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Drukhari

Reaper’s Wager

3 CP

Detachment Rules

Callous Competition

Enhancements

Archraider

15 pts

A veteran of countless realspace raids or vehicular saedaths, this warrior champion utilises the speed of their sleek anti‑grav craft to surprise their enemies.

  • HARLEQUINS* 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 pts

This elite combatant possesses intricate knowledge of the Webway’s hidden paths and employs them to enhance this dreadful performance.

  • HARLEQUINS* 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 pts

This ebon cloak contains a shadow field generator, which shrouds the bearer in a field of umbral darkness.

  • HARLEQUINS* model only. Models in the bearer’s unit have the Stealth and Infiltrators abilities.

Conductor of Torment

20 pts

This cruel champion of Commorragh seeks only to bathe in the agony of the foe. To them, the outcome of any wager is secondary to the symphony of suffering.

  • DRUKHARI* 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

eitherPlayer

Malicious Frenzy

1 CP
ShootingFight

Jealous competition descends into frenzied carnage as the kill count climbs higher and the intoxicating screams of the dying fill the air.

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

1 CP
Fight

These warriors are so absorbed by their desire to win the wager that they risk death to land their killing blows.

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

1 CP
Fight

In bounding leaps and graceful pirouettes, the cavalcade of capricious killers bounds through hails of fire, cackling gleefully as they come.

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.

Your Turn

Shorten The Odds

1 CP
Movement

Having selected their victims, these killers strive to complete the kill with speed and brutality whilst moving ever closer to winning their macabre wager.

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

1 CP
MovementCharge

Commorrite or Harlequin, these lithe combatants move with stunning speed, darting in and out of firing lines before their foes can raise their weapons.

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.

Opponent's Turn

Dance Macabre

2 CP
Movement

The saedath’s victims become unwitting partners in a frantic dance of ghastly slaughter.

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.