an attack made by a model in this unit would trigger the Blade Artists ability, the Armour Penetration characteristic of that attack is increased by 3 instead of 1.

Haemoxytes

For each Master Haemonculus or Urien Rakarth unit in your army one Wracks unit in the same Detachment can be upgraded to Haemoxytes. Haemoxytes have a max unit size of 10, gain the Haemoxytes keyword and have the following additional abilities:

    • Improve this unit’s Save characteristic and invulnerable save by 1 to a max of 4+
    • Add 1 to Leadership of models in this unit.
    • Once per phase, the first time a saving thrown is failed for this unit, the Damage characteristic of that attack is changed to 0
Secondary Objectives

If every model in your army has the Dukhari keyword, and your Warlord has the Dukhari keyword you can select secondary objectives or select one of them to be from the Dukhari secondary objectives. Like all other secondary objectives, each of the secondary objectives listed below has a category, and they follow all the normal rules for secondary objectives. 

Purge the Enemy

Secondary Objective – Take them Alive!:
If you select this objective, you score victory points at the end of the battle for each of the following that apply:

    • Score 3 points if any CHARACTER or MONSTER units were destroyed by a melee attack made by a Drukhair unit from your army during that battle round.
    • Score 1 point if any units (excluding CHARACTER, MONSTER , or VECHILE units) were destroyed by a melee attack made by a Drukhari unit from your army during that battle round.

Secondary Objective – Beasts for the Arenas:
Score 3 points at the end of the battle for each enemy MONSTER, CAVALRY, or BEAST unit that was destroyed by a melee attack made by a WYCH CULT unit from your army. If that enemy unit was TITANIC, score 5 points for it instead.

No Mercy, No Respite

Secondary Objective – Fear and Terror:
Score 1 point at the end of the battle round for each model that fled from any enemy unit during that battle round.

Battlefield Supremacy

Secondary Objective – Herd the Prey:
Score 2 points at the end of your turn for each table quarter that does not have any enemy units excluding AIRCRAFT units wholly within it. This objective cannot be scored in the first battle round.

Drukhari Stratagems

As of 05-20-2021 Drukhari Stratagems groups are…

  • Core Stratagems
  • Drukhari Stratagems
  • Obsession Specific Stratagems

(See tabs for details)  

To use a Stratagem you must pay the CPs specified. The same Stratagem cannot be used more than once during the same phase. Stratagems not used during a battle round are exempted from the limit.

Command Re-Roll: 1 CP

Use this Stratagem after you made a hit roll, a wound roll, a damage roll, a saving throw, an Advance roll, a charge roll, a Psychic test, a Deny the Witch test or you have rolled the dice to determine the number of attacks made by a weapon. Re-roll that roll, test or saving throw.

Cut them Down: 1 CP

Use this Stratagem when an enemy unit Falls Back, before any models in that unit are moved. Roll one D6 for each model from your army that is within Engagement Range of that enemy unit; for each result of 6 that enemy unit suffers 1 mortal wound.

Desperate Breakout: 2 CP

Use this Stratagem in your Movement phase. Select one unit from your army that has not been selected to move this phase and which is in Engagement Range with at least one enemy unit. Roll one D6 for each model in that unit; for each result of 1, one model in that unit your choice is destroyed. Assuming that unit was no destroyed, it can now attempt to Fall Back, and when doing so its models can be moved across enemy models as if they were not there. Any models in that unit ends its Fall Back move within Engagement Range of any enemy model is destroyed. Assuming the unit is not destroyed, it cannot do anything else his turn, even if it has a rule that would allow it to do so after Falling Back.

Emergency Disembarkation: 1 CP

Use this Stratagem when a TRANSPORT model from your army is destroyed. All units that are embarked within that model can be set up wholly within 6? of the destroyed model when they disembark instead of the normal 3? before the model itself is removed from the battlefield. These units are not affected by the destroyed model’s Explodes ability – instead you must roll one D6 for each model you just set up on the battlefield. Instead of one model that disembarked being destroyed for each roll of 1, one model that disembarked (your choice) is destroyed for each roll of 1 or 2. Units cannot declare a charge or perform Heroic Intervention in the same turn that they disembarked from a destroyed Transport model.

Fire Overwatch: 1 CP

Use this Stratagem after an enemy unit has declared a charge against one or more units from your army. One of the units that was chose as the target of that charge can fire Overwatch before the charge roll is made.

Counter-Offensive: 2 CP

Use this Stratagem after an enemy unit has fought in this turn. Select one of your own eligible units and fight with it next.

Insane Bravery: 1 CP

Use this Stratagem before you take a Morale test for a unit in your army. That test is automatically passed (do not roll any dice). You can only use this Stratagem once per battle.

If your army is Battle-forged and includes any Drukhari Detachments (excluding Auxiliary Detachments), you have access to the Stratagems shown here, meaning you can spend Command Points to activate them. 

Cruel Deception: 1/2 CP

Use this in your Movement phase, when a Drukhari unit from your army Falls Back. You can select for this unit to be eligible to shoot this turn or eligible to declare a charge this turn, or both. If you select both, this Stratagem costs 2 CP otherwise, it costs 1 CP

The Great Enemy: 1 CP

Use this in the Fight phase, when a Drukhari unit from your army is selected to fight. Until the end of the phase, each time a model in that unit makes a melee attack against SLAANESH unit, you can re-roll hit roll and you can re-roll the wound roll.

The Torturer’s Craft: 1/2 CP

Use this in the Fight phase when Urien Rakarth or a HAEMONCULUS COVEN unit from your army is selected to fight. Until the end of the phase, each time a model in that unit makes an attack, you can re-roll the wound roll. If this Stratagem is used when a CHARACTER or WRACKS unit that contains 10 or less models is selected to fight, it costs 1 CP, otherwise, it costs 2CP.

Lighting Fast Reactions: 1 CP

Use this in your opponent’s Shooting phase or the Fight phase, when a Drukhari INFANTRY, Drukhari VECHILE or Drukhari BIKER unit from your army (excluding Urien Rakarth or a HAEMONCULUS COVER unit) is selected as the target of an attack. Until the eod of the phase, each time an attack is made against that unit, subtract 1 from that attack hit roll. 

Hunt from the Shadows: 1 CP

Use this in your opponent’s Shooting phase, when a Drukhari unit from your army that has the benefits of Light Cover is selcted as the target of a ranged attack. Until the end of that phase, add an additional 1 to that unit’s saving throws. Excluding Invulnerable saves.

Alliance of Agony: 1 CP

USe this before the battle, when you are mustering your army, if your Warlord is a REALSPACE RAIDER ARCHON. Select one SUCCUBUS model from your army and one HAEMONCULUS model from your army and determine one Warlord Trait for each of those models; those models are only regarded as your Warlord for the purposes of that Warlord Trait. Each Warlord Trait in your army must be unique, and cannot use this Stratagem to give a model two Warlord Traits. You can only use this Stratagem once.

Tolerated Ambition: 1 CP

Use this before the battle, when you are mustering your army. if your Warlord has the Drukhari keyword. Select one Drukhari CHARACTER model form your army and determine one Warlord Trait for it; that model it is only regarded as your Warlord for the purposes of that Warlord Trait. Each Warlord Trait in your army must be unique, and cannot use this Stratagem to give a model two Warlord Traits. You can only use this Stratagem once, unless you are playing Strike Force battle in which you can use twice , and Onslaught battle you can use three times.

Prizes from the Dark City: 1 CP

Use this before the battle, when you are mustering your army. if your Warlord has the Drukhari keyword. Select one Drukhari CHARACTER model form your army and give them one Artefact of Cruelty. Each Relic in your army must be unique, and you cannot use this Stratagem to give a model two Relics. You can only use this Stratagem once, unless you are playing Strike Force battle in which you can use twice , and Onslaught battle you can use three times.

Webway Portal: 1/2 CP

Use this before the battle when declaring reserves and transports. If you spend 1 CP, you can set up one Drukhari INFANTRY, BIKER, or BEAST unit from your army in the webway instead of placing it on the battlefield. If you spend 3 CPs, you can place two Drukhari INFANTRY, BIKER, or BEAST units in the webway instead. In the Reinforcements step of one of your Movement phases, you can set up any units in the webway anywhere on the battlefield that is more than 9″ away from any enemy models. You can only use this Stratagem once. 

Pain Syphon: 1 CP

Use this when a Drukhari unit from your army that is within 6″ of a friendly CRONOS unit destorys an enemy unit with a melee or ranged attack. Until the end of the battle, that Drukhari unit always treats each battle round as if it is battle round 5 for the purposes of the Power from Pain ability. 

The Great Enemy: 1 CP

Until the end of the phase, re-roll failed wound rolls for attacks made by this unit that target SLAANESH units.

Eviscerating Fly-By: 1/2 CP

Use this in your Movement phase, when you select a WYCH CULT unit that can FLY to make a Normal Move or Advance. After this unit has moved, select one enemy unit this unit moved across and roll one D6 for each model in this unit, adding 1 to the result if the enemy unit is an INFANTRY unit: for each result of 5+ that enemy suffers 1 mortal wound. If the selected WYCH CULT unit contains 5 or fewer models, this Stratagem costs 1 CP, otherwise it costs 2 CP.

Never Stationary: 2 CP

Use this in your Shooting phase after making attacks with a Drukhari unit excluding AIRCRAFT units from your army. That unit can immediately make a Normal Move of up to 7″. Until the end of the turn, that unit is not eligible to declare a charge.

Prey on the Weak: 1 CP

Use this in your Shooting phase or the Fight phase, when a Drukhari CORE unit form your army is selected to shoot or fight. Until the end of the phase, each time a model in this unit makes a attack: If that attack targets a unit that has below the starting strength when this unit was selected to shoot or fight, re-roll a hit roll of 1. If that attack targets a unit that was below Half-strength when this unit was selected to shoot or fight, you can re-roll the hit roll. 

Screaming Jets: 1 CP

Use this before the battle when declaring reserves and transports. You can set up one Drukhari VEHICLE unit from your army in the skies instead of the placing them on the battlefield. In the Reinforcements step of one of your Movement phases, you can set up any units anywhere on the battlefield that is more than 9″ away from any enemy models. You can only use this Stratagem once. 

Deadly Rivals: 2 CP

Use this in your Command phase. Select one REAVERS unit from your army and one HELLIONS unit from your army that are within 12″ of and visible to each other. Until the end of the turn: Add 1 to the Movement of models in these units. Each time a model in these units makes an attack with a melee weapon, you can re-roll the hit roll.

Swift Outfanking: 1 CP

Use this at the end of your Movement phase. Select one Drukhari TRANSPORT unit from your army that is wholly within 9″ of any battlefield edge. Remove that unit from the battlefield. That unit is placed into Strategic Reserves.

Murderous Descent: 1 CP

Use this in the Reinforcement step, after a TRANSPORT unit from your army is set up on the battlefield. Any units embarked upon that TRANSPORT unit can disembark after it is set up, but when they do so, they must be set up more than 9″ away from any enemy units.

Pray they Don’t Take you Alive: 1 CP

Use this in the Fight phase, when an enemy WARLORD unit is destroyed by a melee attack made by a DRUKHARI unit from your army. Until the end of the battle, each time a Combat Attrition test is taken for a enemy unit, subtract 1 from that Combat Attrition test. 

Enhanced Aethersails: 1 CP

Use this in your Movement phase, when a RAIDER or RAVAGER unit from your army is selected to Advance. Do not make an Advance roll. Instead, until the end of the phase, add 8″ to the Move of this model.

Crucible of Malediction: 2 CP

Use this in your Psychic phase. Select one HAEMONCULUS unit from your army and roll one D6 for each enemy PSYKER unit within 12″ of it. for each roll 4+, that PSYKER unit suffers D3 mortal wounds. You can only use this Stratagem once. 

Haywire Grenade: 1 CP

Use this in your Shooting phase, when a Drukhari HAYWIRE GRENADE unit from your army is selected to shoot. Select one model in that unit; that model can only make one attack this phase, and must target an enemy VEHICLE unit within 6″ of it, but if a hit is cored, that VEHCILE suffers D3 mortal wounds and the attack sequence ends. 

Hyperstimm Backlash: 2 CP

Use this in your Command phase. Select one WYCH CULT unit with Combat Drugs ability from your army. Until your next Command phase, each effect of the Combat Drugs ability on that unit is doubled. A model with Phial Bouquet Relic cannot be selected for this Stratagem. 

Shock Prow: 1 CP

Use this in the Charge phase, when a Drukhari SHOW PROW unit from your army finishes a charge move. Select one enemy unit within Engagement Range of that SHOCK PROW unit: If the select enemy unit is a VEHICLE unit, roll one D6: on a 2+, that unit suffers D3 mortal wounds. If the selected enemy unit is not a VEHICLE unit, roll one D6 for each model in that enemy unit that is within Engagement Range of the SHOCK PROW unit. For each dice results that equals or exceeds that enemy unit’s Toughness characteristic, it suffers 1 mortal wound.

Potent Metallotxins: 2 CP

Use this in your Shooting phase or Fight phase, when you select a Drukhari unit from your army to shoot or fight. Until the end of the phase, each time an attack is made with a poisoned weapon excluding relics by that unit, that ability does not exclude VEHCILE units thought it does sill exclude TITANIC units. 

If your army is Battle-forged and includes any Drukhari Detachments (excluding Auxiliary Detachments), you have access to the Stratagems shown here, meaning you can spend Command Points to activate them. 

Kabal of the Black Heat: Agents of Vect: 0 CP 

Use this after your opponent uses a Stratagem excluding Command Re-roll. Until the end of the battle, the CP cost your opponent must pay to use that Stratagem again is increased by 1. This Stratagem can only be used once. 

Kabal of Poisoned Tongue: Insidious Misdirection: 2 CP 

Use this at the start of the first battle round. Select up to three KABAL OF POISONED TOUGUE units from your army and redeploy them, without spending Strategic Reserves additional CPs. If both players have abilities that redeploy units, roll off; the winner chooses who redeploys their units first.

Kabal of Flayed Skull: Masters of the Shadowed Sky: 1 CP

Use this when you select a KABAL OF PLAYED SKULL unit from your army to shoot with. Until the end of the phase, each time that unit makes an attack that targets a unit that can FLY, add 1 to that attack’s hit roll. If that target is an AIRCRAFT unit, add 2 to that attack’s hit roll instead.

Kabal of the Obsidian Rose: Failure is not an Option: 1 CP

Use this after taking Combat Attrition tests for a KABAL OF THE OBSIDIAN ROSE unit from your, but before any models flee. You can shoot with each model that would flee. If the unit is within Engagement Range of any enemy units each model that would flee can instead make one melee attack. If any enemy models are destroyed by these attacks, no models flee from this unit. Treat the Morale test as having been passed.

Cult of Strife: No Method of Death Beyond our Grasp: 2 CP

Use this at the end of your Shooting phase or the Fight phase. Select one CULT OF STRIFE WYCHES unit from your army. If it is the Shooting phase, that unit can shoot again. If it is the Fight phase, and that unit is within Engagement Range of any enemy units, that unit can fight again. You can only use this Stratagem once per battle round. 

Cult of the Cursed Blade: Venomous Shardbombs: 1 CP

Use this after the enemy has declared a charge against a CULT OF THE CURSED BLADE WYCHES unit from your army. That unit can fire Overwatch before the charge roll is made. When it does so, up to five models in that unit that are equipped with plasma grenades can make attacks with them, and until the end of the phase, plasma grenades this unit is equipped with gain Poisoned Weapon (2+) ability. 

Cult of the Red Grief: Athletic Aerialsist: 2 CP

Use this after a CULT OF THE RED GRIEF INFANTRY unit has resolved its close combat attacks, but before it makes a consolidation move. Instead of consolidating as normal, if every model from this unit is within 6″ of a friendly CULT OF THE RED GREIF TRANSPORT unit, they can embark in that TRANSPORT as if it were the MOVEMENT phase even if this unit has disembarked this turn, provided it has enough transport capacity remaining to embark the whole unit. 

The Prophets of Flesh: Sins Writ Large: 1/2 CP

Use this at the start of the Fight phase. Select one PROPHETS OF FLESH INFANTRY unit from your army that is within 6″ of a friendly PROPHETS OF FLESH HAEMONCULUS unit. Until the end of the phase, each time an attack is made by this PROPHETS OF FLESH INFANTRY unit you can re-roll the hit roll. If the selected unit is a GROTESQUES unit, this costs 2 CP, otherwise it costs 1 CP.

The Dark Creed: An Esoteric Kill, Delivered from Afar: 2/3 CP

Use this when you select a DARK CREED CORE or DARK CREED CHARACTER unit from your army to shoot with. Until the end of the phase, each time you select a target for an attack made by this unit, you can ignore the Look Out, Sir rule. If the selected unit is a TALOS unit, this Stratagem costs 3CP, otherwise it costs 1 CP.

The Coven of Twelve: A most Inventive Demise: 1 CP

Use this after a COVEN OF TWELVE HAEMONCULUS unit from your army consolidates. Select one enemy CHARACTER model, excluding VEHCILE or MONSTER models, that is within Engagement Range of this HAEMONCULUS Unit and roll D6. On a 2-5 that model suffers D3 mortal wounds. On a 6 that model suffers D3+3 mortal wounds.

Drukhari Unique Items

As of 05-20-2021 Drukhari Unique Item groups are…

  • Artefacts of Cruelty
  • Obsession  Specific Artefacts of Cruelty
  • Lords of Commorragh Artefacts of Cruelty

(See tabs for details)

If your army is led by a Drukhari WARLORD, you can when mustering your army, give one of the following Artefacts of Cruelty to a Drukhari CHARACTER model in your army. Named characters cannot be given any of the following relics. When a model in your army is given an Artefact of Cruelty replace all instances of the KABAL, WYCH CULT, or HAEMONCULUS COVEN that your model is drawn from.

Parasite’s Kiss

Model with a splinter pistol only. The Parasite’s Kiss replaces the bearer’s splinter pistol and has the following profile: Parasite’s Kiss R 12″ Pistol 3 S2 AP-2 D2 Abilities: Poisoned Weapon (2+). Each time an enemy model is destroyed by an attack made with this weapon, the bearer regains 1 lost wound.

The Djin Blade

Archon with a huskblade only. The Djin Blade replaces the bearer’s huskblade and has the following profile: The Djin Blade Melee S+1 AP-3 D3 Abilities: Each time the bearer fights, it makes 2 additional attacks with this weapon. At the end of the Fight phase, roll one D6 if the bearer made any attacks with this weapon: on a 1, the bearer suffers 1 mortal wound.

The Helm of Spite

In your opponent’s Psychic phase, the bearer can attempt to deny one psychic power as if it were a PSYKER. If that psychic power is successfully denied, the PSYKER attempting to manifest that power suffers Perils of the Warp.

The Nightmare Doll:

Haemonculus only. Each time the bearer would lose a wound, roll one D6: on a 4+, that wound is not lost.

The Animus Vitae

The Animus Vitae has the following profile: The Animus Vitae 6″ Grenade 1  S- AP- D- Abilities: The bearer can only shoot with this weapon once per battle. If it hits, the target suffers D3 mortal wounds. If the target unit has 11 or more models, it suffers D3+3 mortal wounds instead. Until the end of the turn, friendly units with the Power from Pain ability treat the current battle round as being one higher than it actually is when determining what effects they gain.

The Triptych Whip

Succubus with agoniser only. The Triptych Whip replaces the bearer’s agoniser and has the following profile: The Triptych Whip Melee S User, AP-3 Dd Abilities: Poisoned Weapon (2+). Each time the bearer is selected to fight, add 3 to their Attacks characteristic until the end of the phase.

If your army is led by a Drukhari WARLORD, you can when mustering your army, give one of the following Artefacts of Cruelty to a Drukhari CHARACTER model in your army. Named characters cannot be given any of the following relics. When a model in your army is given an Artefact of Cruelty replace all instances of the KABAL, WYCH CULT, or HAEMONCULUS COVEN that your model is drawn from.

Kabal of the Black Heart: Writ of the Living Muse

While a friendly KABAL OF THE BLACK HEART CORE unit is within 6″ of the bearer, each time a model in that unti makes an attack, re-roll a wound roll of 1. If the bearer is a REALSPACE RAIDER unit, this ability also affects BLADES FOR HIRE units.

Kabal of the Poisoned Tongue: Soul-Seeker

KABAL OF THE POISONED TONGUE Archon with splinter pistol only. Soul-seeker replaces the model’s splinter pistol and has the following profile: Soul-seeker 18″ Pistol 2 S2 AP-2 D3 Abilities: Poisoned Weapon (2+). Each time you select a target for this weapon, you can ignore the Look Out, Sir rule. Each time an attack is made with this weapon, the target does not receive the benefits of cover against that attack.

Kabal of the Obsidian Rose: The Amour of Misery

The bearer has a 3+ Save characteristic. Each time a melee attack is made against the bearer, subtract 1 from that attack’s hit roll.

Kabal of the Flayed Skull: The Obsidian Veil

The bearer has a 4+ invulnerable save.

Cult of Strife: The Phial Bouquet

Roll one D6 at the start of each battle round. Until the end of the battle round, the bearer gains the associated effect from the Combat Drugs ability table. This effect can be one that the bearer is already affected by and is cumulative.

Cult of the Cursed Blade: Traitor’s Embrace

If the bearer is destroyed by a melee attack, roll one D6: on a 2+, after the attacking model’s unit has finished making its attacks, it suffers D3+3 wounds.

Cult of the Red Grief: The Blood Glaive

CULT OF THE RED GRIEF Succubus model equipped with an archite glaive only. This Relic replaces an archite glaive and has the following profile: The Blood Glaive Melee S+3 AP-3 D D3

The Prophets of Flesh: The Vexator Mask

PROPHETS OF FLESH Haemonculus only. Enemy units cannot fire Overwatch at the bearer. At the start of the Fight phase, you can select one enemy unit within 3″ of the bearer. That unit is not eligible to fight this phase until after all eligible units from your army have done so.

The Dark Creed: Spirit Sting

DARK CREED Haemonculus with stinger pistol only. Spirit-sting replaces the bearer’s stinger pistol and has the following profile: Spirit-sting 12″ Pistol 3 S2 AP-3 D1 Abilities: Poisoned Weapon (2+). Each time an attack is made with this weapon, invulnerable saves cannot be taken against that attack.

The Coven of Twelve: The Flensing Blade

COVEN OF TWELVE Haemonculus only. The Flensing Blade replaces the model’s Haemonculus tools and has the following profile: The Flensing Blade Melee User AP-2 D3 Abilities: Poisoned Weapon (2+). Each time an attack made with this weapon targets a CHARACTER unit, that attack has a Damage characteristic of 3..

If your army is led by a Drukhari WARLORD, you can when mustering your army, give one of the following Artefacts of Cruelty to a Drukhari CHARACTER model in your army. Named characters cannot be given any of the following relics. When a model in your army is given an Artefact of Cruelty replace all instances of the KABAL, WYCH CULT, or HAEMONCULUS COVEN that your model is drawn from.

Master Kabal: Kabalite Diversion: Soulhelm: 

The bearer has the following abilities: Each time an attack is made that targets the bearer, subtract 1 from the hit roll. Each time the bearer would lose a wound, roll one D6: on a 5+ that wound is not lost.

Master Succubus: Wych Cult Spectacle: Dancer’s Edge: 

Model equppied with an archite glaive only. This Relic replaces an archite glaive and has the following profile: Dancer’s Edge Range Melee, S+2, AP -4, D2 Abilities: Each time an attack is made with this weapon, on an unmodified wound roll of 6, invulnerable saving throws cannot be taken against that attack

Master Haemonculus: Haemonculus Proclivity: Poisoner’s Ampule: 

Once per battle, at the end of your Movement phase, the bearer can use this relic. If it does so, select one enemy unit within 9″ of the bearer. Roll one D6: on a 2+, that unit suffers D3 mortal wounds. Until the start of your next turn, any Aura abilities that unit has have no effect. Until the start of your next turn, that unit cannot be affected by the Aura abilities of friendly models.

Drukhari Warlord Traits

 

As of 05-20-2021 Drukhari Warlord Trait groups are…

  • Kabal Warlord Traits
  • Wych Cult Warlord Traits
  • Haemonculus Cover Warlord Traits

(See tabs for details)

IF a Drukhari CHARACTER model is your Warlord, you can use the Drukhari Warlord Traits below. When you have determined a Warlord Trait for a Drukhari CHARACTER, replace all instaces of the KABAL, WYCH CULT, HAEMONCULUS COVEN keyword with their Warlord Trait with the name of the Kabal, Wych Cult, or Haemonculus Coven that your model is drawn from.

Hatred Eternal:

Each time this WARLORD makes an attack, you can re-roll the hit roll and the wound roll.

Soul Thirst:

Add 1 to the Attacks characteristic of this WARLORD. Once per turn, when an enemy model that is within 6″ of this WARLORD is destroyed, this model regains 1 lost wound.

Ancient Evil: 

At the start of the Fight phase, you can select one enemy unit within Engagement Range of this WARLORD. That unit is not eligible to fight this phase until after all eligible units from your army have done so.

Kabal of the Black Heart: Labyrinthine Cunning: 

Whilst this WARLORD is on the battlefield, each time you or your opponent spends any Command Points to use a Stratagem you can roll one D6 for each Command Point; on a 6, you gain one Command Point.

Kabal of the Poisoned Tongue: Towering Arrogance: 

Each time this WARLORD would lose a wound as the result of a mortal wound, roll one D6: on a 5+, that wound is not lost. While a friendly KABAL OF THE POISONED TONGUE unit is within 6″ of this WARLORD, each time a Combat Attrition test is taken for that unit, ignore any or all modifiers

Kabal of the Obsidian Rose: Deathly Perfectionist: 

Add 1 to the Strength characteristic of weapons this WARLORD is equipped with (excluding Relics).

Kabal of the Flayed Skull: Famed Savagery: 

Add 1 to this WARLORD’s Strength and Attacks characteristics.

Master Kabal: Kabalite Diverson: Consummate Weaponmaster: 

Add 1 to Damage characteristic of all melee weapons this WARLORD is equipped with excluding Relics.

If a Drukhari CHARACTER model is your Warlord, you can use the Drukhari Warlord Traits below. When you have determined a Warlord Trait for a Drukhari CHARACTER, replace all instaces of the KABAL, WYCH CULT, HAEMONCULUS COVEN keyword with their Warlord Trait with the name of the Kabal, Wych Cult, or Haemonculus Coven that your model is drawn from.

Quicksilver Fighter:

Add 2 to the Attacks characteristic of this WARLORD.

Stimm Addict:

When determining the effects of the Combat Drugs ability for this WARLORD before the battle, roll 2 additional dice, re-rolling results of 6 or results that are already in effect. This WARLORD’s Combat Drugs ability has these benefits in addition to any others.

Precision Blows: 

Each time an unmodified hit roll of 6 is made for a melee attack made by this WARLORD, the target unit suffers number of mortal wounds equal to the Damage characteristic of the weapon used for that attack, and the attack sequence ends.

Cult of Strife: Blood Dancer: 

Each time this WARLORD makes a melee attack, an unmodified hit roll of 6 scores 2 additional hits.

Cult of the Red Grift: Hyper-swift Reflexes: 

Each time a melee attack is made against this WARLORD an unmodified hit roll of 1-3 for that attack fails, irrespective of any abilities that the weapon or the model making the attack may have.

Cult of the Cursed Blade: Treacherous Deceiver: 

Each time you make an unmodified saving throw of 4+ for this WARLORD against a melee attack, after the attacking model’s unit has finished making its attacks, that enemy unit suffers 1 mortal wound. This WARLORD does not benefit from the second part of the Cursed Blades’ Only the Strong Will Thrive Obsession.

Master Succubus: Wych Cult Spectacle: Whirling Death: 

Each time this WARLORD fights, after any pile-in moves, until that fight is resolved, you can choose for its Attacks characteristic to be equal to 3 plus the number of enemy models that are within 2″ of it.

If a Drukhari CHARACTER model is your Warlord, you can use the Drukhari Warlord Traits below. When you have determined a Warlord Trait for a Drukhari CHARACTER, replace all instaces of the KABAL, WYCH CULT, HAEMONCULUS COVEN keyword with their Warlord Trait with the name of the Kabal, Wych Cult, or Haemonculus Coven that your model is drawn from.

Master Regenesist:

Each time this WARLORD uses their Fleshcraft ability, the target model regains up to 3 lost wounds instead of D3.

Master Nemesine:

Each time this WARLORD makes an attack, add 1 to that attack’s wound roll.

Master Artisan: 

Add 1 to the Toughness and Wounds characteristics of this WARLORD.

The Prophets of Flesh: Diabolical Soothsayer: 

When this model is set up on the battlefield, choose one of the below: Until the end of the battle, add 1 to this WARLORD’s Toughness and Wounds characteristics. Until the end of the battle, add 1 to this WARLORD’s Movement and Attacks characteristics

The Dark Creed: Fear Incarnate: 

At the end of the Movement phase, you can select one enemy unit within 9″ of this WARLORD and roll 3D6; if the result is greater than the enemy unit’s Leadership characteristic, until the start of your next Movement phase, that enemy unit cannot perform actions (if that unit is currently performing an action, it immediately fails), and it loses the Objective Secured ability.

The Coven of Twelve: Scarlet Epicurean: 

Each time an attack is allocated to this WARLORD, subtract 1 from the Damage characteristic of that attack (to a minimum of 1)

Master Haemonculus: Haemonculus Proclivity: Twisted Animator: 

In your Command phase, you can select one friendly <HAEMONCULUS COVEN> WRACK unit within 3″ of this WARLORD. D3 destroyed models can be added back to the unit. These models can be setup within Engagement Range of enemy units that are already within Engagement Range of that unit.