DRUKHARI: Difference between revisions

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* [[Drukhari Wych Cults]]
* [[Drukhari Wych Cults]]
* [[Drukhari Haemonculus Covens]]
* [[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.