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DRUKHARI

In this section you'll find rules for Battle-forged armies that include Drukhari
Detachments - that is any Detachment which only includes units with the
DRUKHARI​keyword. These rules includes the Coven Depravities, Cult Perversions and
Kabal Cruelties listed below and a series of Stratagems. This section also includes
unique Warlord Traits and Relics. Together, these rules will reflect the depravities,
perversions and cruelties of the Covens, Cults and Kabals in your games of
Warhammer 40,000.

COVEN DEPRAVITY
If your army is Battle-forged, units with the appropriate keyword will receive the
corresponding Coven Depravity, detailed opposite, so long as no units in their Detachment
are from other Covens. If you have chosen a Coven that does not feature on this list, you
can choose the depravity that best suits the fighting style and battlefield strategies of the
warriors that hail from it.

ALTERED
Anatomy Shifters:​ Do not write down what wargear ​ALTERED​ units are armed with when
making your army list, instead simply make sure you enough leftover points to give them the
cheapest wargear loadout available to them. During deployment you may use any leftover
points you have to equip ​ALTERED​ units with wargear available to them.

BLACK DESCENT
Wicked Games:​ Enemy units may not Fall Back the turn after being successfully charged by
a ​BLACK DESCENT​ unit. ​BLACK DESCENT​ units may charge in the same turn they Fall
Back.

COVEN OF TWELVE
The Ending is Paramount:​ ​COVEN OF TWELVE​ units add +1 to their Wound rolls when
attacking ​CHARACTER​ units.

DARK CREED
Scared to Death:​ Enemy units within 6" of a ​DARK CREED​ unit but more than 1" away from
all ​DARK CREED​ unit suffer a -3 penalty to their Ld.

EBON STING
Black Toxin:​ At the end of each Fight phase all enemy models that are not ​VEHICLES
which have suffered one or more unsaved Wounds this turn from an ​EBON STING​unit
suffers a single mortal wound.
EVERSPIRAL
Worsening Depravity:​ ​EVERSPIRAL​ units do not receive any benefits from the Power
From Pain ability on the first turn but instead the benefits of the first two turns on the second
turn and receive all the benefits from turn 3 onward. After turn 3, add the turn number to
Advance and Charge rolls for ​EVERSPIRAL​ units.

HEX
Curse Crafters:​ Once per Phase each ​HEX​ unit may invoke a curse by forcing an enemy
unit within 6" to re-roll a single successful Hit, Wound or Save roll.

PROPHETS OF FLESH
Fortune Favours the Depraved:​ Each time a ​PROPHETS OF FLESH​ unit destroys a unit
in the Shooting phase or in the Fight phase you gain a single Command Point.

CULT PERVERSIONS
If your army is Battle-forged, units with the appropriate keyword will receive the
corresponding Cult Perversion, detailed opposite, so long as no units in their Detachment
are from other Cults. If you have chosen a Cult that does not feature on this list, you can
choose the attribute that best suits the fighting style and battlefield strategies of the warriors
that hail from it.

CURSED BLADE
Cuthroat Mentality:​ ​CURSED BLADE​ units can re-roll failed Wound rolls in the Fight phase
on the turn they Charge.

JADED BLADE
Blade in Your Back:​ When Charging enemy units that are already engaged in close combat
roll 3D6 and discard the lowest result to determine the charge range of ​JADED BLADE
units.

RED GRIEF
Deadly Plunge:​ Increase the invulnerable save of all ​RED GRIEF​ units by +1 during your
turn (to a minimum of 6+) and decrease it by -1 during your opponent's turn. ​RED GRIEF
units may Fall Back and Advance in the same turn.

STRIFE
Epitome of Speed:​ ​STRIFE​ units always fight first in the Fight phase, even if they did not
charge. If the enemy has units that have charged, or that have a similar ability, then alternate
choosing units to fight with, starting with the player whose is taking place. However, ​STRIFE
units do not benefit from the Combat Drugs ability.
SEVENTH WOE
Big Game Hunters:​ Add +1 to the Wound rolls of ​SEVENTH WOE​ units on the turn they
charge or when attacking ​MONSTROUS CREATURES​.

TWISTED KNIFE
Tour Guides of Suffering:​ Friendly ​DRUKHARI​ units that are not ​VEHICLES​ within 3" of a
TWISTED KNIFE​ unit gain the benefit of cover if at least half their models benefit from cover.

WITHERED BLADE
Twisted Slavers:​ Enemy units within 1" of one or more ​WITHERED BLADE​ units may not
Fall Back.

WRATH UNBOUND
No Escape:​ Enemy units engaged against two or more ​WRATH UNBOUND​ units subtract 1
from their Hit rolls and may not Fall Back.

KABAL CRUELTIES
If your army is Battle-forged, units with the appropriate keyword will receive the
corresponding Kabal Cruelties, detailed opposite, so long as no units in their Detachment
are from other Kabals. If you have chosen a Kabal that does not feature on this list, you can
choose the cruelty that best suits the fighting style and battlefield strategies of the warriors
that hail from it. ​Each Kabal has developed unique ways of inflicting fear and suffering
that best satiates their thirst for pain.

BLACK HEART
Unassailable Strength:​ All Black Heart units and all Transports containing Black Heart units
must be deployed before your opponent starts deploying. Add 1 to Wound Rolls of Black
Heart units.

BROKEN SIGIL
Fearmongers:​ Enemy units within 3" of one or more Broken Sigil units subtract 1 from their
Ld.

DYING SUN
Overweening Pride:​ Dying Sun units automatically pass Morale tests. Your opponent must
subtract 1 from Hit rolls when shooting at Dying Sun units with the Power From Pain ability
more than 12" away after the third battle round.

IRON THORN
Airborne Armada:​ Add +1 to Hit rolls for Iron Thorn units embarked upon a Transport.
LAST HATRED
Forbidden Arts:​ Add one to the current battle round when determining the effect of the
Power From Pain ability on ​LAST HATRED​ units with this cruelty.

OBSIDIAN ROSE
Armsdealers:​ You can re-roll a single failed to hit roll and a single failed wound roll made for
an ​OBSIDIAN ROSE​ unit with this cruelty each time it shoots or fights.

POISONED TONGUE
Underhanded:​ You may choose to wait deploying all Poisoned Tongue units and Transports
containing one or more Poisoned Tongue units until after your opponent has finished
deploying.

SEVERED
Webway Mastery:​ During deployment, ​SEVERED​ units and Transports containing Severed
units may be deployed in the Webway instead of deploying normally. At the end of any of
your Movement phases, the unit may enter the battlefield through the webway – set it up
anywhere on the battlefield that is more than 18" away from any enemy models.

DRUKHARI STRATAGEMS
BLOODY GAMES
3 CP:​ 1 CP: Use this Stratagem at the end of the Fight phase. Select a ​<CULT>​ unit – that
unit can immediately fight for a second time.

CHEM BOMBARDMENT
1 CP:​ Use this Stratagem at the start of your turn while your ​BROKEN SIGIL​ Warlord is
alive. Until the end of the turn enemy units in your opponent's deployment zone subtract 1
from their Ld.

COMBAT STIMMS
1 CP:​ Use this Strategem at the start of your turn. A single friendly ​<KABALITE>​ unit within
24" of your Warlord benefits from the Combat Drugs ability until the end of this turn. If you
haven't already rolled for the effect of Combat Drugs this game, do so now.

CORPSETHIEF CLAW
3 CP:​ Use this Stratagem after deployment but before the first game turn. Choose 5 ​TALOS
that are all within 12" of at least four other ​TALOS​ they can make a move before the game
begins.

CRUEL SPORT
1 CP:​ Use this Stratagem when a unit suffers an unsaved wound from a ​<KABAL>​ unit in
the Shooting phase. Each time another unit from the same ​<KABAL>​ causes one or more
unsaved wounds the unit lowers its Leadership by -1 until the end of the turn.

DARK ARTISAN
1 CP:​ Use this Stratagem when a ​CRONOS​ or ​TALOS​ declares a charge while within 6" of
a ​HAEMONCULUS​, that ​CRONOS​ or ​TALOS​ adds +1 to its hit rolls and charge rolls this
turn.

DEATH DENIED
3 CP:​ Use this Stratagem when a ​DRUKHARI​ character is removed from the table, the
character is not destroyed but is instead placed in a regeneration chamber. Roll a D6 at the
end of each of your Movement phases. On a roll of 5 or more, the character is returned to
life and may enter the battlefield anywhere more than 9" away from any enemy models. Add
1 to the roll for each failed roll you've made to resurrect the character this game. The
character counts as having been destroyed if it does not enter the battlefield before the
game ends.

DEATHDEALERS
1 CP:​ Use this Stratagem just before an ​OBSIDIAN ROSE​ Infantry unit attacks in the
Shooting phase. Each time you make a hit roll of 6+ for a model firing a splinter weapon, that
model can immediately make another hit roll using the same weapon at the same target
(these bonus attacks cannot themselves generate any further attacks). For the purposes of
this Stratagem, a splinter weapon is any weapon profile whose name includes the word
‘splint’ (e.g. Splinter pistol, splinter rifle and splinter cannon).

DEVIOUS TRAPPERS
1 CP:​ Use this Stratagem when a ​DRUKHARI​ unit that does not have the ​FLY​ keyword Falls
Back. Select one enemy unit that is within 1" of the unit before it moves and roll a D6; on a
2+, the enemy unit suffers D3 mortal wounds.

FORBIDDEN ARTEFACTS
3 CP:​ Use this Stratagem at the start of your opponent's Shooting phase: your opponent
must subtract 1 from Hit rolls when shooting at ​DYING SUN​ units more than 12" away until
the end of the turn.

FREAKISH SPECTACLE
1 CP:​ Use this Stratagem when an enemy unit passes its Morale test within 6" of a
<COVEN>​ unit, you may force your opponent to re-roll the Morale test.

GLORIOUS PAIN
1 CP:​ Use this Stratagem when you fail an attempt to ignore a wound with the Power From
Pain ability. Until the end of the turn that unit can re-roll all such failed attempts.
GROTESQUERIE
3 CP:​ Use this Stratagem before deployment if you army includes at least 1
HAEMONCULUS​. Choose up to two units of ​GROTESQUES​ and roll on the table below.
● 1: The chosen units add +2 to their Strength characteristic.
● 2: The chosen units add +2 to their Toughness characteristic.
● 3: The chosen units add +3 to their Movement characteristic.
● 4: The chosen units add +1 to their Attacks characteristic.
● 5: The chosen units add +3 to their Save characteristic.
● 6: The chosen units add +1 to their Invulnerable saving throws.

HAYWIRE BOMBARDMENT
3 CP:​ This Stratagem can be used once per battle, in the Shooting phase, if you have a
DRUKHARI​ Warlord that did not move during your Movement phase. Instead of shooting
with your Warlord’s weapons, select a visible point on the battlefield and roll a D6 for every
VEHICLE​ unit within D6" of that point. On a 2+, the unit being rolled for suffers D3 mortal
wounds.

HAYWIRE GRENADE
1 CP:​ Use this Stratagem instead of attacking a ​VEHICLE​ normally with an ​ARCHON​,
DRACHON​, ​SUCCUBUS​ or Syren. Make a single hit roll, if successful the target suffers D3
mortal wounds.

KIN-STRIFE
1 CP:​ Use this Stratagem when a ​LAST HATRED​ unit is chosen to attack in the Fight
phase. Each time you roll a hit roll of 6+ for a model in this unit during this phase, it can, if it
was targeting a ​CRAFTWORLD ELDAR​ unit or ​YNNARI​ unit, immediately make an extra
attack against the same unit using the same weapon. These extra attacks cannot
themselves generate any further attacks.

LIGHTNING STRIKE
1 CP:​ Use this Stratagem at the end of the Movement phase. Select a ​RED GRIEF​ unit that
is embarked on a Transport, that unit can immediately disembark.

RARE DELICACY
2 CP:​ Use this Stratagem at the end of the Morale phase when an enemy unit with an Ld of
8 or more suffers one or more casualties in the Morale phase. All friendly units within 1" of
the unit can immediately Fight but must direct all their attacks against the unit, any that
cannot be directed against the unit are lost. Wounds caused in this way have no effect on
Morale tests this turn or the next.

MASTER OF EPICUREANS
1 CP:​ Use this Stratagem before deployment by nominating one ​HAEMONCULUS​. While
the nominated model is within 6" of ​CRONOS​ friendly units of ​WRACKS​ within 12" of the
nominated model ignore the first wound suffered each phase, this applies before the Power
From Pain ability.

NIGHTBORN TERRORS
1 CP:​ Use this Stratagem at the end of your Movement phase to move a friendly unit of
MANDRAKES​ to anywhere on the battlefield more than 9" away from any enemy models.

PAID IN KIND
3 CP:​ Use this Stratagem when an ​INCUBI​ unit attacks. Until the end of the Fight phase
re-roll hit and wound rolls of 1 and add +1 to their Damage characteristic.

QUEENS OF BLOOD
1 CP:​ Use this Stratagem during the Fight phase if 3 or more ​SUCCUBUS​ models are
engaged in close combat by choosing three ​SUCCUBI​. The chosen models can re-roll hit
and wound rolls until the end of the phase.

SCALPEL SQUADRON
2 CP:​ Use this Stratagem when a unit of ​WRACKS​ that started the game embarked on a
VENOM​ is destroyed before your second turn. The unit is immediately placed in a
regeneration vat and does not count as having been destroyed. At the start of your third
Movement phase the unit may arrive anywhere in your deployment zone entirely within 3" of
a table edge.

SHADOW RAY
1 CP:​ Use this Stratagem just before an ​IRON THORN RAVAGER​ model attacks in the
Shooting phase while it is within 6" of at least two other ​IRON THORN RAVAGER​models.
You only make a single hit roll with each of the model's weapons this phase, however, each
hit causes D3 mortal wounds.

SNAKETONGUE
X CP:​ Use this Stratagem while your Poisoned Tongue Warlord is alive when your opponent
activates a Strategem by using the same amount of CP paid to use their Stratagem. Your
enemy's Stratagem does not have any effect and cannot be used until the end of the current
phase.

THE DAIS OF DESTRUCTION


3 CP:​ Use this Stratagem before the battle. Select a ​BLACK HAND RAIDER​ in your army.
Replace this model’s ​RAIDER​ keyword with ​DAIS OF DESTRUCTION​. Increase this
model's Toughness to 7.

WEBWAY ASSAULT
1 CP:​ Use this Stratagem during deployment instead of deploying a unit normally. The unit
hides in the webway instead of being deployed normally. At the end of any of your
Movement phases the unit can make a webway assault - set them up anywhere on the
battlefield that is more than 12" away from any enemy models.

YOU DARE?
1 CP:​ Use this Stratagem when an enemy unit fires at a unit of ​SQOURGES​. Until the end of
your next Fight phase that unit of ​SCOURGES​ can re-roll failed hit and wound rolls against
the firing unit.

WARLORD TRAITS
If the Warlord of your army is a ​DRUKHARI CHARACTER​, you can pick their Warlord Trait
from the Space Marines Warlord Traits table, or roll a dice and consult the table to generate
their Warlord Trait.

1. ANCIENT TERROR
Subtract 1 from the Leadership characteristic of enemy units that are within 6" of your
Warlord

2. SHADOW STALKER
Your opponent may not fire Overwatch at your Warlord.

3. DEPRAVED TENACITY
Add 2 to the Wounds characteristic of your Warlord.

4. PATHS OF SUCCESSION
When your Warlord is destroyed roll a D6 on a roll of 3+ you may choose a new Warlord with
a the same or a new Warlord trait.

5. MALIGNANT MASTERMIND
Whilst your Warlord is alive, roll a dice each time you spend a Command Point to use a
Stratagem; on a 5+ that CP is immediately refunded.

6. TROPHY HUNTER
You can add 1 to all hit and wound rolls made for this Warlord in the Fight phase when
targeting enemy ​CHARACTERS​.

COVEN, CULT AND KABAL WARLORD TRAITS


If you wish, you can pick a Kabal Warlord Trait from the list below instead of the Drukhari
Warlord Traits to the left, but only if your Warlord is from the relevant Kabal.
NAMED CHARACTERS AND WARLORD TRAITS
If a named character is your Warlord, they must be given the associated Warlord Trait of
their Coven/Cult/Kabal. For example, if Lelith Hesperax is your Warlord, she would have the
Strife’s Untouchable Warlord Trait.

ALTERED
Necrotoxic Scientist:​ All friendly ​ALTERED​ models within 6" may re-roll failed wound rolls
against units which share one or more keywords with a unit your Warlord has destroyed.

BLACK DESCENT
Best Served Cold:​ When your Warlord Falls Back you may choose a ​CHARACTER​ and roll
a D3, if the roll is higher than the Character's remaining number of wounds the Character is
removed from play.

COVEN OF TWELVE
Warped Arms Race:​ When your Warlord is destroyed you may pick a ​COVEN OF TWELVE
HAEMONCULI​ to be your Warlord. The new Warlord will also have this Warlord Trait.

DARK CREED
Master of Fear:​ You may force your opponent to re-roll any Morale test taken for a unit
within 6" but more than 1" away from your Warlord.

EBON STING
Master of Pain Engines:​ At the start of the game you may nominate a friendly ​EBON
STING TALOS​. The nominated model may choose one of the following:
● BLACK JESTER: This model always wounds on a 2+ in the Fight phase while
targeting a ​MONSTROUS CREATURE​.
● IRON DERVISH: This model may make D3 additional attacks in the Fight phase
while within 6" of 10 or more enemy model.
● DEATH STINGER: This model may re-roll failed hit rolls in the Shooting phase.

EVERSPIRAL
Soulhunger:​ Your Warlord loses a single wound at the end of each Fight phase unless they
are within 6" of a ​CRONOS​ or 1" of an enemy model. Your Warlord regains a single wound
lost earlier in the battle at the end of each Fight phase if they are within 6" of a ​CRONOS​ or
1" of an enemy model.

HEX
Artist of Depravity:​ You gain a single CP each time an enemy model is lost due to Morale
while their unit is within 1" of your Warlord.
PROPHETS OF FLESH
Purity of Body, Depravity of Mind:​ Your Warlord may re-roll failed Charge, hit and wound
rolls unless they are missing one or more wounds.

CURSED BLADE
Murderous Mistress:​ Add +1 to the Strength of your Warlord.

JADED BLADE
Dance of Air:​ Your Warlord may Shoot and Charge in the same turn as your Warlord Falls
Back.

RED GRIEF
Deadly Plunge:​ Improve the AP of all your Warlord's melee attacks by 1.

STRIFE
Untouchable:​ Your Warlord can re-roll failed invulnerable saving throws of 1.

SEVENTH WOE
Dance of Shadows:​ Subtract 1 from the Attacks characteristic of enemy models in base
contact with your Warlord.

TWISTED KNIFE
Pact Maker:​ Your Warlord can perform a Heroic Intervention if the enemy are within 6"
(rather than 3") and can move up to 6" when doing so.

WITHERED BLADE
Master of Monsters:​ All friendly ​DRUKHARI BEAST​ units within 6" of your Warlord in the
Fight phase can re-roll failed charge rolls.

WRATH UNBOUND
Strength in Numbers:​ Add +1 to your Warlord's Wound rolls while there are more friendly
models within 12" than there are enemy models within 12".

BLACK HEART
Labyrinthine Cunning:​ Whilst your Warlord is alive, roll a dice each time your opponent
spends a Command Point to use a Stratagem; on a 5+ you gain a CP.

BROKEN SIGIL
Taste of Fear:​ Add 1 to your Warlord's Wound rolls against units with no models that have a
model with a Ld value above 6.
DYING SUN
Cold-blooded Calcuator:​ Roll a D6 at the end of each player turn; On a roll of 6+ you gain
a single CP.

IRON THORN
Master Weaponsmith:​ Your Warlord may re-roll a single Hit or Wound roll each turn.

LAST HATRED
Beyond Death:​ Subtract 1 from the Damage value of any weapon to a minimum of 1 when
calcuating how much damage dealth to your Warlord.

OBSIDIAN ROSE
A Fitting Servant:​ Enemy units may not Fall Back from within 1" of your Warlord.

POISONED TONGUE
Master Manipulator:​ Gain a single CP each time your opponent uses a Stratagem that your
opponent has used previously in the battle.

SEVERED
Unfettered Ambition:​ Each time you roll a hit roll of 6+ for your Warlord, make one extra
attack at the same target using the same weapon (these bonus attacks cannot themselves
generate any further attacks).

RELICS OF AGONY
BLADE OF VEX
CURSED BLADE​ model only. The bearer can re-roll failed Invulnerable saving throws and
failed Hit and Wound rolls, but enemy units can re-roll failed Wound rolls against the bearer.

BLADE OF WOE
SEVENTH WOE​ model only.
RANGE TYPE S AP D ABILITIES

Melee Melee User 0 1 The bearer regains a Wound lost earlier in


the battle for each unsaved wound caused
by this weapon.

BLOODREST
WITHERED BLADE​ model with archite glaive only. Replace the bearer's archite glaive with
Bloodrest.
RANGE TYPE S AP D ABILITIES

Melee Melee x2 0 2 This weapon gains one blood counter at the


end of the Fight phase for each successful
Wound roll made with this weapon and loses
1 blood counter for each failed Wound roll
made with this weapon. Add 1 to the bearer's
Wound rolls with this weapon for each blood
counter it has.

CRUCIBLE OF MALEDICTION
COVEN OF TWELVE​ model only. Once per game the bearer may choose to use the
Crucible of Malediction at the start of the Shooting phase. When used all units with the
Psyker ability within 9" of the bearer may suffer D3 Mortal Wounds.

DEATHQUIVER PLAGUE
EBON STING​ model only. Roll a D6 for each model within 12" of the bearer the first time the
bearer destroys an enemy model in the Fight phase. ​EBON STING​ units suffer a mortal
wound for each roll of 6+ for a model in their unit. All other units suffer a mortal wound for
each roll of 5+ for a model in their unit.

DECAPITATOR'S MARK
Add +1 to the bearers Attacks and Strength characteristics for each enemy ​CHARACTER
killed by the bearer.

DJIN BLADE
DYING SUN​ model with huskblade or powersword only. Replace the bearer's huskblade or
powersword with the Djin Blade.
RANGE TYPE S AP D ABILITIES

Melee Melee User -3 1 The bearer can re-roll failed Hit and Wound
rolls. If the bearer is reduced to 1 Wound it
is removed from play.

HEARTBREAKER
IRON THORN​ model only. Enemy units within 6" of the bearer with a Leadership above 7
are reduce to Leadership 7. Enemy units within 6" of the bearer with a Leadership below 7
re-roll successful Leadership tests.
HEXWARD HOOD
TWISTED KNIFE​ model only. When the bearer suffers a mortal wound roll a D6, on a roll of
4+ the wound is ignored.

HOOK OF YZUSATH
SEVERED​ model only. Roll an additional dice when the bearer Advances or Charges and
discard the lowest result. In addition, the bearer can re-roll Wound rolls of 1.

ICON OF DESOLATION
Enemy units within 3" of the bearer suffer a -3 to their Leadership unless there are 10 or
more enemy models within 12" of the bearer.

KHAIDESHI HERMAVORES
HEX​ model only. A model equipped with the Khaidesi Haemovores makes 2D6 additional
Attacks when it fights in the Fight phase. These attacks are resolved at Strength 3 with AP 0
Damage 1. These attacks do not benefit from any of the model's abilities.

LIGHTNING CUTTER
STRIFE​ model only. The bearer always wounds on a 3+. When the bearer rolls a 1 to
Wound the bearer suffers a Mortal Wound.

MISTSHIVER CAPE
JADED BLADE​ model only. The bearer adds +1 to their Wound rolls in the Fight phase
when attacking units engaged against other friendly units.

SCEPTRE OF THE DARK CITY


BLACK HEART​ Warlord only.
RANGE TYPE S AP D ABILITIES

Melee Melee User -3 1 Unless the target is a ​VEHICLE​ the bearer


always wounds on a 2+.

SHADOWMASK OF YVAREL
RED GRIEF​ model only. The bearer has a Move characteristic of 12" and can ​FLY​.

SHATTERSHARD
Once per game at the start of the Fight phase the bearer may nominate an enemy
CHARACTER​. Double the damage of all the bearer's attacks against that model until the
end of the phase.
SOULSTEALER LIBSTICK
POISONED TONGUE​ model only. Enemy models suffer a -1 to their Attacks characteristic
for each unsaved wound suffered from the bearer.

SYNDRIQ'S SUMP
ALTERED​ model only. Choose one of the following effects at the start of each of your turns,
the effects lasts until the start of your next turn: +2 M, +1 T, +1 S, +1 A.

THE ANIMUS VITAE

RANGE TYPE S AP D ABILITIES

8" Assault 6 -2 1 This weapon can only be used once. If the Hit
1 and Wound roll for this weapon is succesful
treat the turn as one further along than it
actually is for the remainder of the game for
the purpose of the Power from Pain ability.

THE ARCHANGEL OF PAIN


WRATH UNBOUND​ model only. Once per game instead of firing ranged weapons in the
Shooting phase you may roll 2D6 for each enemy unit within 9" of the bearer, if the roll is
higher the unit suffers a mortal wound for each point the roll is higher than the units
Leadership.

THE ARMOUR OF MISERY


BROKEN SIGIL​ model only. All enemy units within 6" of the bearer suffer a -1 Leadership
penalty.

THE HELM OF SPITE


LAST HATRED​ model only. The bearer can take a Deny the Witch test once each Psychic
phase, the Psyker manifesting the power suffers 1 mortal wound if the power is denied.

THE MIAMEXIZ
BROKEN SIGIL​ only. All units within 6" of the bearer suffer a -1 to Hit rolls in the Fight
phase. Each time a unit within 12" of the bearer fails a Morale test add +1 to the bearer's
Attacks characteristic.

THE NIGHTMARE DOLL


EVERSPIRAL​ model only. Reduce the damage dealth to the friendly ​EVERSPIRAL​ units
within 3" of the bearer by 1 to a minimum of 1. Once this effect has affected the bearer it
ceases to function.

THE ORBS OF DESPAIR


Instead of firing any other weapons in the Shooting phase the bearer can use The Orbs of
Despair with the following profile:
RANGE TYPE S AP D ABILITIES

8" Assault 1 -4 1 Change the damage dealt to models to 2D6 if


D6 the model is not a ​VEHICLE​.

THE PANACEA PERVERTED


PROPHETS OF FLESH​ model only. The bearer regains 1 wound at the start of each of your
turns.

THE VEXATOR MASK


BLACK DESCENT​ model only. The bearer always fights first in the Fight phase, even if they
did not charge. If the enemy has units that have charged, or that have a similar ability, then
alternate choosing units to fight with, starting with the player whose is taking place.

VENOMSTORM
OBSIDIAN ROSE​ model only.
RANGE TYPE S AP D ABILITIES

12" Pistol 6 * 0 1 This weapon wounds on a 2+, unless it is


targeting a ​VEHICLE​, in which case it wounds
on a 6+.

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