Raider
Drukhari
Keywords: Vehicle • Transport • Dedicated Transport • Fly • Aeldari • Raider
Unit Profiles
| Model | M | T | Sv | W | Ld | OC | Invuln |
|---|---|---|---|---|---|---|---|
| Raider | 14" | 8 | 4+ | 10 | 7+ | 2 | 6+ |
Melee Weapons
| Profile | Keywords | Range | A | WS | BS | S | AP | D |
|---|---|---|---|---|---|---|---|---|
| Bladevanes and chainsnares | — | Melee | D3+3 | 4+ | — | 6 | -1 | 1 |
Ranged Weapons
| Profile | Keywords | Range | A | WS | BS | S | AP | D |
|---|---|---|---|---|---|---|---|---|
| Dark lance | — | 36" | 1 | — | 3+ | 12 | -3 | D6+2 |
| Disintegrator cannon | — | 36" | 3 | — | 3+ | 6 | -3 | 2 |
Unit Composition
■ 1 Raider
This model is equipped with: dark lance; bladevanes and chainsnares.
Unit Abilities
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.
In your Shooting phase, when you select this model to shoot, you can spend 1 Pain token to Empower this model. While Empowered, if one or more units are embarked within this model, each time this model makes an attack with a ranged weapon that has the [ANTI] ability, you can re‑roll the Hit roll.
At the start of your Command phase, select one of the abilities in the Vanguard of the Dark City section (see below) for this model. Until the start of your next Command phase, this model has that ability.
Core Abilities
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").
During the Declare Battle Formations step, if every model in a unit has this ability, you can set it up in Reserves instead of setting it up on the battlefield. If you do, in the Reinforcements step of one of your Movement phases you can set up this unit anywhere on the battlefield that is more than 9" horizontally away from all enemy models.
If a unit with the Deep Strike ability arrives from Strategic Reserves, the controlling player can choose for that unit to be set up either using the rules for Strategic Reserves or using the Deep Strike ability.
Some TRANSPORT models have ‘Firing Deck x’ listed in their abilities. Each time such a model is selected to shoot in the Shooting phase, you can select up to ‘x’ models embarked within it whose units have not already shot this phase. Then, for each of those embarked models, you can select one ranged weapon that embarked model is equipped with (excluding weapons with the [ONE SHOT] ability). Until that TRANSPORT model has resolved all of its attacks, it counts as being equipped with all of the weapons you selected in this way, in addition to its other weapons. Until the end of the phase, those selected models’ units are not eligible to shoot.
Stratagems by Detachment
Covenite Coterie
Symphony of Suffering
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
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.
Kabalite Cartel
Double-cross
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
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.
Realspace Raiders
Fighting 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 (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
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
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
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
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
Malicious Frenzy
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
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
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
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
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
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.
Skysplinter Assault
Vicious Blades
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).
Wraithlike Retreat
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
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
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
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.
Spectacle of Spite
Deadly Debut
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
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.