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'''''The Dark Eldar are a twisted reflection of their craftworld kin. They dwell in the strange realm known as the webway, inhabiting Commorragh – a cyclopean interdimensional metropolis rightly feared as the Dark City. The Dark Eldar feed on negative emotion, dedicating themselves to a non-stop war with realspace in which they strive to inflict as much pain and misery as they possibly can. Forced through a dark quirk of fate to abandon their once potent psychic abilities, the Dark Eldar instead epitomise physical excellence. Their athleticism and speed are unmatched, except perhaps by their towering arrogance. Add to this their lethal, arcane science, and the Dark Eldar are amongst the greatest of threats in a deadly galaxy.'''''[[File:DarkEldarCodexArt.png|thumb|The Archons of the Drukhari are the pinnacle of manipulation and coercion, able to command the hosts of the twisted Aeldari to perfection.]] | |||
* [[Drukhari Datasheets]] | |||
[[ | * [[Drukhari Wargear]] | ||
* [[Drukhari Special Rules]] | |||
== Abilities == | == Abilities == | ||
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|- | |- | ||
|'''5+''' | |'''5+''' | ||
|'''Emboldened by Bloodshed:''' Each time a | |'''Emboldened by Bloodshed:''' Each time a LD test is taken for this unit, it is automatically passed. | ||
|} | |} | ||
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* Models in this unit have a Weapon Skill characteristic of 5. | * Models in this unit have a Weapon Skill characteristic of 5. | ||
* Add 1 to the Leadership characteristic of models in this unit. | * Add 1 to the Leadership characteristic 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. | * 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 to a maximum of AP2. | ||
=== Haemoxytes === | === Haemoxytes === | ||
Line 226: | Line 222: | ||
* Once per phase, the first time a saving throw is failed for this unit, no damage is allocated for that attack. | * Once per phase, the first time a saving throw is failed for this unit, no damage is allocated for that attack. | ||
== Drukhari Kabals, Cults and Covens == | |||
Units in a DRUKHARI Kabal, Wych Cult, Haemonculus Coven or Realspace Raid Detachment gain access to the following rules: | |||
===== KABAL, WYCH CULT AND HAEMONCULUS COVEN OBSESSIONS ===== | |||
All <KABAL>, <WYCH CULT> and <HAEMONCULUS COVEN> units (including URIEN RAKARTH and LELITH HESPERAX units) with this ability gain a Drukhari Obsession. The Obsession gained depends upon which Kabal, Wych Cult or Haemonculus Coven they are from, as shown on the following pages. If the <KABAL>, <WYCH CULT> or <HAEMONCULUS COVEN> unit is from one of the Kabals, Wych Cults or Haemonculus Covens named in this section, you must use the specified Drukhari Obsession. If you have created your own Kabal, Wych Cult or Haemonculus Coven, you must instead use the rules in the appropriate section to create an Obsession for them. | |||
[[Drukhari | ===== KABAL, WYCH CULT AND HAEMONCULUS COVEN WARLORD TRAITS ===== | ||
Each Kabal, Wych Cult or Haemonculus Coven has an associated Kabal, Wych Cult or Haemonculus Coven Warlord Trait. If a <KABAL>, <WYCH CULT> or <HAEMONCULUS COVEN> CHARACTER model from one of the Kabals, Wych Cults or Haemonculus Covens named in this section gains a Warlord Trait, they can have the relevant Kabal, Wych Cult or Haemonculus Coven Warlord Trait instead of a Drukhari Warlord Trait. Note that named characters must have the Warlord Traits specified on their datasheets. | |||
===== BATTLE-FORGED RULES DRUKHARI RELICS ===== | |||
Each Kabal, Wych Cult or Haemonculus Coven has an associated Relic. If your army is led by a <KABAL> WARLORD, <WYCH CULT> WARLORD or <HAEMONCULUS COVEN> WARLORD model from one of the Kabals, Wych Cults or Haemonculus Covens named in this section, you can select this Relic instead of Artefacts of Cruelty. | |||
* [[Drukhari Kabals]] | |||
* [[Drukhari Wych Cults]] | |||
* [[Drukhari Haemonculus Covens]] | |||
== Artefacts of Cruelty == | |||
'''Artefacts of Cruelty are items of horrendous power, which the Dark Eldar value for their ability to inflict torments of rare quality on their unfortunate victims. Only one of each of the following relics may be chosen per army.''' | |||
Only one of each Artefact of Cruelty may be taken per army. A model may take one of the following: | |||
=== Casket of Flensing === | |||
{| class="wikitable" | |||
|When this puzzle-box is opened, a swarm of evil spirits is released that sets upon the head of Urien’s chosen victim with needled fangs. The prey’s skull will be stripped to the bone, torn free from the spine, and borne back to the ancient Haemonculus whilst the brain inside writhes in abject horror. | |||
|} | |||
{| class="wikitable" | |||
|'''Range''' | |||
|'''S''' | |||
|'''AP''' | |||
|'''Type''' | |||
|- | |||
|12" | |||
|3 | |||
|3 | |||
|Assault 2D6, One use only | |||
|} | |||
---- | |||
=== The Animus Vitae === | |||
{| class="wikitable" | |||
|The Animus Vitae appears to be a smooth orb, until it is thrown at the feet of a victim and explodes into a lashing tangle of barbed wires that wrap around its prey. Slowly and spitefully, the Animus Vitae begins to constrict, cutting through armour, flesh and bone until its victim’s agonised cries become desperate, nerve-sawing screams. All the while the foul weapon radiates this agony, saturating the battlefield with pain so that the bearer and his kin can drink it in like a vintage draught. | |||
|} | |||
{| class="wikitable" | |||
|'''Range''' | |||
|'''S''' | |||
|'''AP''' | |||
|'''Type''' | |||
|- | |||
|8" | |||
|4 | |||
|2 | |||
|Assault 1, '''Agonising''', One use only | |||
|} | |||
'''Agonising:''' If an unsaved Wound is inflicted with the Animus Vitae, all models with the Power from Pain special rule (friend or foe) treat the current turn as being one higher than it actually is when determining what special rules they benefit from. This benefit applies for the remainder of the battle and is cumulative with the Architect of Agony and/or Master of Pain special rules. | |||
---- | |||
=== The Archangel of Pain === | |||
{| class="wikitable" | |||
|In the days before the Fall, the prophet Ynshimael sought to save himself by crafting a device to trap daemonic entities. Ynshimael’s artifice was clever yet inadequate in the face of Slaanesh’s birth, and his soul was devoured in seconds. Since those days, the device has been perverted by Ynshimael’s Commorrite successors, becoming the metaphysical prison known as the Archangel of Pain. It is used to trap Daemons, binding them in a pit of barbed nothingness that tears and tortures their empyric substance. When released, these entities flee back into the Warp, their soul-rending psychic screams driving those that hear them irredeemably mad. | |||
|} | |||
Once per game, the bearer can open the Archangel of Pain instead of firing a weapon in the Shooting phase. When he does so, each enemy unit within 9" of him must take a Leadership test with a -2 penalty; a unit suffers a single Wound, with no armour or cover saves allowed, for each point this test is failed by. Wounds cannot be allocated to models with the Fearless or And They Shall Know No Fear special rules (any excess Wounds are lost). | |||
---- | |||
=== The Armour of Misery === | |||
{| class="wikitable" | |||
|Crafted by the artisan Kalmael using psychoempathic shards of poisoned wraithbone, this armour is the ultimate expression of Commorite contempt. Its barbed plates provide its wearer with exceptional protection, but it is not its durability that makes this armour so sought after – the armour emanates crippling waves of pure dread. Only those with an iron will can withstand such mental torture – others slump to the floor defeated, weapons falling from trembling hands as they are overcome with fear. | |||
|} | |||
The Armour of Misery confers a 4+ Armour Save, a 6+ invulnerable save and the Fear special rule. All enemy units within 6" of the bearer suffer a -2 Leadership penalty. | |||
---- | |||
=== The Djin Blade === | |||
{| class="wikitable" | |||
|Forged from an unknown alloy that retains a perfect mirror sheen, the Djin Blade reflects an idealised reflection of whoever looks at it; an image of themselves that exudes power, beauty, wisdom – whatever they most desire. Any who takes up the Djin Blade will fall under its spell, guarding it jealously and listening to its whispers day and night. Though the blade lends its wielder incredible prowess, it will feed off their essence until it deems them drained and turns upon them. On that day the wielder’s reflection shifts into something malefic, the true face of the Djin leering out at them in their last moments before it turns their heart to ash and their soul to drifting cinders. | |||
|} | |||
{| class="wikitable" | |||
|'''Range''' | |||
|'''S''' | |||
|'''AP''' | |||
|'''Type''' | |||
|- | |||
| - | |||
| +2 | |||
|3 | |||
|Melee, '''Sentient Blade''' | |||
|} | |||
'''Sentient Blade:''' When fighting with the Djin Blade, the wielder gains +2 bonus Attacks. Immediately after resolving all of the attacks made with this weapon, roll a single D6 – on a result of 1, the model using this weapon immediately suffers a single Wound, with no saves of any kind allowed. | |||
---- | |||
=== The Executioner’s Armour === | |||
{| class="wikitable" | |||
|This ceremonial suit of armour is a masterwork of Eldar craftsmanship thought to have been made in an age before the Fall. | |||
|} | |||
The Executioner’s Armour confers a 2+ Armour Save. | |||
---- | |||
=== The Helm of Spite === | |||
{| class="wikitable" | |||
|The children of the Dark City look down upon those fools who would use psychic witchery in battle. Not only does such a thing tempt the gaze of She Who Thirsts, but it also risks the far more immediate wrath of Asdrubael Vect. Through necessity, the Dark Eldars’ psychic abilities have been allowed to atrophy, leaving them less able to defend themselves against the reckless Warpcraft of their foes. The Helm of Spite redresses this balance, shielding its wearer from harm and setting up a field of violent psionic feedback that can cook a psyker’s brain inside their skull. | |||
|} | |||
The bearer of the Helm of Spite, and all friendly units with the Dark Eldar Faction within 12" of the bearer, have the Adamantium Will special rule. In addition, enemy Psykers that are within 12" of the bearer suffer Perils of the Warp when they roll any double when making a Psychic test. | |||
---- | |||
=== The Parasite’s Kiss === | |||
{| class="wikitable" | |||
|Thought to be the finest splinter pistol ever crafted, this weapon spits out crystalline darts bound with psycho-vampric circuitry. Upon biting into flesh, the target’s very soul is leeched, one gasp of pain at a time, and transferred back to the gun’s wielder. As the luckless victim withers and shrivels like rotten fruit, their murderer flushes with vigour and youth, revelling in their stolen life energies while their foe crumbles away to dust on the breeze. | |||
|} | |||
{| class="wikitable" | |||
|'''Range''' | |||
|'''S''' | |||
|'''AP''' | |||
|'''Type''' | |||
|- | |||
|12" | |||
|1 | |||
|5 | |||
|Pistol, Master-crafted, Poisoned (2+), '''Soul-leech''' | |||
|} | |||
'''Soul-leech:''' Each time the bearer inflicts an unsaved Wound with the Parasite’s Kiss it immediately gains one Wound lost previously in the battle. | |||
=== The Triptych Whip === | |||
{| class="wikitable" | |||
|Created in the nascent days of Commorragh’s arenas, the Triptych Whip is a fusion of three masterfully balanced agonisers. Since then it has been borne by only a handful of Succubi, passed down to one skilled enough to slay its bearer in gladiatorial combat. | |||
|} | |||
{| class="wikitable" | |||
|'''Range''' | |||
|'''S''' | |||
|'''AP''' | |||
|'''Type''' | |||
|- | |||
| - | |||
|1 | |||
|3 | |||
|Melee, Poisoned (2+), '''Voidlashers''' | |||
|} | |||
'''Voidlashers:''' When fighting with the Tryptych Whip, the wielder gains +3 bonus Attacks. The bearer can not benefit from the additional attacks granted by fighting with two weapons. | |||
=== Dark Lotus Toxin === | |||
{| class="wikitable" | |||
|This closely guarded secret amongst the poisoners of the Cults causes its victims blood to vaporize within their own veins. | |||
|} | |||
At the start of the battle, pick one weapon that belongs to the bearer of the Dark Lotus Toxin. Add 1 to the Strength and AP characteristic of that weapon. This weapon is now treated as a relic. | |||
== Warlord Traits == | |||
If a '''DRUKHARI''' '''CHARACTER''' model is your '''WARLORD''', you can use the Drukhari Warlord Traits tables below to determine what Warlord Trait they have. Unless otherwise specified, '''<KABAL>''' models must use the Kabal Warlord Traits table, '''<WYCH''' '''CULT>''' models must use the Wych Cults Warlord Traits table and '''<HAEMONCULUS''' '''COVEN>''' models must use the Haemonculus Covens Warlord Traits table. You can either roll one D3 to randomly generate one, or you can select one. | |||
When you have determined a Warlord Trait for a '''DRUKHARI''' '''CHARACTER''' model, replace all instances of the '''<KABAL>''', '''<WYCH''' '''CULT>''' or '''<HAEMONCULUS''' '''COVEN>''' keyword in their Warlord Trait (if any) with the name of the Kabal, Wych Cult or Haemonculus Coven that your model is drawn from. | |||
=== Kabal Warlord Traits === | |||
{| class="wikitable" | |||
|D3 | |||
|WARLORD TRAIT | |||
|- | |||
|1 | |||
|HATRED ETERNAL | |||
This warlord is disgusted by the younger races that infest the galaxy, sickened by the unwashed and unrefined multitudes. They will take any opportunity to exterminate such vermin. | |||
Each time this '''WARLORD''' makes an attack, you can re-roll the hit roll and the wound roll. | |||
|} | |||
{| class="wikitable" | |||
|- | |||
|2 | |||
|SOUL THIRST | |||
In place of a soul, this warlord plays host to a howling chasm of horror and madness. They must swallow thousands of souls each day to stave off complete degeneration, yet this thirst lends them a lethal ferocity. | |||
* 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. | |||
|} | |||
{| class="wikitable" | |||
|- | |||
|3 | |||
|ANCIENT EVIL | |||
So long has this warlord lived, steeped in horror and cruelty, that their very gaze is said to be capable of paralysing their foes with fear. | |||
At the start of the Fight phase, you can select one enemy unit within Engagement Range of this '''WARLORD'''. That unit's Initiative characteristic is set to 1. | |||
|} | |||
=== Wych Cult Warlord Traits === | |||
{| class="wikitable" | |||
|D3 | |||
|WARLORD TRAIT | |||
|- | |||
|1 | |||
|QUICKSILVER FIGHTER | |||
This warlord strikes with preternatural speed, slaying their foes before they even realise the fight has begun. | |||
Add 2 to the Attacks characteristic of this '''WARLORD'''. | |||
|} | |||
{| class="wikitable" | |||
|- | |||
|2 | |||
|STIMM ADDICT | |||
Though it entails all manner of horrific side effects, this warlord is addicted to using artificial stimulants to boost their combat effectiveness. | |||
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. | |||
|} | |||
{| class="wikitable" | |||
|- | |||
|3 | |||
|PRECISION BLOWS | |||
This warlord is adept at slaying in a stunning display of violence, every blow placed perfectly to dismember or decapitate. | |||
Each time an unmodified hit roll of 6 is made for a melee attack made by this '''WARLORD''', the target unit suffers a wound with no saves allowed (FNPs are still allowed to be made), and the attack sequence ends. This ability has no effect on VEHICLE units. | |||
|} | |||
=== Haemonculus Coven Warlord Traits === | |||
{| class="wikitable" | |||
|D3 | |||
|WARLORD TRAIT | |||
|- | |||
|1 | |||
|MASTER REGENESIST | |||
A master of fleshcrafting, this creature can rejuvenate even the most seriously wounded of minions with a flick of their bladed fingers. | |||
Each time this '''WARLORD''' uses their '''Fleshcraft''' ability, the target model regains up to 3 lost wounds instead of D3. | |||
|} | |||
{| class="wikitable" | |||
|- | |||
|2 | |||
|MASTER NEMESINE | |||
This warlord knows a variety of ways to kill every realspace species they have ever discovered. There is no weak point unknown to them. | |||
Each time this '''WARLORD''' makes an attack, re-roll a wound roll of 1. | |||
|} | |||
{| class="wikitable" | |||
|- | |||
|3 | |||
|MASTER ARTISAN | |||
This warlord is not only gifted in the arts of fleshcrafting and mettalosculpture, but also in the more metaphysical arts. Irrespective of the medium they work with, it is their own twisted body that bears the greatest hallmarks of their dark genius. | |||
Add 1 to the Toughness and Wounds characteristics of this '''WARLORD'''. | |||
|} |
Latest revision as of 19:44, 4 December 2024
The Dark Eldar are a twisted reflection of their craftworld kin. They dwell in the strange realm known as the webway, inhabiting Commorragh – a cyclopean interdimensional metropolis rightly feared as the Dark City. The Dark Eldar feed on negative emotion, dedicating themselves to a non-stop war with realspace in which they strive to inflict as much pain and misery as they possibly can. Forced through a dark quirk of fate to abandon their once potent psychic abilities, the Dark Eldar instead epitomise physical excellence. Their athleticism and speed are unmatched, except perhaps by their towering arrogance. Add to this their lethal, arcane science, and the Dark Eldar are amongst the greatest of threats in a deadly galaxy.

Abilities
A unit’s datasheet will list all the abilities it has. Certain abilities that are common to many units are only referenced on the datasheets rather than described in full. These abilities are described below.
Power From Pain
As the Drukhari feed on the souls of the slain, they become imbued with supernatural might, eventually turning into killing machines. This ability applies only to units contained within a DRUKHARI detachment. At the start of each battle round, this ability gains additional effects. These effects are cumulative.
BATTLE ROUND | ADDITIONAL EFFECT |
1+ | Inured to Suffering: Models in this unit have a 6+ invulnerable save. |
2+ | Eager to Flay: This unit is eligible to declare a charge in a turn in which they Advanced. |
3+ | Flensing Fury: Each time a model in this unit makes a melee attack, add 1 to that attack’s hit roll. If this unit has the VEHICLE or MONSTER keyword, it does not suffer the penalty incurred to its hit rolls for firing Heavy weapons at enemy units that are within Engagement Range of it. |
4+ | Mantle of Agony: Models in this unit have a 5+ invulnerable save. |
5+ | Emboldened by Bloodshed: Each time a LD test is taken for this unit, it is automatically passed. |
Poisoned Weapon
The Drukhari frequently use virulent poisons to kill their prey in excruciating ways. Many Drukhari weapons have the Poisoned Weapon ability. Such a weapon will have an ability that reads ‘Poisoned Weapon’ and then a value, such as (4+) or (2+). Each time an attack is made with a poisoned weapon against a unit (excluding VEHICLE or TITANIC units), an unmodified wound roll of this value is always successful.
Blade Artists
Every denizen of Commorragh learns from a young age the value of blades, and all are adept in their usage, whether those wielded by their cruel hands or as part of their razor-edged armour. Each time a model in this unit makes an attack with a melee weapon, on an unmodified wound roll of 6, improve the Armour Penetration characteristic of that attack by 1. Ex. An AP4 weapon becomes AP3 upon rolling a 6 to wound.
Insensible to Pain
The exquisite agonies visited upon the minions of the Haemonculus Covens have ensured that even the lowliest Wrack is oblivious to the most potent of weaponry. Each time a model in this unit would lose a wound, roll one D6: on a 5+, that wound is not lost.
Combat Drugs
Exotic chemical stimulants are widely used to heighten combat performance, despite the risk of a deadly overdose. Units with this ability gain additional abilities depending on which combat drugs they are using during this battle. Before the battle, determine what additional abilities are granted to each unit from your army with the Combat Drugs ability. You can select one of the abilities from the table below for that unit. Alternatively, you can randomly determine two abilities from the table for units with the Combat Drugs ability by rolling two D6 and looking up the result (if a double is rolled, roll both dice again until two different results are rolled). Combat Drug effects must be noted on your army roster. If you wish to randomly determine a units Combat Drugs abilities, simply write ‘Random’ on your roster.
D6 | COMBAT DRUGS |
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 characteristics of models in this unit by 1. |
Lords of Commorragh
Over their long lifetimes, the greatest of Commorragh’s denizens will often engage in a number of depraved and bizarre diversions in order to bring themselves amusement, or to slake their unnatural desires. Whether these are idle curiosities or maddened obsessions, they are invariably deadly to those who fall into their grasp, or fail to execute their will.
If your army is Battle-forged and includes any Drukhari Detachments (excluding Auxiliary Support, Super-heavy Auxiliary or Fortification Network Detachments), then when you muster your army, you can upgrade one of the following DRUKHARI CHARACTER units (excluding named characters) from each Detachment in your army: ARCHON, SUCCUBUS, HAEMONCULUS.
Make a note on your army roster each time you upgrade a unit using these rules. Each upgraded unit also gains an additional keyword, as described below:
- An upgraded ARCHON unit gains the MASTER ARCHON keyword and the Splintered Genius Kabalite Diversion, below.
- An upgraded SUCCUBUS unit gains the MASTER SUCCUBUS keyword and the Show Stealer Wych Cult Spectacle, below.
- An upgraded HAEMONCULUS unit gains the MASTER HAEMONCULUS keyword and the Alchemical Maestro Haemonculus Proclivity, below.Your army (or Crusade force) cannot include more than one MASTER ARCHON unit from the same Kabal, more than one MASTER SUCCUBUS unit from the same Wych Cult or more than one MASTER HAEMONCULUS unit from the same Haemonculus Coven.
|
Kabalite Diversion
SPLINTERED GENIUS
This Archons usually calm exterior belies the truth of their debauched mind; that it is a battleground between extreme egos. Their violently sadistic side awaits only the right trigger - the fear, pain or weakness of others. Once unleashed, this Archon explodes into a killing fury, using their victims to slake their dark desires before regaining their regal composure. 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.
RELICS AND WARLORD TRAITS
You can give a MASTER ARCHON model with this Kabalite Diversion the Soulhelm Relic, instead of giving them an Artefact of Cruelty Relic. In addition, you can give them the Consummate Weaponmaster Warlord Trait, instead of giving them another Warlord Trait.
Relic: Soulhelm
Bound within this bladed crown are fragments of spirit stones taken from slain Farseers. The trapped souls within constantly whisper maddening glimpses of potential futures, allowing a canny wearer to avoid some unfortunate fates. The bearer has the following abilities:
- Each time an attack is made that targets the bearer, subtract 1 from that attacks hit roll.
- Each time the bearer would lose a wound, roll one D6: on a 5+, that wound is not lost.
Warlord Trait: Consummate Weaponmaster
This Archon obsesses over the perfect killing strike, spending years under the tutelage of one superlative blademaster after the next. No rival can be suffered to know the Archons capabilities, and each mentor is disposed of once they have no skills left to impart. Add 1 to the Damage characteristic of all melee weapons this WARLORD is equipped with (excluding Relics).
Wych Cult Spectacle
SHOW STEALER
This master of the killing art never misses an opportunity to extend their gory displays of violence. With sublime grace, their skill demands all eyes are fixed upon their talents, leaping from dance to dance and ever seeking another encore. 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.
RELICS AND WARLORD TRAITS
You can give a MASTER SUCCUBUS model with this Wych Cult Spectacle the Dancer’s Edge Relic, instead of giving them an Artefact of Cruelty Relic. In addition, you can give them the Whirling Death Warlord Trait, instead of giving them another Warlord Trait.
Relic: Dancer’s Edge
The blade of this deceptively light polearm was gifted from the denizens of abominable Aelindrach. With every swing contour trails of shadowy vapour hang in its wake as the blade slips, seamlessly, between the shadow realm and reality. Model equipped with an archite glaive only. This Relic replaces an archite glaive and has the following profile:
WEAPON | RANGE | TYPE | S | AP |
Dancer’s Edge | Melee | Melee | +2 | 2 |
Abilities: [Precision Strikes], [Melee] |
Warlord Trait: Whirling Death
This murder-artist is constantly moving, their every acrobatic step accompanied by a lashing blade. They are at their most dangerous when the foe believes them surrounded, but this simply gives them more victims to practice their killing art upon. 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.
Haemonculus Proclivity
ALCHEMICAL MAESTRO
Saturated with their own vile concoctions, this master of arcane philtres is expert in the creation of agonizing toxins, liquid flesh dispensers, potent growth elixirs and a host of other substances. Those who dare to strike them down witness first hand the horror of bubbling flesh sealing what should have been fatal wounds. 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.
RELICS AND WARLORD TRAITS
You can give a MASTER HAEMONCULUS model with this Haemonculus Proclivity the Poisoners Ampule Relic, instead of giving them an Artefact of Cruelty Relic. In addition, you can give them the Twisted Animator Warlord Trait, instead of giving them another Warlord Trait.
Relic: Poisoner’s Ampule
The toxic run-off in this flask was drained from several failed experiments, distilled through the entrails of living subjects. The resultant composite brew affords a unique weapon. Shattered at the feet of an enemy, one never knows what to expect - metal-eating acids, palsy-inducing fumes or perhaps lunacy-causing filaments, rendering the heroic unintelligible. 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 S6 AP3 hits.
- Until the start of your next turn, any USR abilities that unit has have no effect.
- Until the start of your next turn, that unit cannot be affected by the abilities of friendly models.
Warlord Trait: Twisted Animator
This deranged creature is an artist when it comes to the reshaping of flesh. A few deft slices - and a liberal application of horrifying unguents - allow ruptured skin to flow like wax and reform anew, the subject lurching back to life. In your Command phase, you can select one friendly <HAEMONCULUS COVENS> WRACK unit within 3" of this WARLORD. D3 destroyed models can be added back to the unit. These models can be set up within Engagement Range of enemy units that are already within Engagement Range of that unit.
Favoured Retinues
If your army includes a MASTER ARCHON, MASTER SUCCUBUS or MASTER HAEMONCULUS unit, you can also use the upgrades listed below. Each time you upgrade one of these units, the points value of that unit is also increased by the amount shown in the same table. Make a note on your army roster each time you upgrade a unit using these rules.
A Crusade force cannot start with any upgraded units - to include one in a Crusade force, you must use the Chosen of the Master Requisition.
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Kabalite Trueborn
In every Kabal there exists a clique of those Drukhari who view themselves as superior to their fellow Kabalites. Most often, this is the result of having been born naturally, rather than as a result of cloning or other esoteric sciences. These ‘Trueborn - as they are known - view themselves as purer, and are afforded a more prestigious position in Commorrite society. They are able to demand the very best, and learn from an early age to protect their birthright to such power. For each MASTER ARCHON unit in your army, one unit of Kabalite Warriors in the same Detachment can be upgraded to Kabalite Trueborn. Kabalite Trueborn have a maximum unit size of 10, gain the KABALITE TRUEBORN keyword and have the following additional abilities:
- Models in this unit have a Ballistic Skill characteristic of 5.
- Add 1 to the Leadership characteristic 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
In many Wych Cults, the deadliest Hekatrixes will band together to form units who answer to none but the highest authority of that Cult. Often accompanying high ranking or prestigious Succubi into battle, these paragons of the arena have mastered the killing arts, their complimentary fighting styles proving deadly to any who face them. For each MASTER SUCCUBUS or LELITH HESPERAX unit in your army, one unit of Wyches in the same Detachment can be upgraded to Hekatrix Bloodbrides. Hekatrix Bloodbrides have a maximum unit size of 10, gain the HEKATRIX BLOOOBRIDES keyword and have the following additional abilities:
- Models in this unit have a Weapon Skill characteristic of 5.
- Add 1 to the Leadership characteristic 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 to a maximum of AP2.
Haemoxytes
Highly prized by their masters, the Haemoxytes consider themselves to be the pinnacle of the fleshcrafting art. Grafted with a bewildering array of internal augmentations derived from both Aeldari gene-stock and that of other races, they exhibit enhanced abilities, and are often tasked with particularly vital duties by their masters. Although they are viewed with disgust by other Drukhari, it is not unusual for a Wrack to viciously slay any rivals to secure a chance to become a Haemoxyte, earning a prestigious place among their masters’ favoured creations. For each MASTER HAEMONCULUS or URIEN RAKARTH unit in your army, one unit of Wracks in the same Detachment can be upgraded to Haemoxytes. Haemoxytes have a maximum 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 maximum of 4+).
- Add 1 to the Leadership characteristic of models in this unit.
- Once per phase, the first time a saving throw is failed for this unit, no damage is allocated for that attack.
Drukhari Kabals, Cults and Covens
Units in a DRUKHARI Kabal, Wych Cult, Haemonculus Coven or Realspace Raid Detachment gain access to the following rules:
KABAL, WYCH CULT AND HAEMONCULUS COVEN OBSESSIONS
All <KABAL>, <WYCH CULT> and <HAEMONCULUS COVEN> units (including URIEN RAKARTH and LELITH HESPERAX units) with this ability gain a Drukhari Obsession. The Obsession gained depends upon which Kabal, Wych Cult or Haemonculus Coven they are from, as shown on the following pages. If the <KABAL>, <WYCH CULT> or <HAEMONCULUS COVEN> unit is from one of the Kabals, Wych Cults or Haemonculus Covens named in this section, you must use the specified Drukhari Obsession. If you have created your own Kabal, Wych Cult or Haemonculus Coven, you must instead use the rules in the appropriate section to create an Obsession for them.
KABAL, WYCH CULT AND HAEMONCULUS COVEN WARLORD TRAITS
Each Kabal, Wych Cult or Haemonculus Coven has an associated Kabal, Wych Cult or Haemonculus Coven Warlord Trait. If a <KABAL>, <WYCH CULT> or <HAEMONCULUS COVEN> CHARACTER model from one of the Kabals, Wych Cults or Haemonculus Covens named in this section gains a Warlord Trait, they can have the relevant Kabal, Wych Cult or Haemonculus Coven Warlord Trait instead of a Drukhari Warlord Trait. Note that named characters must have the Warlord Traits specified on their datasheets.
BATTLE-FORGED RULES DRUKHARI RELICS
Each Kabal, Wych Cult or Haemonculus Coven has an associated Relic. If your army is led by a <KABAL> WARLORD, <WYCH CULT> WARLORD or <HAEMONCULUS COVEN> WARLORD model from one of the Kabals, Wych Cults or Haemonculus Covens named in this section, you can select this Relic instead of Artefacts of Cruelty.
Artefacts of Cruelty
Artefacts of Cruelty are items of horrendous power, which the Dark Eldar value for their ability to inflict torments of rare quality on their unfortunate victims. Only one of each of the following relics may be chosen per army.
Only one of each Artefact of Cruelty may be taken per army. A model may take one of the following:
Casket of Flensing
When this puzzle-box is opened, a swarm of evil spirits is released that sets upon the head of Urien’s chosen victim with needled fangs. The prey’s skull will be stripped to the bone, torn free from the spine, and borne back to the ancient Haemonculus whilst the brain inside writhes in abject horror. |
Range | S | AP | Type |
12" | 3 | 3 | Assault 2D6, One use only |
The Animus Vitae
The Animus Vitae appears to be a smooth orb, until it is thrown at the feet of a victim and explodes into a lashing tangle of barbed wires that wrap around its prey. Slowly and spitefully, the Animus Vitae begins to constrict, cutting through armour, flesh and bone until its victim’s agonised cries become desperate, nerve-sawing screams. All the while the foul weapon radiates this agony, saturating the battlefield with pain so that the bearer and his kin can drink it in like a vintage draught. |
Range | S | AP | Type |
8" | 4 | 2 | Assault 1, Agonising, One use only |
Agonising: If an unsaved Wound is inflicted with the Animus Vitae, all models with the Power from Pain special rule (friend or foe) treat the current turn as being one higher than it actually is when determining what special rules they benefit from. This benefit applies for the remainder of the battle and is cumulative with the Architect of Agony and/or Master of Pain special rules.
The Archangel of Pain
In the days before the Fall, the prophet Ynshimael sought to save himself by crafting a device to trap daemonic entities. Ynshimael’s artifice was clever yet inadequate in the face of Slaanesh’s birth, and his soul was devoured in seconds. Since those days, the device has been perverted by Ynshimael’s Commorrite successors, becoming the metaphysical prison known as the Archangel of Pain. It is used to trap Daemons, binding them in a pit of barbed nothingness that tears and tortures their empyric substance. When released, these entities flee back into the Warp, their soul-rending psychic screams driving those that hear them irredeemably mad. |
Once per game, the bearer can open the Archangel of Pain instead of firing a weapon in the Shooting phase. When he does so, each enemy unit within 9" of him must take a Leadership test with a -2 penalty; a unit suffers a single Wound, with no armour or cover saves allowed, for each point this test is failed by. Wounds cannot be allocated to models with the Fearless or And They Shall Know No Fear special rules (any excess Wounds are lost).
The Armour of Misery
Crafted by the artisan Kalmael using psychoempathic shards of poisoned wraithbone, this armour is the ultimate expression of Commorite contempt. Its barbed plates provide its wearer with exceptional protection, but it is not its durability that makes this armour so sought after – the armour emanates crippling waves of pure dread. Only those with an iron will can withstand such mental torture – others slump to the floor defeated, weapons falling from trembling hands as they are overcome with fear. |
The Armour of Misery confers a 4+ Armour Save, a 6+ invulnerable save and the Fear special rule. All enemy units within 6" of the bearer suffer a -2 Leadership penalty.
The Djin Blade
Forged from an unknown alloy that retains a perfect mirror sheen, the Djin Blade reflects an idealised reflection of whoever looks at it; an image of themselves that exudes power, beauty, wisdom – whatever they most desire. Any who takes up the Djin Blade will fall under its spell, guarding it jealously and listening to its whispers day and night. Though the blade lends its wielder incredible prowess, it will feed off their essence until it deems them drained and turns upon them. On that day the wielder’s reflection shifts into something malefic, the true face of the Djin leering out at them in their last moments before it turns their heart to ash and their soul to drifting cinders. |
Range | S | AP | Type |
- | +2 | 3 | Melee, Sentient Blade |
Sentient Blade: When fighting with the Djin Blade, the wielder gains +2 bonus Attacks. Immediately after resolving all of the attacks made with this weapon, roll a single D6 – on a result of 1, the model using this weapon immediately suffers a single Wound, with no saves of any kind allowed.
The Executioner’s Armour
This ceremonial suit of armour is a masterwork of Eldar craftsmanship thought to have been made in an age before the Fall. |
The Executioner’s Armour confers a 2+ Armour Save.
The Helm of Spite
The children of the Dark City look down upon those fools who would use psychic witchery in battle. Not only does such a thing tempt the gaze of She Who Thirsts, but it also risks the far more immediate wrath of Asdrubael Vect. Through necessity, the Dark Eldars’ psychic abilities have been allowed to atrophy, leaving them less able to defend themselves against the reckless Warpcraft of their foes. The Helm of Spite redresses this balance, shielding its wearer from harm and setting up a field of violent psionic feedback that can cook a psyker’s brain inside their skull. |
The bearer of the Helm of Spite, and all friendly units with the Dark Eldar Faction within 12" of the bearer, have the Adamantium Will special rule. In addition, enemy Psykers that are within 12" of the bearer suffer Perils of the Warp when they roll any double when making a Psychic test.
The Parasite’s Kiss
Thought to be the finest splinter pistol ever crafted, this weapon spits out crystalline darts bound with psycho-vampric circuitry. Upon biting into flesh, the target’s very soul is leeched, one gasp of pain at a time, and transferred back to the gun’s wielder. As the luckless victim withers and shrivels like rotten fruit, their murderer flushes with vigour and youth, revelling in their stolen life energies while their foe crumbles away to dust on the breeze. |
Range | S | AP | Type |
12" | 1 | 5 | Pistol, Master-crafted, Poisoned (2+), Soul-leech |
Soul-leech: Each time the bearer inflicts an unsaved Wound with the Parasite’s Kiss it immediately gains one Wound lost previously in the battle.
The Triptych Whip
Created in the nascent days of Commorragh’s arenas, the Triptych Whip is a fusion of three masterfully balanced agonisers. Since then it has been borne by only a handful of Succubi, passed down to one skilled enough to slay its bearer in gladiatorial combat. |
Range | S | AP | Type |
- | 1 | 3 | Melee, Poisoned (2+), Voidlashers |
Voidlashers: When fighting with the Tryptych Whip, the wielder gains +3 bonus Attacks. The bearer can not benefit from the additional attacks granted by fighting with two weapons.
Dark Lotus Toxin
This closely guarded secret amongst the poisoners of the Cults causes its victims blood to vaporize within their own veins. |
At the start of the battle, pick one weapon that belongs to the bearer of the Dark Lotus Toxin. Add 1 to the Strength and AP characteristic of that weapon. This weapon is now treated as a relic.
Warlord Traits
If a DRUKHARI CHARACTER model is your WARLORD, you can use the Drukhari Warlord Traits tables below to determine what Warlord Trait they have. Unless otherwise specified, <KABAL> models must use the Kabal Warlord Traits table, <WYCH CULT> models must use the Wych Cults Warlord Traits table and <HAEMONCULUS COVEN> models must use the Haemonculus Covens Warlord Traits table. You can either roll one D3 to randomly generate one, or you can select one.
When you have determined a Warlord Trait for a DRUKHARI CHARACTER model, replace all instances of the <KABAL>, <WYCH CULT> or <HAEMONCULUS COVEN> keyword in their Warlord Trait (if any) with the name of the Kabal, Wych Cult or Haemonculus Coven that your model is drawn from.
Kabal Warlord Traits
D3 | WARLORD TRAIT |
1 | HATRED ETERNAL
This warlord is disgusted by the younger races that infest the galaxy, sickened by the unwashed and unrefined multitudes. They will take any opportunity to exterminate such vermin. Each time this WARLORD makes an attack, you can re-roll the hit roll and the wound roll. |
2 | SOUL THIRST
In place of a soul, this warlord plays host to a howling chasm of horror and madness. They must swallow thousands of souls each day to stave off complete degeneration, yet this thirst lends them a lethal ferocity.
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3 | ANCIENT EVIL
So long has this warlord lived, steeped in horror and cruelty, that their very gaze is said to be capable of paralysing their foes with fear. At the start of the Fight phase, you can select one enemy unit within Engagement Range of this WARLORD. That unit's Initiative characteristic is set to 1. |
Wych Cult Warlord Traits
D3 | WARLORD TRAIT |
1 | QUICKSILVER FIGHTER
This warlord strikes with preternatural speed, slaying their foes before they even realise the fight has begun. Add 2 to the Attacks characteristic of this WARLORD. |
2 | STIMM ADDICT
Though it entails all manner of horrific side effects, this warlord is addicted to using artificial stimulants to boost their combat effectiveness. 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. |
3 | PRECISION BLOWS
This warlord is adept at slaying in a stunning display of violence, every blow placed perfectly to dismember or decapitate. Each time an unmodified hit roll of 6 is made for a melee attack made by this WARLORD, the target unit suffers a wound with no saves allowed (FNPs are still allowed to be made), and the attack sequence ends. This ability has no effect on VEHICLE units. |
Haemonculus Coven Warlord Traits
D3 | WARLORD TRAIT |
1 | MASTER REGENESIST
A master of fleshcrafting, this creature can rejuvenate even the most seriously wounded of minions with a flick of their bladed fingers. Each time this WARLORD uses their Fleshcraft ability, the target model regains up to 3 lost wounds instead of D3. |
2 | MASTER NEMESINE
This warlord knows a variety of ways to kill every realspace species they have ever discovered. There is no weak point unknown to them. Each time this WARLORD makes an attack, re-roll a wound roll of 1. |
3 | MASTER ARTISAN
This warlord is not only gifted in the arts of fleshcrafting and mettalosculpture, but also in the more metaphysical arts. Irrespective of the medium they work with, it is their own twisted body that bears the greatest hallmarks of their dark genius. Add 1 to the Toughness and Wounds characteristics of this WARLORD. |