§ PRINT · 11th edition

Drukhari Stratagems62 stratagems across 14 detachments, with the army rules and detachment rules they come with. Print them as cards, nine to a sheet.

Stratagems
62
Detachments
149 tournament legal
Army rules
2
Data
2026-08-04

Army rules

What every Drukhari army brings to the table, whichever detachment it is built on.

2 rules

Power from Pain

Pain Abilities
All DRUKHARI units have a Pain ability, tagged with the word ‘Pain’. Pain abilities only apply to a unit while it is Empowered. If your Army Faction is DRUKHARI, you can Empower units from your army with Pain abilities by spending Pain tokens (see below).
Designer’s Note: You can also spend Pain tokens to activate additional effects in certain other rules such as Enhancements and Stratagems.
Gaining Pain Tokens
If your Army Faction is DRUKHARI, you gain Pain tokens as follows:
1 Pain token at the start of your Command phase.
1 Pain token each time an enemy unit is destroyed.
1 Pain token each time an enemy unit fails a Battle-shock test. Each time you gain a Pain token, keep it to one side - this is your Pain token pool. Each time you spend a Pain token, reduce your Pain token pool by the same amount.
Empowered Through Pain
Each Pain ability will state when you can spend Pain tokens to Empower that unit. When you do, until the end of the phase, that unit is Empowered and all Pain abilities it has take effect. While an Attached unit is Empowered, the Pain abilities of all Leader and Bodyguard units in that unit take effect - you do not need to spend additional Pain tokens to activate each of those Pain abilities.
Example: At the start of your Charge phase, you spend 1 Pain token to Empower a unit of Wyches. The unit becomes Empowered, and so its Acrobatic Gladiators ability takes effect until the end of the phase. A Succubus is leading the unit, and so its Lithe Agility ability also takes effect until the end of the phase (no additional Pain token is required to activate that ability as well).

Detachments

Each detachment's own rules, then the stratagems it unlocks.

62 stratagems

Boarding Actions

Boarding Actions1 stratagems
1 CPStrategic PloyEither turn

BATTLEFIELD COMMAND

Any phase

The commander's authoritative tone cuts through the din of battle, guiding the actions of nearby troops.

When
Start or end of any phase.
Target
One Leader unit from your army and one friendly Bodyguard unit within 6" of it that it could normally be attached to.
Effect
Select one of your Leader unit’s Leader abilities. Until the start of your next Command phase, that Bodyguard unit is treated as being led by that Leader unit for the purposes of that Leader ability.
Restrictions
Once you target a unit with this Stratagem, that unit cannot be targeted with it again until your next Command phase.

Covenite Coterie

6 stratagems

Stitchflesh Abominations

The Haemonculi and their servants have been surgically altered in body and mind beyond any measure of sanity. For beings so twisted as these, pain is little more than a fascinating diversion, while none but the most grievous wounds can lay them low for long.

Each time an attack targets a HAEMONCULUS COVENS unit from your army, if the Strength characteristic of that attack is greater than the Toughness characteristic of your unit, subtract 1 from the Wound roll.
1 CPEpic DeedEither turn

POSTMORTALITY

Any phase

To the greatest Haemonculi, death is but an intriguing and temporary state to be experienced.

When
Any phase.
Target
One HAEMONCULUS model from your army that was just destroyed. You can use this Stratagem on that model even though it was just destroyed.
Effect
Spend 1-3 Pain tokens. At the end of the phase, set up the destroyed model on the battlefield, unengaged and as close as possible to where it was destroyed. That model is not part of an attached unit and its unit has a starting strength of 1. That model has a number of wounds remaining equal to the number of Pain tokens you just spent.
RESTRICTION: You cannot use this Stratagem if you have 0 Pain tokens, and you cannot target the same HAEMONCULUS model with this Stratagem more than once per battle.
1 CPEpic DeedEither turn

SYMPHONY OF SUFFERING

Fight

So extreme are the foe's agonies that they spread a shock wave of terror through their comrades.

When
Fight phase, just after a DRUKHARI unit from your army destroys an enemy unit.
Target
That DRUKHARI unit.
Effect
Each enemy unit within 9" of and visible to your unit must take a Battle-shock test, subtracting 1 from that test if your unit is a HAEMONCULUS COVENS unit.
1 CPEpic DeedEither turn

POISONER’S ART

Fight

The venoms wielded by these warriors are potent enough to impress Shaimesh himself.

When
Fight phase, just after a HAEMONCULUS COVENS unit from your army has fought.
Target
That HAEMONCULUS COVENS unit.
Effect
Select one enemy unit (excluding VEHICLES) hit by one or more of your unit’s attacks this phase. Until the end of the battle, that enemy unit is poisoned. At the start of each Command phase, roll one D6 for each poisoned unit on the battlefield: on a 4+, that unit suffers D3 mortal wounds.
2 CPStrategic PloyEither turn

DISTILLERS OF FEAR

Fight

By arcane syringe and unholy invocation, the enemy's terror is syphoned out of their bodies, leaving them as little more than contorted husks.

When
Fight phase.
Target
One HAEMONCULUS COVENS unit from your army that has not been selected to fight this phase.
Effect
Until the end of the phase, each time a model in your unit makes an attack that targets an enemy unit that is Battle-shocked, that attack has the [DEVASTATING WOUNDS] ability.
1 CPBattle TacticEither turn

CONNOISSEURS OF PAIN

Shooting · Fight

These epicureans of extreme sensation revel in their agonies as much as those of the foe.

When
Your opponent’s Shooting phase or the Fight phase, just after an enemy unit has selected its targets.
Target
One DRUKHARI unit from your army that was selected as the target of one or more of the attacking unit’s attacks.
Effect
Spend 1 Pain token. Until the attacking unit has finished making its attacks, each time an attack targets your unit, worsen the Armour Penetration characteristic of that attack by 1. At the end of the phase, if your unit is still on the battlefield and it is a HAEMONCULUS COVENS unit, you gain 1 Pain token.
1 CPStrategic PloyOpponent's turn

ENFOLDING NIGHTMARE

Shooting

Even as the prey seek to drive the covenites back with hails of firepower, the horrors lurch closer.

When
Your opponent’s Shooting phase, just after an enemy unit has shot.
Target
One HAEMONCULUS COVENS unit from your army that was selected as the target of one or more of the attacking unit’s attacks.
Effect
Your unit can make a surge move of up to D6".

Exhibition of Slaughter

3 stratagems

Exacting Cruelty

With long lives spent honing their murderous skills against the most powerful opponents, the renowned fighters of Commorragh’s arenas have an instinct for just where to strike to bring their prey low in the most painful and elegant manner possible.

Friendly WYCH CULT units’ melee attacks have [LETHAL HITS: non-MONSTER/VEHICLE].
This detachment has the WYCH CULT tag and cannot be taken with another WYCH CULT detachment.
1 CPEither turn

PLANNED STRIKES

Fight

Murderous rehearsals ensure that those who survive can bring down the most resilient of prey in puissant displays.

When
Fight phase, when a friendly WYCH CULT unit is selected to fight.
Target
That WYCH CULT unit.
Effect
Your unit’s melee attacks have [LETHAL HITS].
1 CPYour turn

SCULPTING THE STAGE

Movement

Gauche are the gladiators who kill too relentlessly. Preparing the stage with a variety of torments in order to build the tension for a delightful crescendo is the mark of a true artist.

When
Your Movement phase, when a friendly WYCH CULT unit is selected to make an advance/fall-back move.
Target
That WYCH CULT unit.
Effect
That move does not prevent your unit from being eligible to start an action.
1 CPOpponent's turn

ACROBATIC DISPLAY

Shooting

Moving so quickly they seem to blur, the Wyches evade incoming fire with contemptuous elegance.

When
Your opponent’s Shooting phase, when an enemy unit targets a friendly WYCH CULT unit.
Target
That WYCH CULT unit.
Effect
Your unit has 5+ InSv.

Kabalite Agonysts

3 stratagems

Contracted Harvest

Directed to inflict as much suffering as possible amongst the enemy’s soldiers – on pain of their own torment – a kabal’s vicious warriors spare no opportunity to unleash deluges of painful firepower.

Friendly BLADES FOR HIRE / KABAL units’ ranged attacks have [SUSTAINED HITS 1: non-MONSTER/VEHICLE].
This detachment has the KABAL tag and cannot be taken with another KABAL detachment.
1 CPEither turn

PRIORITISED VICTIM

Shooting · Fight

Contracts to annihilate, maim or capture singular victims of rarefied value are eagerly competed for by a kabal’s killers.

When
Your Shooting phase or the Fight phase, when a friendly BLADES FOR HIRE / KABAL unit targets a CHARACTER unit.
Target
That BLADES FOR HIRE/KABAL unit.
Effect
Your unit’s attacks that target a CHARACTER unit can:
▪ Re-roll hit rolls of 1.
▪ Re-roll wound rolls of 1.
1 CPYour turn

SHADOWS’ REACH

Shooting

The capability of militant kabals to project their killing power is rightfully feared, as is the fact that the perpetrators can usually never be found.

When
Your Shooting phase, when a friendly BLADES FOR HIRE / KABAL unit has shot.
Target
That BLADES FOR HIRE/KABAL unit.
Effect
Those attacks do not prevent your unit from being hidden.
1 CPYour turn

KILLERS FROM THE DARK SPIRES

Shooting

Defensive barriers or camouflage are little protection against those who have honed their talents hunting amongst the twisted and dark spires of their kabal’s territory.

When
Your Shooting phase, when a friendly KABALITE WARRIORS unit is selected to shoot.
Target
That KABALITE WARRIORS unit.
Effect
Your unit’s ranged attacks have [IGNORES COVER].

Kabalite Cartel

6 stratagems

Murderous Agenda

Kabalite forces often prize particular targets amongst the enemy ranks, whether as a macabre trophy, the target of a contract killing, or for some other devious reason.

At the start of the first battle round, select one of the Contracts below, then select one unit from your opponent’s army that matches the ‘Contract’ description in that Contract. Until that Contract is completed, that unit is your Contract unit and KABAL and BLADES FOR HIRE units from your army have the ability stated in that Contract. At the start of your Command phase, if your Contract unit is destroyed, that Contract is completed and you gain 3 Pain tokens.
Trophy Hunters
Contract: One CHARACTER unit.
Ability: Each time a KABAL or BLADES FOR HIRE model in this unit makes an attack that targets the Contract unit, that attack has the [precision] ability.
Sow Fear and Terror
Contract: One INFANTRY or MOUNTED unit (excluding units containing only CHARACTER models). At the start of your Command phase, this Contract is completed if all non- CHARACTER models in that unit are destroyed.
Ability: Each time a KABAL or BLADES FOR HIRE model in this unit makes an attack that targets an INFANTRY or MOUNTED unit, that attack has the [sustained hits 1] ability.
Show of Strength
Contract: One MONSTER or VEHICLE unit.
Ability: Each time a KABAL or BLADES FOR HIRE model in this unit makes an attack that targets a MONSTER or VEHICLE unit, that attack has the [lethal hits] ability.
1 CPStrategic PloyEither turn

DOUBLE-CROSS

Fight

What better way to eliminate rivals than tricking them into taking the blade meant for your ribs?

When
Fight phase, just after an enemy unit has selected its targets.
Target
One KABAL or BLADES FOR HIRE unit from your army that was selected as the target of one or more of the attacking unit’s attacks, and one friendly DRUKHARI unit (excluding VEHICLES).
Effect
Until the end of the phase, each time you would allocate an attack to a model in your KABAL or BLADES FOR HIRE unit, if your DRUKHARI unit is within Engagement Range of the attacking model, no saving throw is made for that attack; instead, your DRUKHARI unit suffers a number of mortal wounds equal to the Damage characteristic of that attack.
1 CPBattle TacticEither turn

TAKEN ALIVE

Fight

Borne away screaming into the shadows, everyone knows these unfortunates face a dreadful fate.

When
Fight phase.
Target
One DRUKHARI unit from your army that has not been selected to fight this phase.
Effect
Until the end of the phase, each time a model in your unit makes an attack, add 1 to the Hit roll. If your Contract unit is destroyed as a result of those attacks, every unit in your opponent’s army must take a Battle-shock test. You cannot gain more than 3 Pain tokens as a result of failed Battle-shock tests caused by this Stratagem.
1 CPEpic DeedEither turn

TAILORED TOXINS

Shooting · Fight

Specially prepared for their chosen prey, these malignant poisons are the anathema of their targets.

When
Your Shooting phase or the Fight phase.
Target
One KABAL or BLADES FOR HIRE unit from your army that has not been selected to shoot or fight this phase.
Effect
Until the end of the phase, each time a model in your unit makes an attack that targets your Contract unit, an unmodified Hit roll of 5+ scores a Critical Hit.
1 CPEpic DeedYour turn

ENEMIES WITHOUT NUMBER

Command

This Archon’s personal kill list of rivals, nemeses and victims is virtually never-ending.

When
Your Command phase, just after you complete a Contract.
Target
One ARCHON WARLORD from your army.
Effect
Select one new Contract (this can be one you have already completed), then select one unit from your opponent’s army that is on the battlefield and matches the ‘Contract’ description in that Contract. Until that Contract is completed, that unit is your Contract unit and the Murderous Agenda Detachment rule applies as normal.
1 CPBattle TacticYour turn

MAKING A POINT

Shooting

Whether seeking to impress a watching Archon, show up rivals or revel in their supremacy, these marksmen fire for spiteful effect.

When
Your Shooting phase.
Target
One KABALITE WARRIORS or HAND OF THE ARCHON unit from your army that has not been selected to shoot this phase.
Effect
Until the end of the phase, improve the Ballistic Skill and Armour Penetration characteristics of ranged weapons equipped by models in your unit by 1.
1 CPStrategic PloyOpponent's turn

DEADLY DECEIVERS

Shooting

A life lived amidst the shadowed spires of Commorragh teaches many ways to creep up on your enemies, unseen and unsuspected.

When
Your opponent’s Shooting phase, just after an enemy unit has selected its targets.
Target
One KABAL or BLADES FOR HIRE 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, your unit can only be selected as the target of a ranged attack if the attacking model is within 18".

Kabalite Corsairs

Boarding Actions4 stratagems

Raid and Pillage

These warriors reap a bounty of both material plunder and precious pain during their raids, leaving only shattered storage reliquaries and the twisted bodies of tortured victims in their wake.

Each time a DRUKHARI unit from your army destroys an enemy unit, if that enemy unit was within range of an objective marker controlled by your opponent at the start of the phase, you gain 1 Pain token. In addition, in your Command phase, you can select one objective marker you control that has one or more KABAL units from your army within range of it, then expend 1 Pain token from your Pain token pool. If you do, that objective marker is Secured by your army.
1 CPBattle TacticEither turn

ELUSIVE DUELLISTS

Fight

These warriors delight in the close-quarters blade-duels of boarding actions, weaving around their enemies' blows and cutting them down in droves.

When
Fight phase, just after an enemy unit has selected its targets.
Target
One DRUKHARI 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 and, if your unit has the INCUBI keyword, models in your unit have a 4+ invulnerable save.
1 CPBattle TacticYour turn

DECKPLATE SWEEPERS

Shooting

Indiscriminate hails of splinter fire fill chambers and corridors, leaving nowhere to hide in the enclosed space.

When
Your Shooting phase.
Target
One KABAL unit from your army that has not been selected to shoot this phase.
Effect
Until the end of the phase, improve the Armour Penetration characteristic of splinter cannons, splinter rifles and splinter pistols equipped by models in your unit by 1.
1 CPStrategic PloyYour turn

TAKE THEM ALIVE

Shooting

Aiming to maim rather than slag, and employing psychotropic or paralysing venoms, the Kabalites seek to incapacitate their victims so that they too may be taken as plunder.

When
Your Shooting phase, just after a KABAL unit from your army has shot.
Target
That KABAL unit.
Effect
Select one enemy unit hit by one or more of your unit’s attacks this phase (excluding those made with Pistols). That enemy unit must take a Battle-shock test, subtracting 1 from the result if your unit is within 6” of it.
1 CPStrategic PloyYour turn

OPPORTUNISTIC THIEVES

Fight

Any undefended source of riches or power is fair game to these fast-moving raiders.

When
End of your Fight phase.
Target
One KABAL unit from your army that is not within Engagement Range of one or more enemy units.
Effect
Select one objective marker you do not control that is visible to your unit. Your unit can make a Normal move of up to D6", but if it does, every model in that unit must end that move as close as possible to that objective marker.

Painbringers

Boarding Actions4 stratagems

Regenerative Agony

Each time four or more Feel No Pain rolls are successful for HAEMONCULUS COVENS models from your army in a single phase, you gain 1 Pain token. In addition, each battle round, the first time a HAEMONCULUS COVENS unit from your army becomes Empowered in that battle round, roll one D6: on a 2-5, one model in that unit regains 1 lost wound or, if that unit has the WRACKS keyword, one destroyed model is returned to it with its full wounds remaining; on a 6, one model in that unit regains up to 2 lost wounds or, if that unit has the WRACKS keyword, one destroyed model is returned to it with its full wounds remaining.
1 CPStrategic PloyEither turn

HORRIFYING FORM

Any phase

The hulking monsters of the Haemonculus Covens are terrifying indeed, cowing enemy warriors with their grotesque and intimidating forms.

When
End of any phase, when an objective marker Secured by your army would be Seized by an enemy unit.
Target
One HAEMONCULUS COVENS unit from your army within range of that objective marker.
Effect
Until the end of your next turn, while you have one or more DRUKHARI units within range of that objective marker (excluding Battle-shocked units), that objective marker remains Secured by your army and cannot be Seized by enemy units.
Restrictions
You can only use this Stratagem once per battle round.
1 CPBattle TacticEither turn

UNFEELING ABOMINATIONS

Fight

The creations of the Haemonculi are capable of enduring terrible wounds and continuing to fight.

When
Fight phase, just after an enemy unit has selected its targets.
Target
One HAEMONCULUS COVENS 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 if your unit has the GROTESQUES keyword: on a 4+, do not remove the destroyed model from play; it can fight after the attacking unit has finished making its attacks, and is then removed from play.
Restrictions
If your unit has the GROTESQUES keyword, until the end of the phase, it loses the Mindless Killing Machines ability.
1 CPBattle TacticEither turn

MOULDED MUSCULATURE

Fight

The muscular fleshcraft monstrosities fielded by the Haemonculi can punch through hatchways and bulkheads to reach their cowering victims.

When
Fight phase.
Target
One HAEMONCULUS COVENS unit from your army that has not been selected to fight this phase.
Effect
Select any number of models in your unit. Until the end of the phase, improve the Strength and Armour Penetration characteristics of melee weapons equipped by the selected models by 1, and each time you select targets for attacks made by those models, they must target an enemy unit that is wholly on the opposite side of a Hatchway from them.
1 CPStrategic PloyOpponent's turn

TERRIFYING AURA

Shooting

The disturbing nature of these creatures causes weapons to quiver, even in the hands of veteran soldiers.

When
Your opponent's Shooting phase, just after an enemy unit has selected its targets.
Target
One HAEMONCULUS COVENS unit from your army that was selected as the target of one or more of the attacking unit's attacks and is within 6" of the attacking unit.
Effect
That enemy unit must take a Leadership test, subtracting 1 if it is within 3" of your unit: if failed, until the end of the phase, each time a model in that enemy unit makes an attack that targets your unit, an unmodified Hit roll of 6 is required to score a hit, irrespective of the attacking weapon’s Ballistic Skill or any modifiers.

Realspace Raiders

6 stratagems

Alliance of Agony

At the start of the battle, you gain 2 Pain tokens for each of the following combinations your army contains (these do not need to be in the same Attached unit):
▪ One or more ARCHON models and one or more KABALITE WARRIORS units.
▪ One or more SUCCUBUS models and one or more WYCHES units.
▪ One or more HAEMONCULUS models and one or more WRACKS units.
Designer’s Note: These are all cumulative, so if your army contains at least one of all of the combinations listed above, you start the battle with 6 Pain tokens.
2 CPBattle TacticEither turn

INSENSIBLE TO PAIN

Shooting · Fight

The twisted creations of the haemonculus covens are uncaring of all but the most mortal injuries.

When
Your opponent’s Shooting phase or the Fight phase, just after an enemy unit has selected its targets.
Target
One HAEMONCULUS COVENS 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 is allocated to a model in your unit, subtract 1 from the Damage characteristic of that attack.
1 CPBattle TacticEither turn

FIGHTING SHADOWS

Shooting · Fight

Even attempting to strike the Drukhari is like trying to lay a blade to smoke, so sly and swift are they.

When
Your opponent’s Shooting phase or the Fight phase, just after an enemy unit has selected its targets.
Target
One DRUKHARI unit from your army (excluding HAEMONCULUS COVENS units) 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.
1 CPBattle TacticEither turn

INSTINCTIVE SPITE

Shooting · Fight

It is hardwired into the Drukhari psyche to prey upon weakened and suffering victims.

When
Start of your Shooting phase or the start of the Fight phase.
Target
Up to two DRUKHARI BATTLELINE units from your army, or one other DRUKHARI unit from your army.
Effect
You can spend 1 Pain token. Until the end of the phase, each time a model in each of those units makes an attack that targets an enemy unit that is Below Half-strength, add 1 to the Hit roll. If you spent 1 Pain token, add 1 to the Wound roll as well.
1 CPStrategic PloyEither turn

DARK HARVEST

Fight

Wicked sickles and serrated blades hack through writhing flesh as the Drukhari harvest agony and suffering.

When
Start of the Fight phase.
Target
Up to two WRACKS units from your army, or one other DRUKHARI unit from your army.
Effect
Until the end of the phase, melee weapons equipped by models in each of those units have the [LETHAL HITS] ability.
1 CPBattle TacticYour turn

EAGER FOR THE KILL

Movement

The exhilarating promise of bloodshed goads these warriors into battle with preternatural haste.

When
Start of your Movement phase.
Target
Up to two WYCHES units from your army, or one other DRUKHARI unit from your army, that have not been selected to move this phase.
Effect
Until the end of the phase, each time one of those units Advances, do not make an Advance roll for it. Instead, until the end of the phase, add 6" to the Move characteristic of models in that unit (this is not cumulative with the REAVERS ’ Matchless Swiftness ability).
2 CPStrategic PloyYour turn

RAID AND FADE

Shooting

The Drukhari are masters at using hit-and-run tactics, engaging a target with a flurry of shots before quickly manoeuvring into cover or out of sight.

When
End of your Shooting phase.
Target
Up to two KABALITE WARRIORS units from your army, or one other DRUKHARI unit from your army (excluding SCOURGES and AIRCRAFT).
Effect
Each of those units can make a Normal move of up to 6".
Restrictions
You cannot select units that are within Engagement Range of one or more enemy units. Until the end of the turn, those units are not eligible to declare a charge.

Reaper’s Wager

6 stratagems

Callous Competition

In this saedath, the Harlequins embody the Reaper, whilst their Drukhari companions are mortal killers.

At the start of the battle, DRUKHARI units from your army are winning the wager.
Each time a DRUKHARI unit from your army destroys an enemy unit, DRUKHARI units from your army are winning the wager.
Each time a HARLEQUINS unit from your army destroys an enemy unit, HARLEQUIN units from your army are winning the wager.
While DRUKHARI units from your army are winning the wager, HARLEQUIN units from your army are losing the wager, and vice versa.
Each time a DRUKHARI or HARLEQUINS model from your army makes an attack, if that model’s unit is winning the wager, re-roll a Hit roll of 1. If that model’s unit is losing the wager, re-roll a Hit roll of 1 and re-roll a Wound roll of 1 instead.
HARLEQUINS
You can include HARLEQUINS units in your army (see Codex: Aeldari). The combined points cost of such units depends on your battle size:
Incursion: Up to 500 pts
Strike Force: Up to 1000 pts
Onslaught: Up to 1500 pts
No HARLEQUINS models from your army can be your WARLORD. If you select this Detachment, you cannot use the Corsairs and Travelling Players army rule.
1 CPBattle TacticEither turn

MALICIOUS FRENZY

Shooting · Fight

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.
1 CPStrategic PloyEither turn

FATEFUL ROLE

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.
1 CPBattle TacticEither turn

MURDERER’S CIRCUS

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.
1 CPStrategic PloyYour turn

SHORTEN THE ODDS

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.
1 CPStrategic PloyYour turn

SCINTILLATING TEMPO

Movement · Charge

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.
2 CPStrategic PloyOpponent's turn

DANCE MACABRE

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.

Ship-killer Cult

Boarding Actions4 stratagems

Appetite for Adulation

Thriving upon the praise their sadistic deeds will earn from their twisted audience, the Wyches fight all the harder and inflict ever-more excessive torments upon their victims.

In the Fight phase, if two or more enemy units were destroyed by DRUKHARI units from your army that phase, you gain 1 Pain token. In addition, each time a WYCH CULT unit from your army becomes Empowered in the Fight phase, until the end of the phase, melee weapons equipped by models in that unit have the [ANTi-iNFANTRY 4+] ability.
1 CPBattle TacticEither turn

HYPERAGILITY

Shooting · Fight

Driven by combat drugs and the elation of their victims'fear and pain, the Wyches weave around their enemies' blades with easy scorn.

When
Your opponent's Shooting phase or the Fight phase, just after an enemy unit has selected its targets.
Target
One WYCH CULT 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 and subtract 1 from the Wound roll.
1 CPStrategic PloyEither turn

TOYING WITH THE PREY

Fight

More than simply besting their victims in combat, the Wyches slowly take them apart, one perfectly placed cut and slice at a time, making a terrifying example to shatter enemy morale.

When
Fight phase, just after a WYCH CULT unit from your army has fought.
Target
That WYCH CULT unit.
Effect
If your unit destroyed one or more enemy models this phase, select one of those enemy models. Until the end of your opponent’s next turn, subtract 1 from the Objective Control characteristic of models in that enemy model's unit (to a minimum of l).
1 CPStrategic PloyYour turn

NO OBSTACLE

Charge

Scenting their prey's fear sweat, tracking their fluttering heartbeats, the Wyches beardown unerringly on their victims through corridors and chambers.

When
Your Charge phase.
Target
One WYCH CULT unit from your army that opened a Hatchway this turn.
Effect
Until the end of the phase, your unit can declare a charge that includes one or more targets that are not visible to it, provided each of those units that are not visible to it are wholly on the opposite side of that Hatchway from your unit.
1 CPWargearYour turn

PHANTASM GRENADES

Movement

These hallucinogenic atomisers spew clouds of nightmare-inducing gasses that leave the foe glassy-eyed and reeling.

When
Your Movement phase, just after a WYCH CULT unit from your army ends a Normal move, before any enemy units fire Overwatch.
Target
That WYCH CULT unit.
Effect
Select one enemy unit within 9" of and visible to your unit. That enemy unit must take a Battle-shock test, subtracting 1 from the result: if failed, until the end of the turn, that enemy unit cannot fire Overwatch.

Skysplinter Assault

6 stratagems

Rain Of Cruelty

Few warriors in the galaxy are as adept at launching punishing skyborne raids as the Drukhari. Before their prey even realise the peril, the killers of Commorragh are amongst their lines like grinning ghouls. Splinter fire lays low defenders still scrambling into position. Quicksilver assaults leave dozens screaming in maimed agony. Often, the battle is over before it has even truly begun.

Each time a DRUKHARI unit from your army disembarks from a TRANSPORT, until the end of the turn:
▪ Ranged weapons equipped by models in that disembarking unit have the [ignores cover] ability.
▪ Melee weapons equipped by models in that disembarking unit have the [lance] ability.
1 CPStrategic PloyEither turn

VICIOUS BLADES

Fight

Wielding a horrifying array of hooked boarding blades, barbed lariats and other specialised tools of agony, these warriors hack and slash at their foes even as their transport skims low overhead.

When
Fight phase, just after a DRUKHARI TRANSPORT from your army has selected its targets.
Target
That TRANSPORT.
Effect
After your TRANSPORT has fought, select one enemy unit that was the target of one or more of those attacks and roll one D6 for each model embarked within your TRANSPORT, adding 1 to the result if that embarked model is a WRACKS model: for each 5+, that enemy unit suffers 1 mortal wound (to a maximum of 6 mortal wounds).
1 CPStrategic PloyEither turn

WRAITHLIKE RETREAT

Fight

Employing smoke grenades, paralysing mists or simple cunning and agility, these warriors slip away like spectres.

When
End of the Fight phase.
Target
One DRUKHARI INFANTRY unit from your army that fought this phase.
Effect
Your unit can make a Normal or Fall Back move, but unless it is a WYCHES unit, it must end that move wholly within 3" horizontally and 5" vertically of a friendly DRUKHARI TRANSPORT and must embark within that TRANSPORT at the end of that move (otherwise, it cannot make that move). Your unit can embark within that TRANSPORT in a turn it disembarked from that TRANSPORT.
1 CPStrategic PloyYour turn

POUNCE ON THE PREY

Movement

Incredible alien agility and a delight in taking wild risks help these warriors to leap acrobatically from their skimming transports directly into battle.

When
Your Movement phase, just after a DRUKHARI INFANTRY unit from your army disembarks from a TRANSPORT that made a Normal move this phase.
Target
That INFANTRY unit.
Effect
Until the end of the turn, your unit is eligible to declare a charge.
1 CPBattle TacticYour turn

SKYBORNE ANNIHILATION

Shooting

These warriors are well versed in raining suppressing fire on the foe even as they close with them from on high, shredding defences and leaving the survivors easy prey for the raid.

When
Your Shooting phase.
Target
One DRUKHARI unit from your army that has not been selected to shoot this phase and that disembarked from a TRANSPORT this turn.
Effect
Until the end of the phase, ranged weapons equipped by models in your unit have the [SUSTAINED HITS 1] ability, or the [SUSTAINED HITS 2] ability if your unit is a KABALITE WARRIORS or HAND OF THE ARCHON unit.
1 CPStrategic PloyOpponent's turn

SWOOPING MOCKERY

Movement

The crew of this skimmer delight in evading and taunting their enemies with mocking ease.

When
Your opponent’s Movement phase, just after an enemy unit ends a Normal, Advance or Fall Back move.
Target
One DRUKHARI TRANSPORT from your army that is within 8" of that enemy unit.
Effect
Your TRANSPORT can make a Normal move of up to 6".
1 CPWargearOpponent's turn

NIGHT SHIELD

Shooting

These powerful Drukhari devices occlude their raiding vehicles from physical sight, targeting sensors, and even psychic senses.

When
Your opponent’s Shooting phase, just after an enemy unit has selected its targets.
Target
One DRUKHARI VEHICLE 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, models in your unit have a 4+ invulnerable save.

Space Lane Raiders

Boarding Actions4 stratagems

Commorrite Rivalries

Even in the midst of battle, the Drukhari indulge in politicking and factionalism, seeking to outdo their rivals and cover themselves in dark glory with every murderous triumph.

Each time a DRUKHARI CHARACTER model from your army destroys an enemy CHARACTER unit, you gain 1 Pain token. In addition, each time you use the Battlefield Command Stratagem, you can expend 1 Pain token from your Pain token pool. If you do, decrease that Stratagems cost by 1CP for that usage.
1 CPBattle TacticEither turn

SHIPBOARD SHADES

Shooting · Fight

Amidst the strobing lumens and gouting steam of voidship combat, the Drukhari flicker and flit like malevolent, half-seen shadows.

When
Your opponent’s Shooting phase or the Fight phase, just after an enemy unit has selected its targets.
Target
One DRUKHARI 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.
1 CPBattle TacticEither turn

CREW-THIEVES

Fight

The fast-acting incapacitation toxins on the blades of these Wracks allow them to lay low the defenders, before dragging them away, alive but powerless, to a far more horrible fate than death.

When
Fight phase.
Target
One WRACKS unit from your army that has not been selected to fight this phase.
Effect
Until the end of the phase, melee weapons equipped by models in your unit have the [ANTI-INFANTRY 3+] ability.
1 CPStrategic PloyYour turn

VOIDSHIP GLADIATORS

Movement

Treating the vessel they have boarded as just another arena to perform in, these Wyches turn every iota of their skill and agility to the task.

When
Your Movement phase.
Target
One WYCHES unit from your army that has not been selected to move this phase.
Effect
Roll one D6: on a 2+, until the end of the turn, enemy units cannot fire Overwatch at your unit.
1 CPStrategic PloyYour turn

VETERAN PIRATES

Shooting

No strangers to shipboard warfare, these warriors are skilled in loosing volleys then vanishing swiftly back behind corners and bulkheads to avoid reprisals.

When
Your Shooting phase, just after a KABALITE WARRIORS unit from your army has shot.
Target
That KABALITE WARRIORS unit.
Effect
Your unit can make a Normal move of up to 3".

Spectacle of Spite

6 stratagems

Combat Drugs

Wyches abuse an array of potentially lethal performance-enhancing combat stimms.

At the start of your Command phase, select which Combat Drugs will be active for your army until the start of your next Command phase. To do so, either select one from the list below (you cannot select the same Combat Drug more than once per battle), or randomly select two by rolling two D6. When doing so randomly, Combat Drugs you have previously selected can become active again, but if you randomly select one that is already active for your army, it has no additional effect.
1. Adrenalight
Add 1 to the Attacks characteristic of melee weapons equipped by WYCH CULT models from your army.
2. Hypex
Add 2" to the Move characteristic of WYCH CULT models from your army.
3. Serpentin
Improve the Weapon Skill characteristic of melee weapons equipped by WYCH CULT models from your army by 1.
4. Painbringer
Add 1 to the Toughness characteristic of WYCH CULT models from your army.
5. Grave Lotus
Add 1 to the Strength characteristic of melee weapons equipped by WYCH CULT models from your army.
6. Splintermind
Improve the Leadership characteristic of WYCH CULT models from your army by 1, and improve the Ballistic Skill characteristic of ranged weapons equipped by WYCH CULT models from your army by 1.
2 CPStrategic PloyEither turn

BERSERK FUGUE

Fight

The cult's gladiators enter a killing trance when combat is joined, allowing them to fight on through the most grievous hurts with undimmed ferocity.

When
Fight phase, just after an enemy unit has selected its targets.
Target
One WYCH CULT 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, do not remove it from play. The destroyed model can fight after the attacking unit has finished making its attacks, and is then removed from play.
1 CPBattle TacticEither turn

DEADLY DEBUT

Fight

Imitating Lelith Hesperax, these warriors begin their gladiatorial bout with an opening so spectacularly violent that none can fail to be impressed.

When
Fight phase.
Target
One DRUKHARI unit from your army that made a Charge move this turn and has not been selected to fight this phase.
Effect
Until the end of the phase, melee weapons equipped by models in your unit have the [LETHAL HITS] ability. If your unit is a WYCHES unit, until the end of the phase, improve the Armour Penetration characteristic of melee weapons equipped by models in your unit by 1 as well.
1 CPStrategic PloyYour turn

FEIGNED WEAKNESS

Movement

Employing a common ruse from the arenas, the Drukhari appear to cower, wounded and exhausted, before surging back at their overconfident opponents with blades and fangs bared.

When
Your Movement phase, just after a DRUKHARI unit from your army Falls Back.
Target
That DRUKHARI unit.
Effect
Until the end of the turn, your unit is eligible to shoot and declare a charge in turn in which it Fell Back.
1 CPStrategic PloyYour turn

PRETERNATURAL AGILITY

Movement · Charge

Bounding and weaving, the Wyches cross the battlefield with unmatched acrobatic agility.

When
Start of your Movement or Charge phase.
Target
One WYCH CULT unit from your army.
Effect
Until the end of the phase, each time your unit makes a Normal, Advance or Charge move, you can ignore any or all modifiers to its Move characteristic and to Advance and Charge rolls made for it and, until the end of the turn, each time a model in your unit makes such a move, it can move horizontally through models (when doing so, such a model can move within Engagement Range of such models but cannot end a Normal or Advance move within Engagement Range of them).
2 CPBattle TacticOpponent's turn

A CHALLENGE MET

Movement

The foe's advance is not something to be wary of but rather an opportunity to be seized.

When
Your opponent’s Movement phase, when an enemy unit ends a fall-back move.
Target
One friendly unengaged WYCH CULT unit that is within 6" of that enemy unit.
Effect
Declare a charge with your unit. When selecting charge targets, you can only select enemy units that made a fall-back move this phase and are within the maximum distance.
1 CPBattle TacticOpponent's turn

ACROBATIC DISPLAY

Shooting

Moving so quickly they seem to blur, the Wyches evade incoming fire with contemptuous elegance.

When
Your opponent’s Shooting phase, just after an enemy unit has selected its targets.
Target
One WYCH CULT 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, models in your unit have a 5+ invulnerable save.

Tools of Torment

3 stratagems

Darkest Artifice

A Haemonculus’ most resilient Engines of Pain are each a dark triumph valued as a work of malevolent genius. Their finely wrought armoured carapaces shield toughened mech-organic strata and slabs of mutated cartilage.

Attacks that target friendly CRONOS / TALOS units with a S greater than that unit’s T have -1 to wound rolls.
This detachment has the COVENS tag and cannot be taken with another COVENS detachment.
1 CPEither turn

SALTING THE WOUND

Fight

Confusion, terror, and panic are triggers for a Haemonculus’ Engines of Pain, which stimulate them to drive their evil augmentations even deeper into the foe.

When
Fight phase, when a friendly CRONOS / TALOS unit is selected to fight.
Target
That CRONOS/TALOS unit.
Effect
Your unit’s attacks that target a battle-shocked unit have [DEVASTATING WOUNDS].
1 CPEither turn

DIVIDENDS OF AGONY

Fight

Sharing is typically anathema to the self‑centred Drukhari, except where horror can be fruitfully reinvested in those marked for later harvest.

When
Fight phase, when a friendly HAEMONCULUS COVENS unit destroys an enemy unit.
Target
That HAEMONCULUS COVENS unit.
Effect
Select one visible enemy unit within 12" of your unit. That enemy unit makes a battle-shock roll, with -1 to that battle-shock roll.
1 CPYour turn

URGENT METAMORPHOSIS

Movement

The unhurried menace exuded by Covenites as they extricate themselves from gore‑slick foes can metamorphose in an instant back to pain‑hungry savagery.

When
Your Movement phase, when a friendly HAEMONCULUS COVENS unit is selected to make a fall-back move.
Target
That HAEMONCULUS COVENS unit.
Effect
That move does not prevent your unit from being eligible to declare a charge.

The ten core stratagems every army shares print with any faction on the card printer.