DRUKHARI

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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.

The Archons of the Drukhari are the pinnacle of manipulation and coercion, able to command the hosts of the twisted Aeldari to perfection.

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 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 remaining for the purposes of determining what those characteristics are.

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.
LORDS OF COMMORRAGH
UPGRADE POWER POINTS
Splintered Genius +1 +15
Show Stealer +1 +15
Alchemical Maestro +1 +20

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.

FAVOURED RETINUES
UNIT UPGRADE POINTS
Kabalite Trueborn +2 pts/model
Hekatrix Bloodbrides +2 pts/model
Haemoxytes +2 pts/model

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.

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 Datasheets

Drukhari Wargear