Drazhar
Drukhari
Keywords: Infantry • Character • Epic Hero • Aeldari • Blades for Hire • Drazhar
Unit Profiles
| Model | M | T | Sv | W | Ld | OC | Invuln |
|---|---|---|---|---|---|---|---|
| Drazhar | 7" | 3 | 2+ | 5 | 6+ | 1 | 4+ |
Melee Weapons
| Profile | Keywords | Range | A | WS | BS | S | AP | D |
|---|---|---|---|---|---|---|---|---|
| Executioner’s demiklaives — single blade | Devastating Wounds | Melee | 6 | 2+ | — | 6 | -2 | 3 |
| Executioner’s demiklaives — dual blade | Devastating Wounds | Melee | 8 | 2+ | — | 5 | -2 | 2 |
Unit Composition
■ 1 Drazhar – EPIC HERO
This model is equipped with: Executioner’s demiklaives.
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 the Fight phase, when you select this model’s unit to fight, you can spend 1 Pain token to Empower that unit. While that unit is Empowered, each time a model in that unit makes a melee attack, add 1 to the Wound roll.
While this model is leading a unit, each time a model in that unit makes a Pile‑in or Consolidation move, it can move up to 6" instead of up to 3".
Each time this model makes an attack that targets a unit that is below its Starting Strength, you can re‑roll the Hit roll. If that target is Below Half‑strength, you can re‑roll the Wound roll as well.
Core Abilities
Some CHARACTER units have ‘Leader’ listed on their datasheets. Such CHARACTER units are known as Leaders, and the units they can lead – known as their Bodyguard units – are listed on their datasheet. During the Declare Battle Formations step, for each Leader in your army, if your army also includes one or more of that Leader’s Bodyguard units, you can select one of those Bodyguard units. That Leader will then attach to that Bodyguard unit for the duration of the battle and is said to be leading that unit. Each Bodyguard unit can only have one Leader attached to it. While a Bodyguard unit contains a Leader, it is known as an Attached unit and, with the exception of rules that are triggered when units are destroyed, it is treated as a single unit for all rules purposes. Each time an attack targets an Attached unit, until the attacking unit has resolved all of its attacks, you must use the Toughness characteristic of the Bodyguard models in that unit, even if a Leader in that unit has a different Toughness characteristic. Each time an attack sucessfully wounds an Attached unit, that attack cannot be allocated to a CHARACTER model in that unit, even if that CHARACTER model has lost one or more wounds or has already had attacks allocated to it this phase. As soon as the last Bodyguard model in an Attached unit has been destroyed, any attacks made against that unit that have yet to be allocated can then be allocated to CHARACTER models in that unit.
Each time the last model in a Bodyguard unit is destroyed, each CHARACTER unit that is part of that Attached unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks.
Each time the last model in a CHARACTER unit that is attached to a Bodyguard unit is destroyed and there is not another CHARACTER unit attached, that Attached unit’s Bodyguard unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks.
Each time a unit that is part of an Attached unit is destroyed, it does not have the keywords of any other units that make up that Attached unit (unless it has those keywords on its own datasheet) for the purposes of any rules that would be triggered when that unit is destroyed.
*Example: If you only destroy the Bodyguard unit that is part of an Attached unit, you have not destroyed a CHARACTER unit. If you only destroy the CHARACTER unit that is part of an Attached unit, or if you destroy the whole Attached unit, you have destroyed one CHARACTER unit.*
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.
Tailored Toxins
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.
Deadly Deceivers
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".
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
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).
Pounce on the Prey
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.
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.