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unit
Razorwing Jetfighter

Drukhari

Keywords: Vehicle • Fly • Aircraft • Aeldari • Razorwing Jetfighter

Deadly Demise D3
Stealth
Unit Profiles
ModelMTSvWLdOCInvuln
Razorwing Jetfighter20+"84+107+06+
Deadly Demise D3
Stealth
Melee Weapons
ProfileKeywordsRangeAWSBSSAPD
Bladed wingsMelee34+6-11
Ranged Weapons
ProfileKeywordsRangeAWSBSSAPD
Dark lance36"13+12-3D6+2
Disintegrator cannon36"33+6-32
Razorwing missiles — monoscythe missiles
Blast
48"D63+6-12
Razorwing missiles — necrotoxin missiles
Anti-infantry 2+Blast
48"D6+33+201
Razorwing missiles — shatterfield missiles
Blast
48"D63+7-21
Splinter cannon
Anti-infantry 3+Sustained Hits 1
36"33+3-12
Twin splinter rifle
Anti-infantry 3+AssaultRapid Fire 2Twin-linked
24"23+201

Unit Composition

1 Razorwing Jetfighter

This model is equipped with: 2 dark lances; Razorwing missiles; twin splinter rifle; bladed wings.

Unit Abilities
Power from Pain
View Army Rule

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.

Nowhere to Run

In your Shooting phase, when you select this unit to shoot, you can spend 1 Pain token to Empower this unit. While Empowered, after this unit has shot, select one enemy unit (excluding MONSTERS and VEHICLES) hit by one or more of those attacks; until the start of your next turn, that enemy unit is pinned. While a unit is pinned, subtract 2 from that unit’s Move characteristic and subtract 2 from Charge rolls made for that unit.

Ground-attack Craft

Each time a model in this unit makes a ranged attack that targets an enemy unit (excluding units that can FLY), add 1 to the Hit roll.

Core Abilities
Deadly Demise D3

Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6").

Stealth

If every model in a unit has this ability, then each time a ranged attack is made against it, subtract 1 from that attack’s Hit roll.

Stratagems by Detachment

Symphony of Suffering
1 CP
epic Deed

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.


Connoisseurs of Pain
1 CP
battle Tactic

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.


Double-cross
1 CP
strategic Ploy

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.


Taken Alive
1 CP
battle Tactic

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.


Fighting Shadows
1 CP
battle Tactic

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.


Instinctive Spite
1 CP
battle Tactic

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.


Dark Harvest
1 CP
strategic Ploy

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.


Eager for the Kill
1 CP
battle Tactic

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).


Raid and Fade
2 CP
strategic Ploy

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.


Malicious Frenzy
1 CP
battle Tactic

When: Your Shooting phase or the Fight phase.

Target: One DRUKHARI or HARLEQUINS unit from your army that has not been selected to shoot or fight this phase.

Effect: Select [LETHAL HITS] or [SUSTAINED HITS 1]. Until the end of the phase, weapons equipped by models in your unit have the selected ability.


Fateful Role
1 CP
strategic Ploy

When: Fight phase, just after an enemy unit has selected its targets.

Target: One DRUKHARI or HARLEQUINS unit from your army that was selected as the target of one or more of the attacking unit’s attacks.

Effect: Until the end of the phase, each time a model in your unit is destroyed, if that model has not fought this phase, roll one D6, adding 1 to the result if that unit is losing the wager: on a 4+, do not remove it from play. That destroyed model can fight after the attacking model’s unit has finished making its attacks, and is then removed from play.


Murderer’s Circus
1 CP
battle Tactic

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.


Shorten The Odds
1 CP
strategic Ploy

When: Your Movement phase, just after a DRUKHARI or HARLEQUINS unit from your army has Advanced.

Target: That unit.

Effect: Until the end of the turn, your unit is eligible to shoot and declare a charge in a turn in which it Advanced.


Scintillating Tempo
1 CP
strategic Ploy

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.


Dance Macabre
2 CP
strategic Ploy

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 9" 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.


Wraithlike Retreat
1 CP
strategic Ploy

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).


Skyborne Annihilation
1 CP
battle Tactic

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.


Swooping Mockery
1 CP
strategic Ploy

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 9" of that enemy unit.

Effect: Your TRANSPORT can make a Normal move of up to 6".


Night Shield
1 CP
wargear

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.


Deadly Debut
1 CP
battle Tactic

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.


Feigned Weakness
1 CP
strategic Ploy

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.