8" 2+ 2+ 3 3 5 5 9 5+ Re-roll hit rolls of 1 for friendly <KABAL> units that are within 6" of this model. This model has a 2+ invulnerable save which cannot be re-rolled for any reason. The first time this invulnerable save is failed the shadowfield ceases to function for the remainder of the battle. 7" 2+ 2+ 3 4 5 5 8 6+ Add 1 to the Toughness of friendly <HAEMONCULUS COVEN> units within 6" of one or more models with this ability. 7" 3+ 3+ 3 3 1 1 7 5+ 7" 3+ 3+ 3 3 1 2 8 5+ Your opponent must subtract 1 from the hit rolls of any attacks that target this unit. In addition, models in this unit have a 5+ invulnerable save. During deployment, you can set up this unit in the realm of Aelindrach instead of placing it on the battlefield. At the end of any of your Movement phases the Mandrakes can pull themselves into reality - set this unit up anywhere on the battlefield that is more than 9" away from enemy models. 8" 3+ 3+ 4 3 1 3 7 7+ 8" 3+ 3+ 4 3 1 4 8 7+ This model can transport 10 INCUBI or DRUKHARI INFANTRY models. Each Grotesque takes the space of two models. This model cannot transport Hellions or SKYBOARD models. * 4+ * 6 5 10 * 7 4+ 1-2 6" 5+ 1 3-5 10" 4+ D3 6-10+ 14" 3+ 3 M BS A If this model is reduced to 0 wounds, roll a D6 before removing it from the battlefield and before any embarked models disembark. On a 6 it explodes, and each unit within 6" suffers D3 mortal wounds. If this model has splinter racks, then each time a model that is embarked upon it shoots a splinter pistol or splinter rifle and you roll a 6+ to hit with that weapon, it scores 2 hits instead of 1. This does not apply to Artefacts of Cruelty If this model is reduced to 0 wounds, roll a D6 before removing it from the battlefield. On a 6 it explodes, and each unit within 6" suffers D3 mortal wounds. * 4+ * 6 6 10 * 7 4+ M BS A 6-10+ 14" 3+ 3 1-2 6" 5+ 1 3-5 10" 4+ D3 3-5 20-48" 4+ D3 * 6+ * 6 6 10 * 7 4+ 6-10+ 20-72" 3+ 3 M BS A 1-2 20-32" 5+ 1 If this model is reduced to 0 wounds, roll a D6 before removing it from the battlefield. On a 6 it explodes, and each unit within 6" suffers D3 mortal wounds. 48" Assault D6 6 0 2 48" Assault D6 7 -1 1 When you use this profile, you can re-roll failed wound rolls for this weapon. 48" Assault 3D3 * 0 1 Poisoned Weapon (pg 87). Add 2 to wound rolls made for this weapon, unless it is targeting a VEHICLE. When attacking with this weapon, choose one of these profiles: Monoscythe missile, Necrotoxin missile, Shatterfield missile. 24" Rapid Fire 2 * 0 1 Poisoned Weapon (pg 87) When this unit Advances, add 8" to its Move characteristic for that Movement phase instead of rolling a dice. 18" 3+ 3+ 3 4 2 3 8 4+ 18" 3+ 3+ 3 4 2 2 7 4+ Roll a D6 for each enemy unit within 1" of a model with cluster caltrops in a unit that Falls Back – on a 4+, that enemy unit suffers a mortal wound. Roll a D6 each time a model with a grav-talon finishes a charge move within 1" of an enemy unit - on a 4+, that unit suffers a mortal wound. 8" 2+ 2+ 3 3 5 4 8 6+ This unit has a 4+ invulnerable save. In the Fight phase you can re-roll all hit rolls of 1 made for friendly <WYCH CULT> units that are within 6" of this model. Melee Melee +2 -3 1 When attacking with this weapon, you must subtract 1 from the hit roll. This model can transport 5 DRUKHARI INFANTRY models, other than Grotesques, Scourges, and SKYBOARD models. 16" 4+ 3+ 5 5 6 2 7 4+ If this model is reduced to 0 wounds, roll a D6 before removing it from the battlefield and before any embarked models disembark. On a 6 it explodes, and each unit within 6" suffers 1 mortal wound. 24" Rapid Fire 2 * 0 1 Poisoned Weapon (pg 87) 7" 3+ 3+ 3 4 1 2 7 6+ 7" 3+ 3+ 3 4 1 3 8 6+ 36" Heavy 1 8 -4 D6 Change the weapon's Type from Heavy to Assault if it is equipped on a VEHICLE. 36" Assault 3 5 -3 2 Melee Melee User -1 1 You can make a maximum of one close combat attack with a shock prow each turn (any remaining attacks must be made with a different melee weapon). If the bearer charged this turn, successful attacks with this weapon have a Damage characteristic of D3 instead of 1. This model has a 5+ invulnerable save against ranged weapons. Melee Melee 4 -1 1 36" Rapid Fire 3 * 0 1 Poisoned Weapon (pg 87) Your opponent must subtract 1 from all hit rolls that target this model in the Shooting phase. 8" 3+ 3+ 3 3 3 2 8 5+ Melee Melee * 0 1 Poisoned Weapon (pg 87). Add 2 to wound rolls made for this weapon, unless it is targeting a VEHICLE. Each time you roll a wound roll of 6+ for this weapon, other than against a VEHICLE, the target suffers a mortal wound in addition to any other damage. 8" 3+ 3+ 3 3 3 1 8 5+ 9" Assault 4 4 -2 1 8" 3+ 3+ 5 5 3 3 6 5+ Roll a D6 each time a <KABAL> ARCHON loses a wound whilst they are within 3" of this model; on a 2+ this model intercepts that hit - the Archon does not lose a wound but this model suffers a mortal wound. Melee Melee User -1 1 12" 4+ - 2 2 4 4 4 7+ Melee Melee User -1 1 - 7" 3+ 6+ 5 5 4 4 8 6+ Melee Melee user -2 1 Each time the bearer fights, it can make 1 additional attack with this weapon. Melee Melee user -2 1 Each time the bearer fights, it can make 1 additional attack with this weapon. 7" 3+ 6+ 5 5 4 4 8 6+ 12" 3+ 3+ 3 3 3 3 7 5+ All friendly DRUKHARI BEAST units that are within 6" of a Beastmaster can re-roll hit rolls of 1, and all friendly DRUKHARI BEAST units that are within 6" of a Beastmaster can use the Beastmaster's Leadership instead of their own. In addition, if your army is Battle-forged, then for each Beastmaster in your army you must include at least one DRUKHARI BEAST unit in a detachment for each Beastmaster in that detachment. DRUKHARI BEAST units do not take up slots in a Detachment that includes any Beastmasters. This model can never have a Warlord Trait Melee Melee +1 0 1 - 10" 4+ - 5 5 4 5 4 5+ Increase a Clawed Fiend’s Attacks characteristic by 1 whilst it has 3 or fewer wounds remaining. Melee Melee User -1 2 - 6" Pistol 1 8 -4 D6 18" Assault 1 8 -4 D6 Models in this unit have a 4+ invulnerable save in the Fight phase. Roll off if an enemy INFANTRY unit within 1" of any models with this ability wishes to Fall Back. The enemy unit can only Fall Back if the player commanding it wins the roll-off. 6" Grenade D6 4 -1 1 Melee Melee User -1 1 Each time the bearer fights, it can make 1 additional attack with this weapon. You can re-roll failed hit rolls for this weapon. Melee Melee User -1 2 Melee Melee User -1 1 Each time the bearer fights, it can make 1 additional attack with this weapon. You can re-roll failed to wound rolls for this weapon. 8" 3+ 3+ 3 3 1 4 8 6+ Melee Melee User 0 1 Each time the bearer fights, it can make 1 additional attack with this weapon. 8" 3+ 3+ 3 3 1 3 8 6+ Melee Melee User 0 1 Each time the bearer fights, it can make 1 additional attack with this weapon. 8" 4+ 3+ 5 6 7 3 9 3+ If this model is reduced to 0 wounds, roll a D6 before removing it from the battlefield. On a 6 it explodes, and each unit within 6" suffers a mortal wound. 7" 2+ 2+ 4 4 6 4 9 2+ If this model made a charge move this turn, you can choose to fight with this model an additional time this turn. This model has a 5+ invulnerable save. Add 1 to wound rolls for friendly INCUBI units whilst they are within 6" of this model. Melee Melee +1 -3 2 - Melee Melee User -2 2 When the bearer fights with dual blades, it can make 2 additional attacks with this weapon. Melee Melee User 0 1 Each time you roll a wound roll of 6+ for this weapon, other than against VEHICLES, the target suffers a mortal wound in addition to any other damage. If this unit Falls Back it can charge in the same turn. 14" 3+ 3+ 3 3 1 2 7 5+ 18" Assault 2 * 0 1 This weapon wounds on a 4+, unless it is targeting a VEHICLE in which case it wounds on a 6+. 14" 3+ 3+ 3 3 1 3 8 5+ Melee Melee +1 0 1 Each time you roll a wound roll of a 6+ for this weapon, the target suffers a mortal wound in addition to any other damage. 7" 3+ 3+ 3 3 1 3 8 3+ Melee Melee +1 -3 1 - 7" 2+ 3+ 3 3 2 4 9 3+ Add 2 to the Damage characteristic of a close combat attack made by a Klaivex if the wound roll for the attack is 6+. 7" 3+ 3+ 3 3 1 2 8 5+ 7" 3+ 3+ 3 3 1 3 8 5+ 8" 2+ 2+ 3 3 5 4 8 6+ In the Fight phase you can re-roll all hit rolls of 1 made for friendly CULT OF STRIFE units that are within 6" of Lelith Hesperax. Lelith Hesperax has a 3+ invulnerable save. Re-roll failed hit and wound rolls for attacks made by Lelith Hesperax that target enemy CHARACTERS. At the start of each battle round, choose one of the following of Lelith Hesperax's characteristics: Move, Strength, Toughness, Attacks, or Leadership. The characteristic you choose is increased by 1 until the end of this battle round (if you choose Move or Leadership, it is increased by 2 until the end of the battle round) Melee Melee User 0 1 Each time the bearer fights, it can make 2 additional attacks with this weapon. Melee Melee User -4 1 A model armed with two penetrating blades can make 1 additional attack with them each time it fights. Melee Melee User -1 2 Melee Melee User -4 1 A model armed with two penetrating blades can make 1 additional attack with them each time it fights. 8" Assault D6 3 -D3 1 Each time this weapon is fired, roll a D3 to determine its AP for those attacks. For example, if you rolled a 1 ,this weapon would have an AP of -1. This weapon automatically hits its target. Melee Melee User 0 2 18" Assault D3 1 0 1 If a unit is hit by one or more phantasm grenade launchers, subtract one from its Leadership until the end of the turn . Melee Melee * -1 1 Poisoned Weapon (p87). Each time the bearer fights, it can make 1 additional attack with this weapon. During Deployment, you can set up a Scourge unit flying high in the skies instead of placing it on the battlefield. At the end of any of your Movement phases the Scourge unit can use a winged strike to arrive - set them up anywhere on the battlefield that is more than 9" away from enemy models. Models in this unit have a 6+ invulnerable save. 14" 3+ 3+ 3 3 1 1 7 4+ 14" 3+ 3+ 3 3 1 2 8 4+ 12" Assault D6 6 -1 1 When attacking a unit of INFANTRY, you can re-roll failed wound rolls for this weapon. If this model is reduced to 0 wounds, roll a D6 before removing it from the battlefield. On a 6 it explodes, and each unit within 6" suffers a mortal wounds. 8" 3+ 4+ 6 6 7 5 8 3+ 24" Assault 2D6 5 0 1 - 8" Assault 2D6 3 -D3 1 Each time this weapon is fired, roll a D3 to determine its AP for those attacks. For example, if you rolled a 1 ,this weapon would have an AP of -1. This weapon automatically hits its target. 7" 2+ 2+ 3 5 5 4 8 6+ Urien Rakarth has a 4+ invulnerable save. All damage suffered by Urien Rakarth is halved (rounding up) Add 1 to the Toughness of friendly PROPHETS OF FLESH units within 6" of one or more models with this ability. Add 1 to the Strength and Leadership characteristics of PROPHETS OF FLESH units whilst they are within 6" of Urien Rakarth Roll a D6 for each enemy unit within 3" of Urien Rakarth at the start of the Fight phase. on a 6 that unit suffers a mortal wound. 12" Assault 2D6 3 -2 1 This weapon can only be fired once per battle. * 6+ * 6 6 12 * 7 4+ 7-12+ 20-60" 3+ 3 M BS A 1-3 20-25" 5+ 1 4-6 20-40" 4+ D3 If this model is reduced to 0 wounds, roll a D6 before removing it from the battlefield. On a 6 it explodes, and each unit within 6" suffers D3 mortal wounds. Once per battle, a Voidraven can drop a void mine on an enemy unit it moves over in one of its Movement phases. After the Voidraven has moved, pick one enemy unit that it flew over. Then, roll three D6 for each VEHICLE or MONSTER in the unit, or one D6 for every other model in the unit, up to a maximum of 10 D6. For each roll of a 3+, the unit being bombed suffers a mortal wound. When attacking with this weapon, choose one of these profiles: Implosion missile, Shatterfield missile. 48" Assault D3 6 -3 1 48" Assault D6 7 -1 1 You can re-roll failed wound rolls for this weapon. 36" Assault 1 9 -4 D6 24" Assault D3 8 -4 D3 Roll off if an enemy INFANTRY unit within 1" of any models with this ability wishes to Fall Back. The enemy unit can only Fall Back if the player commanding it wins the roll-off. Models in this unit have a 6+ invulnerable save, which is increased to a 4+ invulnerable save in the Fight phase. 8" 3+ 3+ 3 3 1 3 8 6+ Melee Melee User 0 1 Each time the bearer fights, it can make 1 additional attack with this weapon. 8" 3+ 3+ 3 3 1 2 7 6+ Melee Melee User 0 1 Each time the bearer fights, it can make 1 additional attack with this weapon. Melee Melee +1 -2 D3 18" Assault 2 * 0 1 Poisoned Weapon (p87) Melee Melee * 0 1 Poisoned Weapon (p87). Add 2 to wound rolls made for this weapon, unless it is targeting a vehicle. Melee Melee * -2 2 Poisoned Weapon (p87) 36" Heavy 1 4 -1 1 The weapon may target a CHARACTER even if it is not the closest enemy unit. Each time you roll a wound roll of 6+ for this weapon, the target suffers a mortal wound in addition to any other damage. 12" Pistol 1 * 0 1 Poisoned Weapon (p87). Add 2 to wound rolls made for this weapon, unless it is targeting a vehicle. 8" 3+ - 4 3 3 4 4 7+ Add 2 to an Ur-Ghul's Attacks characteristic if it charged in the same turn. Melee Melee User 0 1 18" Assault 1 6 -5 D6 If the target is within half range of this weapon, roll 2 dice when inflicting damage with it and discard the lowest result. 24" Assault D3 4 -1 1 If the target is a VEHICLE and you roll a wound roll of 4+ for this weapon, the target suffers a moral wound in addition to any other damage. If the wound roll is a 6+, inflict D3 mortal wounds instead of 1. 18" Assault 3 * 0 1 Poisoned Weapon (p87) 24" Assault 1 * -3 1 Poisoned Weapon (p87). Add 2 to wound rolls made with this weapon, unless it is targeting a VEHICLE. If a model is slain by this weapon, the model's unit immediately suffers a mortal wound on a D6 roll of 4+ 10" 3+ - 4 4 1 3 4 6+ Models in this unit have a 5+ invulnerable save. Melee Melee User 0 1 * 4+ * 6 6 12 * 7 4+ M BS A 8-12+ 14" 3+ 5 4-7 10" 4+ 3 1-3 6" 5+ D3 If this model is reduced to 0 wounds, roll a D6 before removing it from the battlefield. On a 5+ it explodes, and each unit within 6" suffers D3 mortal wounds. 24" Heavy 2D6 6 0 1 If any models are slain in the target unit, it may not Advance in the following turn. 36" Heavy D6 8 -4 D6 If any models are slain in the target unit, it may not Advance in the following turn. When attacking with this weapon, choose one of the profiles" - Blast - Beam Melee Melee 4 -1 1 Melee Melee User -1 2 You can make a maximum of one combat attack with a sharpened prow blade each turn (any remaining attacks must be made with a different weapon). * 4+ * 7 7 18 * 7 3+ M BS A 9-18+ 16" 3+ 6 4-8 14" 4+ 4 1-3 12" 4+ D3 If this model is reduced to 0 wounds, roll a D6 before removing it from the battlefield. On a 6+ it explodes, and each unit within 9" suffers D6 mortal wounds. If this model Advances, it may double its current Movement characteristic - do not roll a dice to determine distance. If this model finishes a charge move within 1" of one or more enemy units, roll a D6 for each of these enemy units. Ona 4+, that unit suffers D3 mortal wounds. If you Warlord is embarked on the Tantalus, all friendly units within line of sight of the Tantalus use the Warlord's Leadership characteristic instead of their own. This ability does not apply to units that are entirely on or within cover, even if they can draw line of sight to the Tantalus. This model can transport 16 INCUBI or DRUKHARI INFANTRY models. Each Grotesque takes the space of two models. 36" Assault 6 8 -3 2 Melee Melee 8 -2 1 This Warlord regains D3 lost wounds at the start of each of your turns Improve the Armour Penetration characteristic of all melee weapons used by a model with this obsession by 1. For example, an Armour Penetration characteristic of 0 becomes -1, an Armour Penetration characteristic of -1 becomes -2, and so on. This does not apply to any Artefacts of Cruelty. If a model has this obsession, the invulnerable save conferred by its Insensible to Pain ability is increased to 4+. Models in enemy units must subtract 1 from their Leadership characteristic for each unit with this obsession that is within 6" of theirs (to a maximum of -3). If you select this Haemonculus Coven Obsession you cannot select a second. When resolving an attack against a unit with this Obsession, subtract 1 from the Damage characteristic of the weapon making that attack (to a minimum of 1). After a unit with this obsession finishes a charge move, for each model in that unit you can select one enemy unit within 1" of that model and roll one D6; on a 5+ that enemy unit suffers 1 mortal wound. When a unit with this obsession fires Overwatch or is chosen to shoot with, you can choose to enhance any or all of the ranged weapons models in that unit are equipped with. If you do, until the end of the phase, when resolving an attack made with that weapon, add 1 to the wound roll and add 1 to the Damage characteristic of that weapon for that attack. If any unmodified wound rolls of 1 are made for attacks with an enhanced weapon, the firing model suffers 1 mortal wound after shooting with that weapon. Add 1 to the Strength characteristic of all models with this obsession. When resolving an attack made with a poisoned melee weapon by a model with this obsession against a unit that has a lower Toughness characteristic than the attacking model, add 1 to the wound roll. For the purposes of this obsession, a poisoned melee weapon is any melee weapon with the Poisoned Weapon ability (see Codex: Drukhari).’ When a charge roll is made for a unit with this obsession, add 1 to the result. When resolving an attack made with a poisoned weapon by a model with this obsession against a unit that is not a VEHICLE or TITANIC, an unmodified hit roll of 6 automatically scores a hit and successfully wounds the target (do not make a wound roll). This does not apply to Artefacts of Cruelty. For the purposes of this obsession, a poisoned weapon is any weapon with the Poisoned Weapon ability (see Codex: Drukhari). When the Torturer’s Craft Stratagem (see Codex: Drukhari) is used on a unit with this obsession, it only costs 1 Command Point instead of 2. When an enemy unit is destroyed as a result of an attack made with a melee weapon by a model in a unit from your army with this obsession, you can select one model in the attacking model’s unit to regain up to D3 lo st wounds .’ If the attacking model is a Wrack, you can instead return up to D3 destroyed models to that unit, placing them on the battlefield and in unit coherency (if the models cannot be placed in this way, they are not returned to the battlefield). Units with this obsession that have the Power from Pain ability treat the current battle round as being 1 higher than it actually is when determining what bonuses they gain. Units with this obsession that do not have the Power From Pain ability instead gain the Inured to Suffering bonus Add 3" to the Move characteristic of all models with this obsession that can FLY (if such a model has a minimum and maximum Move characteristic, only add 3" to thier maximum one). In addition, enemy units do not recieve the benefit to thier saving throws for being in cover against attacks made by models with this obsession that can FLY, or by models with this obsession that are embarked upon a TRANSPORT with this obsession that can FLY. Re-roll hit rolls of 1 for such models when attacking with Rapid Fire weapons. The Range characteristic of all Assault, Rapid Fire, and Heavy weapons used by units with this obsession is increased by 6" (This does not apply to Eyebursts or Artefacts of Cruelty) Re-roll wound rolls of 1 made for melee weapons and poisoned weapons used by models with this obsession. This does not apply to Artefacts of Cruelty. For the purposes of this obsession, a poisoned weapon is any weapon with the Poisoned Weapon ability. Subtract 1 from the Leadership characteristic of enemy units whilst they are within 6" of any units from your army with this obsession. The first time an enemy unit fails a Morale test in a battle, add 1 to the Leadership characteristic of models from your army with this obsession until the end of that battle. Units with this obsession can charge in a turn in which they Fell Back. When an enemy unit finishes a charge move within 1" of any units with this obsession, roll one D6; on a 6, that enemy unit suffers 1 mortal wound. When a Morale test is taken for a unit with this obsession, no more than one model can flee. Units with this obsession that have the Power From Pain ability always benefit from the Eager to Flay bonus (see Codex: Drukhari), even during the first battle round. When resolving an attack made with a melee weapon by a model with this obsession against a unit that is not a VEHICLE or TITANIC, an unmodified hit roll of 6 automatically scores a hit and successfully wounds the target (do not make a wound roll). Add 3" to the Move characteristic of models with this obsession that can FLY. When an Inured to Suffering roll is made for a model with this obsession, re-roll a roll of 1. Units with this obsession that do not have the Power From Pain ability instead gain the Inured to Suffering bonus (see Codex: Drukhari). When resolving an attack made with a poisoned weapon by a model with this obsession, on an unmodified wound roll of 6 add 1 to the Damage characteristic of that weapon for that attack. This does not apply to Artefacts of Cruelty. For the purposes of this obsession, a poisoned weapon is any weapon that has the Poisoned Weapon ability (see Codex: Drukhari). The Webway Portal Stratagem (see Codex: Drukhari) can be used one additional time per battle for each Detachment (excluding Auxiliary Support Detachments) in your army that contains units with this obsession. The second and any subsequent uses of this Stratagem can only be used to set up units with this obsession in the webway. Increase the Attacks characteristic of models with this obsession by 1 during any turn in which they charged, were charged or made a Heroic Intervention Increase the Strength characteristic of models with this obsession by 1. In addition, when a unit with this obsession fails a Morale test, only one model from that unit must flee. Units with this obsession can charge in the same turn in which they Advanced. In addition, you can re-roll failed charge rolls for units with this obsession If you select this Wych Cult Obsession you cannot select a second. Whilst a model with this obsession that has an invulnerable save is within 1" of any enemy units, improve its invulnerable save by 1, to a maximum of 3+ (e.g. a 4+ invulnerable save becomes a 3+). Whilst a model with this obsession that does not have an invulnerable save is within 1" of any enemy units, it has a 6+ invulnerable save. Whilst units with this obsession that have the Power From Pain ability (see Codex: Drukhari) are within 1" of any enemy units, they treat the current battle round as being 1 higher than it actually is when determining what bonuses they gain from that ability. When resolving an attack made with a melee weapon by a model with this obsession that made a charge move, was charged or performed a Heroic Intervention this turn, an unmodified hit roll of 6 scores 1 additional hit. You cannot select this obsession if you have already selected the Precise Killers obsession. When resolving an attack made with a melee weapon by a model with this obsession, on an unmodified wound roll of 6 improve the Armour Penetration characteristic of that weapon by 1 for that attack (e.g. AP 0 becomes AP -1). You cannot select this obsession if you have already selected the Berserk Fugue obsession. After a model with this obsession finishes a charge move, you can select one enemy INFANTRY, BIKER or MONSTER unit within 1" of it and roll one D6; on a 5+ that enemy unit suffers 1 mortal wound. When the Hyperstimm Backlash Stratagem (see Codex: Drukhari) is used on a unit with this obsession, it only costs 1 Command Point instead of 2. When resolving an attack made by a model with this obsession against a MONSTER or VEHICLE unit in which any models have a Wounds characteristic of 10 or more, add 1 to the wound roll. When your opponent takes a Morale test for a unit in which any models were destroyed as a result of an attack made with a melee weapon by a model with this obsession this turn, they must roll two D6 and discard the lowest result. If both results are the same, discard either of them. Re-roll wound rolls of 1 for friendly DRUKHARI units in the Fight phase whilst they are within 6" of any friendly Cronos with a spirit probe. In addition, if a Cronos with a spirit probe inflicts one or more unsaved wounds in the Fight phase, you can pick a friendly DRUKHARI unit within 6" of it that is not a VEHICLE. The unit you pick regains 1 lost wound. 18" Asssault D6 3 -2 1 Any attacks with a wound roll of a 6+ for this weapon have a Damage characteristic of D3 instead of 1. 8" Assault D6 3 -2 1 This weapon automatically hits its target. Any attacks with a wound roll of a 6+ for this weapon have a Damage characteristic of D3 instead of 1. Melee Melee User -1 1 Any attacks with a wound roll of a 6+ for this weapon have a Damage characteristic of D3 instead of 1. Melee Melee User -1 2 Melee Melee user -1 1 The bearer can make a maximum of one attack with the ichor injector each turn. (Any remaining attacks must be made with a different melee weapon). You can re-roll wound rolls for this weapon. Each time you roll a wound roll of 6+ for this weapon, the target suffers D3 mortal wounds in addition to any other damage. Melee Melee +1 -2 2 If a model is equipped with two macro-scalpels, each time it fights it can make 1 additional attack with them. Melee Melee user 0 1 Make 2 hit rolls for each attack with this weapon, instead of 1. You can re-roll failed wound rolls for this weapon. Melee Melee +2 -3 D3 When attacking with this weapon, you must subtract 1 from the hit roll Add 1 to this Warlord’s Attacks characteristic in any turn in which they charged, were charged or made a Heroic Intervention. In addition, this Warlord regains 1 lost wound each time they slay an enemy model in the Fight phase. The opposing player must roll an extra dice when taking Morale tests for units within 3" of this Warlord and use the highest result This Warlord always fights first in the Fight phase, even if they didn’t charge. If the enemy has units that charged, or that have a similar ability, then alternate choosing units to fight with, starting with the player whose turn is taking place. Before the battle, when determining the bonus this Warlord receives from its Combat Drugs ability, roll two dice instead of one and apply both results (duplicate results are cumulative). Alternatively, you can pick two different bonuses to apply to this Warlord. Each time you roll a wound roll of 6+ for this Warlord in the Fight phase, the target suffers a mortal wound in addition to the normal damage. Add 1 to wound rolls made for this Warlord in the Fight phase Re-roll Inured to Suffering rolls (pg 87) of 1 for friendly <HAEMONCULUS COVEN>models within 6" of this Warlord Whilst your Warlord is on the battlefield, roll a D6 each time you or your opponent spends a Command Point to use a Stratagem; you gain one Command Point for each roll of 6. Friendly KABAL OF THE POISONED TONGUEunits can use this Warlord’s Leadership whilst they are within 12" of them Increase the Damage characteristic of weapons (other than Artefacts of Cruelty) used by this Warlord by 1. Increase this Warlord’s Strength and Attacks characteristics by 1 during any turn in which they charged, were charged or made a Heroic Intervention Add 1 to invulnerable saving throws made for this Warlord Each time you roll an unmodified saving throw of 6 for this Warlord in the Fight phase, the enemy unit that made that attack suffers a mortal wound after it has resolved all of it attacks Roll 2D6 for each enemy unit that is within 3" of your Warlord at the start of the Fight phase. If the result exceeds the highest Leadership characteristic in that unit, it suffers a mortal wound. Reduce all damage inflicted on your Warlord by 1 (to a minimum of 1). For example, if your Warlord fails a saving throw against a weapon that inflicts 3 damage, he will only lose 2 wounds Maintainer note: It is currently not possible to fully validate that all other combat drugs have been used before allowing a second one. This ability has been provided for ease of memory and should be manually checked for compliance with the rules for choosing combat drugs. 18" Pistol 2 * -1 D3 Poisoned Weapon (pg 87). Add 2 to wound rolls made for this weapon, unless it is targeting a VEHICLE. This weapon can target enemy units that are not visible to the firer and can target enemy CHARACTERSeven if they are not the closest enemy model. Units attacked by this weapon do not gain any bonus to their saving throws for being in cover 12" Pistol 3 * -4 1 Poisoned Weapon (pg 87). Add 2 to wound rolls made for this weapon, unless it is targeting a VEHICLE. Invulnerable saves cannot be taken against this weapon Melee Melee +3 -3 D3 12" Pistol 2 * -2 2 Poisoned Weapon (p87). Add 2 to wound rolls made for this weapon, unless it is targeting a VEHICLE. Each time this weapon kills an enemy model, the bearer regains 1 lost wound. Melee Melee * -2 1 Poisoned Weapon (pg 87). Each time the bearer fights, it can make 3 additional attacks with this weapon Melee Melee +1 -3 D3 Each time the bearer fights, it can make 2 additional attacks with this weapon. Roll a D6 at the end of each Fight phase in which the bearer attacked using this weapon; on a 1 they suffer a mortal wound. The bearer can attempt to deny one psychic power in each enemy Psychic phase in the same manner as a PSYKER. In addition, each time the bearer makes a successful Deny the Witch test, the psyker that attempted to manifest that power suffers Perils of the Warp Whenever you make an Inured to Suffering roll (pg 87) for the bearer, that wound is not lost on a roll of 4+ instead of 6. 6" Grenade 1 - - - You can only use this weapon once per battle. If it hits, the target suffers D3 mortal wounds. If any enemy models are slain by this weapon then, for the remainder of the turn, friendly units with the Power from Pain ability treat the current battle round as being 1 higher than it actually is when determining what bonuses they gain, so long as they remain within 6" of the bearer. This is cumulative with other, similar effects KABAL OF THE BLACK HEART Archon only. Re-roll wound rolls of 1 for friendly KABAL OF THE BLACK HEARTunits within 6" of the bearer. The wearer has a 3+ Save characteristic. In addition, subtract 1 from hit rolls for attacks that target the wearer in the Fight phase. The first time this model fails its invulnerable save and its shadowfield ceases to function, it immediately gains a 4+ invulnerable save for the remainder of the battle. Roll a D6 at the start of each battle round to randomly determine a Combat Drug from the table on page 87. Until the start of the next battle round, this model gains that bonus in addition to any other Combat Drug bonuses they have (duplicate results are cumulative). CULT OF THE CURSED BLADE Succubus only. Roll a D6 if the bearer is slain in the Fight phase. On a 2+ the unit that killed this model suffers D6 mortal wounds after it has finished making all of its attacks Enemy units cannot fire overwatch at the bearer. In addition, at the start of each Fight phase, select an enemy unit within 6" of the bearer. That unit cannot fight until all other units that are able to have done so. If the unit has an ability that allows it to fight first in the Fight phase, it instead fights as if it did not have this ability. If both players have units that cannot fight until all other unit have done so, then alternate choosing which of those units to fight with, starting with the player whose turn is taking place Melee Melee * -2 D3 Poisoned Weapon (pg 87). Add 1 to wound rolls made for this weapon, unless it is targeting a VEHICLE. Increase this weapon’s Damage characteristic to 3 when attacking enemy CHARACTERS. Melee Melee User -1 1 Each time the bearer fights, it can make 1 additional attack with this weapon. You can re-roll failed wound rolls for this weapon. Melee Melee User -1 1 Each time the bearer fights, it can make D3 additional attacks with this weapon. You can re-roll failed hit rolls for this weapon. Melee Melee User -1 2 Each time the bearer fights, it can make 1 additional attack with this weapon. If an INFANTRY unit is affected by the No Escape ability whilst it is within 3" of an enemy model armed with this weapon, the unit’s controlling player rolls a D3 instead of a D6 when making the roll-off Roll a D6 each time a model flees from a unit that is within 6" of any enemy models with grisly trophies. For each roll of 6, one additional model flees that unit (these cannot cause additional models to flee). Re-roll hit rolls of 1 for a model with chain-snares whenever it attacks with its bladevanes +1 to Toughness Characteristic +2 to Move Characteristic +1 to Strength Characteristic +1 to Attacks Characteristic +1 to Weapon Skill characteristic (e.g WS 3+ becomes WS 2+) +2 to Leadership characteristic Battle Round 1 - Inured to Suffering: Roll a D6 each time a model with this ability loses a wound. On a 6 the model does not lose that wound. Battle Round 2 - Eager to Flay: You can re-roll the dice when determining how far a unit with this ability moves when it Advances or charges. Battle Round 3 - Flensing Fury: You can add 1 to hit rolls made for a unit with this ability in the Fight phase. Battle round 4 - Emboldened by Bloodshed: Units with this ability automatically pass Morale tests (do not roll the dice). Battle Round 5+ - Mantle of Agony: Subtract 1 from the Leadership of enemy units that are within 6" of any units with this ability in the Morale phase. D6 1 - Adrenalight:+1 Attack 2 - Grave Lotus: +1 Strength 3 - Hypex: +2 Move 4 - Painbringer: +1 Toughness 5 - Serpentin: +1 Weapon Skill 6 - Splintermind: +2 Leadership As soon as any unit is destroyed, all units from your army with this ability benefit from Soulburst actions until the end of the turn. Whilst a unit is benefiting from Soulburst actions, it always fights first in the Fight phase, even if it didn't charge. If a model that is benefiting from Soulburst actions made a charge move this turn, or already has an ability that allows it to always fight first in the Fight phase, then whilst it is benefiting from Soulburst actions you also add 1 to hit rolls for attacks made with melee weapons by that model. If the enemy has units that made a charge move this turn, or that have abilities that allow them to always fight first in the Fight phase, then alternate choosing units to fight with, starting with the player whose turn is taking place. This weapon wounds on a 4+, unless it is targeting a VEHICLE or TITANIC unit, in which case it wounds on a 6+. If your army is Battle-forged, all Troops units in Drukhari detachments gain this ability. Such a unit that is within range of an objective marker (as specified in the mission) controls that objective marker even if there are more enemy models within range of it. If an enemy unit within range of the same objective marker has a similar ability, then the objective marker is controlled by the player who has the most models within range as normal. A unit with this ability that is within range of an objective marker controls it even if there are more enemy models within range of it. If an enemy unit within range of the objective marker has a similar ability, then it is controlled by the player who has the most models in range as usual. Melee Melee * -2 1 Poisoned Weapon (p87) 12" Pistol 1 * 0 1 Poisoned Weapon (pg 87) Melee Melee +1 0 2 Melee Melee User -2 1 A model attacking with dual blades can make 2 additional attacks with them each time it fights. Melee Melee +1 -3 1 - 18" Assault 2 4 -1 1 Each time you roll a wound roll of 6+ for this weapon, the target suffers a mortal wound in addition to any other damage. Melee Melee User -1 1 24" Rapid Fire 1 * 0 1 Poisoned Weapon (pg 87) Melee Melee * 0 1 Poisoned Weapon (p87) Models in this unit have a 5+ invulnerable save. Roll off if an enemy INFANTRY unit within 1" of any models with this ability wishes to Fall Back. The enemy unit can only Fall Back if the player commanding it wins the roll-off. Instead of measuring distance and ranges to and from this model’s base, measure to and from this model’s hull or base (whichever is closer) Models embarked on this model can attack in their Shooting phase. Measure the range and draw line of sight from any point on this model. When they do so, any restrictions or modifiers that apply to this model also apply to its passengers; for example, the passengers cannot shoot if this model has Fallen Back in the same turn, cannot shoot (except with Pistols) if this model is within 1" of an enemy unit, and so on. This model cannot charge, can only be charged by units that can FLY, and can only attack or be attacked in the Fight phase by units that can FLY. Each time this model moves, first pivot it on the spot up to 90 degrees (this does not contribute to how far the model moves), and then move the model straight forwards. Note that it cannot pivot again after the initial pivot. When this model Advances, increase its Move characteristic by 20" until the end of the phase - do not roll a dice. Your opponent must subtract 1 from hit rolls for attacks that target this model in the Shooting phase. You can re-roll failed hit rolls with this model whilst it is within 3" of a friendly <KABAL> ARCHON. In addition, if your army is Battle-forged, In addition, if your army is battle-forged, this model does not take up slots in the same Detachment that includes any <KABAL> Archons. When a Morale test is taken for an enemy unit within 6" of any INCUBI units from your army, and the result of that Morale test is equal to the highest Leadership characteristic in that enemy unit, the test is failed and one model flees that enemy unit. 6" Grenade D6 4 -1 1 - Each time you roll a hit roll of 6+ for this Warlord in the Fight phase, that hit scores 3 hits instead of 1. You can re-roll failed wound rolls for this Warlord. Once per battle, you can re-roll a single hit roll, wound roll, saving throw or damage roll for your Warlord. In addition, if your army is Battle-forged, roll a D3 before the battle begins; you gain a number of additional Command Points equal to the result. When resolving an attack made with a melee weapon by a model in this unit, on an unmodified wound roll of 6 add 2 to the Damage characteristic of that weapon for that attack.