# Drukhari Stratagems: 11th Edition Cards by Detachment

> All 62 Drukhari stratagems for Warhammer 40k 11th edition, by detachment: CP cost, timing, phase and full rules text, ready to print as sleeve-sized cards.

Canonical: https://lexmechanic.com/print/stratagems/drukhari

[§ PRINT](/print) · 11th edition

# Drukhari Stratagems: 62 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

14 9 tournament legal

Army rules

2

Data

2026-08-04

[Print as cards](/print/stratagems?faction=drukhari) [Phase Plan](/phaseplan) [Drukhari meta](/metamerge/drukhari)

[Boarding Actions](#det-boarding-actions) [Covenite Coterie](#det-covenite-coterie) [Exhibition of Slaughter](#det-exhibition-of-slaughter) [Kabalite Agonysts](#det-kabalite-agonysts) [Kabalite Cartel](#det-kabalite-cartel) [Kabalite Corsairs](#det-kabalite-corsairs) [Painbringers](#det-painbringers) [Realspace Raiders](#det-realspace-raiders) [Reaper’s Wager](#det-reaper-s-wager) [Ship-killer Cult](#det-ship-killer-cult) [Skysplinter Assault](#det-skysplinter-assault) [Space Lane Raiders](#det-space-lane-raiders) [Spectacle of Spite](#det-spectacle-of-spite) [Tools of Torment](#det-tools-of-torment)

2 rules

## Army rules

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

### 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).

62 stratagems

## Detachments

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

## Boarding Actions

Boarding Actions 1 stratagems

1 CP Strategic Ploy Either 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 CP Epic Deed Either 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 CP Epic Deed Either 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 CP Epic Deed Either 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 CP Strategic Ploy Either 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 CP Battle Tactic Either 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 CP Strategic Ploy Opponent'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 CP Either 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 CP Your 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 CP Opponent'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 CP Either 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 CP Your 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 CP Your 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 CP Strategic Ploy Either 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 CP Battle Tactic Either 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 CP Epic Deed Either 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 CP Epic Deed Your 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 CP Battle Tactic Your 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 CP Strategic Ploy Opponent'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 Actions 4 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 CP Battle Tactic Either 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 CP Battle Tactic Your 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 CP Strategic Ploy Your 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 CP Strategic Ploy Your 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 Actions 4 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 CP Strategic Ploy Either 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 CP Battle Tactic Either 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 CP Battle Tactic Either 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 CP Strategic Ploy Opponent'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 CP Battle Tactic Either 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 CP Battle Tactic Either 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 CP Battle Tactic Either 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 CP Strategic Ploy Either 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 CP Battle Tactic Your 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 CP Strategic Ploy Your 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 CP Battle Tactic Either 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 CP Strategic Ploy Either 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 CP Battle Tactic Either 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 CP Strategic Ploy Your 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 CP Strategic Ploy Your 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 CP Strategic Ploy Opponent'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 Actions 4 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 CP Battle Tactic Either 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 CP Strategic Ploy Either 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 CP Strategic Ploy Your 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 CP Wargear Your 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 CP Strategic Ploy Either 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 CP Strategic Ploy Either 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 CP Strategic Ploy Your 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 CP Battle Tactic Your 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 CP Strategic Ploy Opponent'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 CP Wargear Opponent'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 Actions 4 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 CP Battle Tactic Either 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 CP Battle Tactic Either 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 CP Strategic Ploy Your 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 CP Strategic Ploy Your 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 CP Strategic Ploy Either 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 CP Battle Tactic Either 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 CP Strategic Ploy Your 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 CP Strategic Ploy Your 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 CP Battle Tactic Opponent'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 CP Battle Tactic Opponent'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 CP Either 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 CP Either 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 CP Your 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](/print/stratagems).
