Reavers
Drukhari
Keywords: Mounted • Wych Cult • Fly • Aeldari • Reavers
Unit Profiles
| Model | M | T | Sv | W | Ld | OC | Invuln |
|---|---|---|---|---|---|---|---|
| Arena Champion | 16" | 4 | 4+ | 2 | 7+ | 2 | 6+ |
| Reaver | 16" | 4 | 4+ | 2 | 7+ | 2 | 6+ |
Melee Weapons
| Profile | Keywords | Range | A | WS | BS | S | AP | D |
|---|---|---|---|---|---|---|---|---|
| Bladevanes | Lance | Melee | 4 | 3+ | — | 4 | -1 | 1 |
Ranged Weapons
| Profile | Keywords | Range | A | WS | BS | S | AP | D |
|---|---|---|---|---|---|---|---|---|
| Blaster | Assault | 18" | 1 | — | 3+ | 8 | -4 | D6+1 |
| Heat lance | AssaultMelta 3 | 18" | 1 | — | 3+ | 14 | -4 | D6 |
| Splinter pistol | Anti-infantry 3+AssaultPistol | 12" | 1 | — | 3+ | 2 | 0 | 1 |
| Splinter rifle | Anti-infantry 3+Assault | 24" | 2 | — | 3+ | 2 | 0 | 1 |
Unit Composition
■ 1 Arena Champion
■ 2-5 Reavers
Every model is equipped with: splinter pistol; splinter rifle; bladevanes.
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 Movement phase, when you select this unit to Advance, you can spend 1 Pain token to Empower this unit. While Empowered, each time this unit Advances, do not make an Advance roll. Instead, until the end of the phase, add 8" to the Move characteristic of models in this unit.
Each time this unit ends a Normal or Advance move, you can select one enemy unit (excluding MONSTERS and VEHICLES) that it moved over during that move, then roll one D6 for each model in this unit: for each 4+, that enemy unit suffers 1 mortal wound.
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
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
Berserk Fugue
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.
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.
Preternatural 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).
A Challenge Met
When: End of your opponent’s Movement phase.
Target: One WYCH CULT unit from your army that would be able to declare a charge if it were your Charge phase.
Effect: Select one enemy unit within 9" of your unit that was set up on the battlefield this phase or that ended a Normal or Advance move this phase. Your unit now declares a charge that targets only that enemy unit, and you resolve that charge.
Restrictions: Even if that charge is successful, your unit does not receive any Charge bonus this turn.
Acrobatic Display
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.