Drukhari Datasheets: Difference between revisions

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=== Hellions ===
{| class="wikitable"
|'''85'''
|
{| class="wikitable"
|
{| class="wikitable"
|
|'''M'''
|'''WS'''
|'''BS'''
|'''S'''
|'''T'''
|'''W'''
|'''I'''
|'''A'''
|'''Ld'''
|'''Sv'''
|'''Unit Type'''
|
|-
|Hellion
|14"
|4
|4
|3
|4
|1
|6
|3
|8
|5+
|Jump Infantry
|
|-
|Helliarch
|14"
|4
|4
|3
|4
|1
|6
|4
|9
|5+
|Jump Infantry (Character)
|
|}
|}
'''Unit Composition:''' 5 Hellions
|}
{| class="wikitable"
|
{| class="wikitable"
|'''Wargear:'''
|-
|• Close combat weapon
|-
|• Hellglaive
|-
|• Hellion skyboard
|-
|
|-
|'''Special Rules:'''
|-
|• Combat Drugs
|-
|• Fleet
|-
|• Hit & Run
|-
|• Night Vision
|-
|• Blade Artists
|}
|
{| class="wikitable"
|'''Options:'''
|
|-
|• May include up to fifteen additional Hellions
|'''17''' pts/model
|-
|• One model may be upgraded to a Helliarch
|'''10''' pts
|-
|• The Helliarch may take a phantasm grenade launcher
|'''15''' pts
|-
| colspan="2" |• The Helliarch may replace their hellglaive with one of the following:
|-
|  - Splinter pistol and stunclaw
|'''10''' pts
|-
|  - Splinter pistol and power sword
|'''15''' pts
|-
|  - Splinter pistol and agoniser
|'''20''' pts
|}
|}
Splinter Pods
{| class="wikitable"
|Splinter pods
|18"
|1
|5
|Assault 2, Poisoned (4+)
|}
Hell Glaives
{| class="wikitable"
|'''Range'''
|'''S'''
|'''AP'''
|'''Type'''
|-
| -
| +2
|5
|Melee, Two-handed
|}
Blade Artists
When a model with this rule rolls a 6 to wound in melee, improve the AP on that attack by 1.
=== 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.
{| class="wikitable"
|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.
|}