Factions — Codex: Drukhari
Drukhari
Power From Pain #
Pain Abilities
All DRUKHARI units have a Pain ability, tagged with the word ‘Pain’. Pain abilities only apply to a unit while it is Empowered. If your Army Faction is DRUKHARI, you can Empower units from your army with Pain abilities by spending Pain tokens (see below).
Designer’s Note: *You can also spend Pain tokens to activate additional effects in certain other rules such as Enhancements and Stratagems.*
Gaining Pain Tokens
If your Army Faction is DRUKHARI, you gain Pain tokens as follows:
■ 1 Pain token at the start of your Command phase.
■ 1 Pain token each time an enemy unit is destroyed.
■ 1 Pain token each time an enemy unit fails a Battle‑shock test.
Each time you gain a Pain token, keep it to one side – this is your Pain token pool. Each time you spend a Pain token, reduce your Pain token pool by the same amount.
Empowered Through Pain
Each Pain ability will state when you can spend Pain tokens to Empower that unit. When you do, until the end of the phase, that unit is Empowered and all Pain abilities it has take effect. While an Attached unit is Empowered, the Pain abilities of all Leader and Bodyguard units in that unit take effect – you do not need to spend additional Pain tokens to activate each of those Pain abilities.
Example: *At the start of your Charge phase, you spend 1 Pain token to Empower a unit of Wyches. The unit becomes Empowered, and so its Acrobatic Gladiators ability takes effect until the end of the phase. A Succubus is leading the unit, and so its Lithe Agility ability also takes effect until the end of the phase (no additional Pain token is required to activate that ability as well).*
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.
FAQ
Errata Army Rule Section
Add the following:
‘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.’
Exhibition of Slaughter 1 pts #
Exacting Cruelty #
Friendly Wych Cult units' melee attacks have [Lethal Hits: non-Monster/Vehicle]. This detachment has the Wych Cult tag and cannot be taken with another Wych Cult detachment.
Enhancements
Stratagems
Acrobatic Display #
- When
Your opponent’s Shooting phase, when an enemy unit targets a friendly Wych Cult unit.
- Target
That Wych Cult unit.
- Effect
Your unit has 5+ InSv.
Planned Strikes #
- When
Fight phase, when a friendly Wych Cult unit is selected to fight.
- Target
That Wych Cult unit.
- Effect
Your unit’s melee attacks have [Lethal Hits].
Sculpting the Stage #
- When
Your Movement phase, when a friendly Wych Cult unit is selected to make an advance/fall-back move.
- Target
That Wych Cult unit.
- Effect
That move does not prevent your unit from being eligible to start an action.
Kabalite Agonysts 1 pts #
Contracted Harvest #
Friendly Blades for Hire/Kabal units’ ranged attacks have [SUSTAINED HITS 1: non‑Monster/Vehicle]. This detachment has the Kabal tag and cannot be taken with another Kabal detachment.
Enhancements
Stratagems
Killers from the Dark Spires #
- When
Your Shooting phase, when a friendly Kabalite Warriors unit is selected to shoot.
- Target
That Kabalite Warriors unit.
- Effect
Your unit’s ranged attacks have [Ignores Cover].
Prioritised Victim #
- When
Your Shooting phase or the Fight phase, when a friendly Blades for Hire/Kabal unit targets a Character unit.
- Target
That Blades for Hire/Kabal unit.
- Effect
Your unit’s attacks that target a Character unit can:
- Re‑roll hit rolls of 1.
- Re‑roll wound rolls of 1.
Shadows’ Reach #
- When
Your Shooting phase, when a friendly Blades for Hire/Kabal unit has shot.
- Target
That Blades for Hire/Kabal unit.
- Effect
Those attacks do not prevent your unit from being hidden.
Tools of Torment 1 pts #
Darkest Artifice #
Attacks that target friendly Cronos/Talos units with a S greater than that unit’s T have -1 to wound rolls.
This detachment has the Covens tag and cannot be taken with another Covens detachment.
Enhancements
Stratagems
Dividends of Agony #
- When
Fight phase, when a friendly Haemonculus Covens unit destroys an enemy unit.
- Target
That Haemonculus Covens unit.
- Effect
Select one visible enemy unit within 12" of your unit. That enemy unit makes a battle‑shock roll, with -1 to that battle‑shock roll.
Salting the Wound #
- When
Fight phase, when a friendly CRONOS/TALOS unit is selected to fight.
- Target
That CRONOS/TALOS unit.
- Effect
Your unit’s attacks that target a battle‑shocked unit have [Devastating Wounds].
Urgent Metamorphosis #
- When
Your Movement phase, when a friendly Haemonculus Covens unit is selected to make a fall‑back move.
- Target
That Haemonculus Covens unit.
- Effect
That move does not prevent your unit from being eligible to declare a charge.
Realspace Raiders 2 pts #
Alliance of Agony #
At the start of the battle, you gain 2 Pain tokens for each of the following combinations your army contains (these do not need to be in the same Attached unit):
■ One or more ARCHON models and one or more KABALITE WARRIORS units.
■ One or more SUCCUBUS models and one or more WYCHES units.
■ One or more HAEMONCULUS models and one or more WRACKS units.
Designer’s Note: *These are all cumulative, so if your army contains at least one of all of the combinations listed above, you start the battle with 6 Pain tokens.*
Enhancements
Dark Vitality #
20 ptsDRUKHARI model only. The bearer’s unit is always Empowered – you do not need to spend any Pain tokens to activate that unit’s Pain abilities.
Labyrinthine Cunning #
25 ptsARCHON model only. At the start of your Command phase, if the bearer is on the battlefield, you can do one of the following:
■ Spend 1 Pain token and gain 1CP.
■ Roll one D6: on a 4+, you gain 1CP.
Eye of Spite #
15 ptsSUCCUBUS model only. Improve the Attacks and Armour Penetration characteristics of the bearer’s melee weapons by 1. Each time the bearer’s unit is selected to fight, you can spend 1 Pain token; if you do, until the end of the phase, improve the Attacks and Armour Penetration characteristics of the bearer’s melee weapons by 2 instead.
Crucible of Malediction #
15 ptsHAEMONCULUS model only. Once per battle, in your Shooting phase, the bearer can use this Enhancement. If it does, you can spend 1 Pain token. Then, each enemy unit within 12" of the bearer must take a Battle‑shock test, subtracting 1 from that test if you spent 1 Pain token. Each time a PSYKER unit fails that test, it suffers 3 mortal wounds.
Stratagems
Insensible to Pain #
- 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 is allocated to a model in your unit, subtract 1 from the Damage characteristic of that attack.
Fighting 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 (excluding HAEMONCULUS COVENS units) 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.
Instinctive Spite #
- When
Start of your Shooting phase or the start of the Fight phase.
- Target
Up to two DRUKHARI BATTLELINE units from your army, or one other DRUKHARI unit from your army.
- Effect
You can spend 1 Pain token. Until the end of the phase, each time a model in each of those units makes an attack that targets an enemy unit that is Below Half‑strength, add 1 to the Hit roll. If you spent 1 Pain token, add 1 to the Wound roll as well.
Dark Harvest #
- When
Start of the Fight phase.
- Target
Up to two WRACKS units from your army, or one other DRUKHARI unit from your army.
- Effect
Until the end of the phase, melee weapons equipped by models in each of those units have the [LETHAL HITS] ability.
Eager for the Kill #
- When
Start of your Movement phase.
- Target
Up to two WYCHES units from your army, or one other DRUKHARI unit from your army, that have not been selected to move this phase.
- Effect
Until the end of the phase, each time one of those units Advances, do not make an Advance roll for it. Instead, until the end of the phase, add 6" to the Move characteristic of models in that unit (this is not cumulative with the REAVERS’ Matchless Swiftness ability).
Raid and Fade #
- When
End of your Shooting phase.
- Target
Up to two KABALITE WARRIORS units from your army, or one other DRUKHARI unit from your army (excluding SCOURGES and AIRCRAFT).
- Effect
Each of those units can make a Normal move of up to 6".
- Restrictions
You cannot select units that are within Engagement Range of one or more enemy units. Until the end of the turn, those units are not eligible to declare a charge.
Skysplinter Assault 2 pts #
Rain of Cruelty #
Each time a DRUKHARI unit from your army disembarks from a TRANSPORT, until the end of the turn:
■ Ranged weapons equipped by models in that disembarking unit have the [IGNORES COVER] ability.
■ Melee weapons equipped by models in that disembarking unit have the [LANCE] ability.
Enhancements
Phantasmal Smoke #
15 ptsDRUKHARI model only. While the bearer’s unit is wholly within 6" of a friendly DRUKHARI TRANSPORT:
■ Models in the bearer’s unit have the Stealth ability.
■ Each time a ranged attack targets the bearer’s unit, models in that unit have the Benefit of Cover against that attack.
Sadistic Fulcrum #
15 ptsDRUKHARI model only. Each time you spend 1 Pain token to Empower the bearer’s unit in the Shooting phase, select one friendly DRUKHARI TRANSPORT within 6" of the bearer’s unit; until the end of the phase, each time that TRANSPORT makes an attack, you can re‑roll the Hit roll.
Spiteful Raider #
10 ptsDRUKHARI 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 ptsDRUKHARI 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.
Stratagems
Vicious Blades #
- 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 #
- 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 (otherwise, it cannot make that move). Your unit can embark within that TRANSPORT in a turn it disembarked from that TRANSPORT.
FAQ
Errata Skysplinter Assault Detachment, Wraithlike Retreat Stratagem, Effect Section
Add: 'Your unit can embark within that TRANSPORT in a turn it disembarked from that TRANSPORT.'
Pounce on the Prey #
- 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 #
- When
Your Shooting phase.
- Target
One DRUKHARI unit from your army that has not been selected to shoot this phase and that disembarked from a TRANSPORT this turn.
- 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 if your unit is a KABALITE WARRIORS or HAND OF THE ARCHON unit.
Swooping Mockery #
- 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 within 8" of that enemy unit.
- Effect
Your TRANSPORT can make a Normal move of up to 6".
FAQ
Errata Skysplinter Assault Detachment, Swooping Mockery Stratagem, Target Section
Change 9" to 8".
Night Shield #
- 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, models in your unit have a 4+ invulnerable save.
Spectacle of Spite 2 pts #
Combat Drugs #
At the start of your Command phase, select which Combat Drugs will be active for your army until the start of your next Command phase. To do so, either select one from the list below (you cannot select the same Combat Drug more than once per battle), or randomly select two by rolling two D6. When doing so randomly, Combat Drugs you have previously selected can become active again, but if you randomly select one that is already active for your army, it has no additional effect.
1. Adrenalight
Add 1 to the Attacks characteristic of melee weapons equipped by WYCH CULT models from your army.
2. Hypex
Add 2" to the Move characteristic of WYCH CULT models from your army.
3. Serpentin
Improve the Weapon Skill characteristic of melee weapons equipped by WYCH CULT models from your army by 1.
4. Painbringer
Add 1 to the Toughness characteristic of WYCH CULT models from your army.
5. Grave Lotus
Add 1 to the Strength characteristic of melee weapons equipped by WYCH CULT models from your army.
6. Splintermind
Improve the Leadership characteristic of WYCH CULT models from your army by 1, and improve the Ballistic Skill characteristic of ranged weapons equipped by WYCH CULT models from your army by 1.
Enhancements
Pharmacophex #
15 ptsSUCCUBUS model only. At the start of your Command phase, after selecting which Combat Drugs will be active for your army, roll one D6 and consult the Combat Drugs list (see Detachment Rule). The result rolled applies to the bearer’s unit until the start of your next Command phase in addition to any other Combat Drugs that are active for your army. If you randomly select one that is already active for your army, it has no additional effect.
Chronoshard #
15 ptsSUCCUBUS model only. Once per battle, at the start of the Fight phase, the bearer can use this Enhancement. If it does, until the end of the phase, models in the bearer’s unit have the Fights First ability.
Periapt of Torments #
25 ptsSUCCUBUS model only. Enemy units cannot use the Fire Overwatch Stratagem to shoot at the bearer’s unit.
Morghenna’s Curse #
20 ptsSUCCUBUS model only. Improve the Armour Penetration and Damage characteristics of the bearer’s melee weapons by 1.
Stratagems
Berserk Fugue #
- When
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 a model in your unit is destroyed, if that model has not fought this phase, do not remove it from play. The destroyed model can fight after the attacking unit has finished making its attacks, and is then removed from play.
Deadly Debut #
- When
Fight phase.
- Target
One DRUKHARI unit from your army that made a Charge move this turn and 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 [LETHAL HITS] ability. If your unit is a WYCHES unit, until the end of the phase, improve the Armour Penetration characteristic of melee weapons equipped by models in your unit by 1 as well.
Feigned Weakness #
- When
Your Movement phase, just after a DRUKHARI unit from your army Falls Back.
- Target
That DRUKHARI unit.
- Effect
Until the end of the turn, your unit is eligible to shoot and declare a charge in turn in which it Fell Back.
Preternatural Agility #
- When
Start of your Movement or Charge phase.
- Target
One WYCH CULT unit from your army.
- Effect
Until the end of the phase, each time your unit makes a Normal, Advance or Charge move, you can ignore any or all modifiers to its Move characteristic and to Advance and Charge rolls made for it and, until the end of the turn, each time a model in your unit makes such a move, it can move horizontally through models (when doing so, such a model can move within Engagement Range of such models but cannot end a Normal or Advance move within Engagement Range of them).
A Challenge Met #
- When
Your opponent’s Movement phase, when an enemy unit ends a fall‑back move.
- Target
One friendly unengaged WYCH CULT unit that is within 6" of that enemy unit.
- Effect
Declare a charge with your unit. When selecting charge targets, you can only select enemy units that made a fall‑back move this phase and are within the maximum distance.
FAQ
Errata Spectacle of Spite Detachment, A Challenge Met Stratagem
■ Remove Restrictions section.
■ Change When, Target and Effect to:
'WHEN: Your opponent’s Movement phase, when an enemy unit ends a fall‑back move.
TARGET: One friendly unengaged WYCH CULT unit that is within 6" of that enemy unit.
EFFECT: Declare a charge with your unit. When selecting charge targets, you can only select enemy units that made a fall‑back move this phase and are within the maximum distance.'
Acrobatic Display #
- When
Your opponent’s Shooting 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, models in your unit have a 5+ invulnerable save.
Covenite Coterie 2 pts #
Stitchflesh Abominations #
Each time an attack targets a HAEMONCULUS COVENS unit from your army, if the Strength characteristic of that attack is greater than the Toughness characteristic of your unit, subtract 1 from the Wound roll.
Enhancements
Master Regenesist #
25 ptsHAEMONCULUS model only. Each time the bearer uses its Fleshcraft ability, you can return up to D3+3 destroyed Bodyguard models to the bearer’s unit instead of D3+1.
Master Nemesine #
5 ptsHAEMONCULUS model only. The bearer’s weapons have the [ANTI‑BEAST 2+] and [ANTI‑MONSTER 4+] abilities.
Master Artisan #
20 ptsHAEMONCULUS model only. Add 1 to the bearer’s Wounds characteristic and add 1 to the Toughness characteristic of models in the bearer’s unit.
Master Repugnomancer (Aura) #
15 ptsHAEMONCULUS model only. Add 3" to the range of the bearer’s Fear Incarnate ability, and each time a friendly DRUKHARI unit within 9" of the bearer fails a Battle‑shock test or is destroyed, roll one D6: on a 4+, you gain 1 Pain token.
Stratagems
Postmortality #
- When
Any phase.
- Target
One HAEMONCULUS model from your army that was just destroyed. You can use this Stratagem on that model even though it was just destroyed.
- Effect
Spend 1‑3 Pain tokens. At the end of the phase, set the destroyed model back up on the battlefield, as close as possible to where it was destroyed and not within Engagement Range of any enemy units, with a number of wounds remaining equal to the number of Pain tokens you just spent.
- Restrictions
You cannot use this Stratagem if you have 0 Pain tokens, and you cannot target the same HAEMONCULUS model with this Stratagem more than once per battle.
Symphony of Suffering #
- When
Fight phase, just after a DRUKHARI unit from your army destroys an enemy unit.
- Target
That DRUKHARI unit.
- Effect
Each enemy unit within 9" of and visible to your unit must take a Battle‑shock test, subtracting 1 from that test if your unit is a HAEMONCULUS COVENS unit.
Poisoner’s Art #
- When
Fight phase, just after a HAEMONCULUS COVENS unit from your army has fought.
- Target
That HAEMONCULUS COVENS unit.
- Effect
Select one enemy unit (excluding VEHICLES) hit by one or more of your unit’s attacks this phase. Until the end of the battle, that enemy unit is poisoned. At the start of each Command phase, roll one D6 for each poisoned unit on the battlefield: on a 4+, that unit suffers D3 mortal wounds.
Distillers of Fear #
- When
Fight phase.
- Target
One HAEMONCULUS COVENS unit from your army that has not been selected to fight this phase.
- Effect
Until the end of the phase, each time a model in your unit makes an attack that targets an enemy unit that is Battle‑shocked, that attack has the [DEVASTATING WOUNDS] ability.
Connoisseurs of Pain #
- 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
Spend 1 Pain Token. Until the attacking unit has finished making its attacks, each time an attack targets your unit, worsen the Armour Penetration characteristic of that attack by 1. At the end of the phase, if your unit is still on the battlefield and it is a HAEMONCULUS COVENS unit, you gain 1 Pain Token.
FAQ
Errata Covenite Coterie Detachment, Connoisseurs of Pain Stratagem, Effect Section
Change to:
'Spend 1 Pain Token. Until the attacking unit has finished making its attacks, each time an attack targets your unit, worsen the Armour Penetration characteristic of that attack by 1. At the end of the phase, if your unit is still on the battlefield and it is a HAEMONCULUS COVENS unit, you gain 1 Pain Token.'
Enfolding Nightmare #
- When
Your opponent’s Shooting phase, just after an enemy unit has shot.
- 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
Your unit can make a surge move of up to D6".
FAQ
Errata Covenite Coterie Detachment, Enfolding Nightmare Stratagem, Effect Section
Change to:
'Your unit can make a surge move of up to D6".'
Kabalite Cartel 2 pts #
Murderous Agenda #
At the start of the first battle round, select one of the Contracts below, then select one unit from your opponent’s army that matches the ‘Contract’ description in that Contract. Until that Contract is completed, that unit is your Contract unit and KABAL and BLADES FOR HIRE units from your army have the ability stated in that Contract. At the start of your Command phase, if your Contract unit is destroyed, that Contract is completed and you gain 3 Pain tokens.
Trophy Hunters
Contract: One CHARACTER unit.
Ability: Each time a KABAL or BLADES FOR HIRE model in this unit makes an attack that targets the Contract unit, that attack has the [PRECISION] ability.
Sow Fear and Terror
Contract: One INFANTRY or MOUNTED unit (excluding units containing only CHARACTER models). At the start of your Command phase, this Contract is completed if all non‑CHARACTER models in that unit are destroyed.
Ability: Each time a KABAL or BLADES FOR HIRE model in this unit makes an attack that targets an INFANTRY or MOUNTED unit, that attack has the [SUSTAINED HITS 1] ability.
Show of Strength
Contract: One MONSTER or VEHICLE unit.
Ability: Each time a KABAL or BLADES FOR HIRE model in this unit makes an attack that targets a MONSTER or VEHICLE unit, that attack has the [LETHAL HITS] ability.
Enhancements
Leechbite Plate #
5 ptsARCHON model only. The bearer has a Save characteristic of 3+. At the start of either player’s Command phase, you can spend 1 Pain token: if you do, the bearer regains all of its lost wounds.
Webway Awl #
25 ptsARCHON model only. Models in the bearer’s unit have the Deep Strike ability, and you can target the bearer’s unit with the Rapid Ingress Stratagem for 0CP.
Informant Network #
30 ptsARCHON model only. At the start of the Declare Battle Formations step, select up to three KABALITE WARRIORS and/or HAND OF THE ARCHON units from your army; those units gain the Infiltrators ability.
Towering Arrogance #
20 ptsARCHON model only. While the bearer is leading a unit, improve the Leadership and Objective Control characteristics of models in that unit by 1.
Stratagems
Double-cross #
- When
Fight phase, just after an enemy unit has selected its targets.
- Target
One KABAL or BLADES FOR HIRE unit from your army that was selected as the target of one or more of the attacking unit’s attacks, and one friendly DRUKHARI unit (excluding VEHICLES).
- Effect
Until the end of the phase, each time you would allocate an attack to a model in your KABAL or BLADES FOR HIRE unit, if your DRUKHARI unit is within Engagement Range of the attacking model, no saving throw is made for that attack; instead, your DRUKHARI unit suffers a number of mortal wounds equal to the Damage characteristic of that attack.
Taken Alive #
- When
Fight phase.
- Target
One DRUKHARI unit from your army that has not been selected to fight this phase.
- Effect
Until the end of the phase, each time a model in your unit makes an attack, add 1 to the Hit roll. If your Contract unit is destroyed as a result of those attacks, every unit in your opponent’s army must take a Battle‑shock test. You cannot gain more than 3 Pain tokens as a result of failed Battle‑shock tests caused by this Stratagem.
Tailored Toxins #
- When
Your Shooting phase or the Fight phase.
- Target
One KABAL or BLADES FOR HIRE unit from your army that has not been selected to shoot or fight this phase.
- Effect
Until the end of the phase, each time a model in your unit makes an attack that targets your Contract unit, an unmodified Hit roll of 5+ scores a Critical Hit.
Enemies Without Number #
- When
Your Command phase, just after you complete a Contract (see Murderous Agenda Detachment rule).
- Target
One ARCHON WARLORD from your army.
- Effect
Select one new Contract from those listed in the Murderous Agenda Detachment rule (this can be one you have already completed), then select one unit from your opponent’s army that is on the battlefield and matches the ‘Contract’ description in that Contract. Until that Contract is completed, that unit is your Contract unit and the Murderous Agenda Detachment rule applies as normal.
Making A Point #
- When
Your Shooting phase.
- Target
One KABALITE WARRIORS or HAND OF THE ARCHON unit from your army that has not been selected to shoot this phase.
- Effect
Until the end of the phase, improve the Ballistic Skill and Armour Penetration characteristics of ranged weapons equipped by models in your unit by 1.
Deadly Deceivers #
- When
Your opponent’s Shooting phase, just after an enemy unit has selected its targets.
- Target
One KABAL or BLADES FOR HIRE 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 can only be selected as the target of a ranged attack if the attacking model is within 18".
Reaper’s Wager 3 pts #
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. If you select this Detachment, you cannot use the Corsairs and Travelling Players army rule.
Callous Competition #
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.
Enhancements
Archraider #
15 ptsHARLEQUINS 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 ptsHARLEQUINS 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 ptsHARLEQUINS model only. Models in the bearer’s unit have the Stealth and Infiltrators abilities.
Conductor of Torment #
20 ptsDRUKHARI 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 #
- 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 #
- 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 #
- 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 #
- 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 #
- 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 #
- 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 8" 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.
FAQ
Errata Reaper's Wager Detachment, Dance Macabre Stratagem, Target Section
Change 9" to: 8"