Mustering a Boarding Patrol
You can include up to one of the following unit if you include one or more
KABALITE WARRIORS units:
You can include up to one of the following units if you include one or more WRACKS
units:
- HAEMONCULUS
(excluding URIEN RAKARTH)
- URIEN RAKARTH
You can include up to one of the following units if you include one or more WYCHES
units:
- LELITH HESPERAX
- SUCCUBUS
(excluding LELITH HESPERAX)
You can include up to three of each of the following units:
- KABALITE WARRIORS (10 models)
- WRACKS (5 or 10 models)
- WYCHES (10 models)
You can include up to one of each of the following units:
- INCUBI (5 or 10 models)
- MANDRAKES (5 or 10 models)
Rules Adaptations
- The ARCHON model
loses the Devious Mastermind ability.
- The KABALITE WARRIORS unit loses the
Sadistic RAIDERS ability.
- The LELITH HESPERAX model loses the
Thrilling Spectacle ability.
- The MANDRAKES unit loses the Fade Away ability.
- The URIEN RAKARTH model loses the Fleshcraft
ability.
Army Rule
Feast of Pain
Rooting out every last defender aboard a voidship and devouring their fear and
agony is an epicurean delight over which the Drukhari take their time.
Units from your army with the
Power From Pain ability retain that ability and gain this one.
At the start of the battle, you gain 1
Pain token.
Detachment Rule
Commorrite Rivalries
Even in the midst of battle, the Drukhari indulge in politicking and factionalism,
seeking to outdo their rivals and cover themselves in dark glory with every murderous triumph.
Each time
a DRUKHARI CHARACTER model from your army destroys an enemy CHARACTER unit, you gain 1 Pain token. In addition, each time you use the
Battlefield Command Stratagem, you can expend 1 Pain token from your Pain token pool.
If you do, decrease that Stratagems cost by 1CP for that usage.
Stratagems
SHIPBOARD SHADES
Space Lane Raiders – Battle Tactic Stratagem
Amidst the strobing lumens and gouting steam of voidship combat,
the
Drukhari flicker and flit like malevolent, half-seen 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 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.
CREW-THIEVES
Space Lane Raiders – Battle Tactic Stratagem
The fast-acting incapacitation toxins on the blades of these
Wracks allow
them to lay low the defenders, before dragging them away, alive but powerless, to a far more
horrible
fate than death.
WHEN: Fight
phase.
TARGET: One WRACKS
unit from
your army that 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 [ANTI-INFANTRY 3+] ability.
VOIDSHIP GLADIATORS
Space Lane Raiders – Strategic Ploy Stratagem
Treating the vessel they have boarded as just another arena to
perform
in, these Wyches turn every iota of their skill and agility to the task.
WHEN: Your Movement
phase.
TARGET: One WYCHES
unit from your
army that has not been selected to move this phase.
EFFECT:
Roll one D6: on a 2+, until the end of the turn, enemy units cannot fire Overwatch at your unit.
VETERAN PIRATES
Space Lane Raiders – Strategic Ploy Stratagem
No strangers to shipboard warfare, these warriors are skilled in
loosing
volleys then vanishing swiftly back behind corners and bulkheads to avoid reprisals.
WHEN: Your Shooting phase, just
after a
KABALITE WARRIORS unit from your
army has
shot.
TARGET: That KABALITE
WARRIORS unit.
EFFECT: Your
unit can make a Normal move of up to 3".
Enhancements
We are not using enhancements from Boarding Actions in the crusade. These are here for reference only!
Click to view
|
Power and Greed
This warrior is addicted to the heady rush of battle and suffering,
each fresh taste driving them to crave more.
The first time in each turn that the bearer is Empowered, roll one D6: on a 3+, you gain 1 Pain token. |
|
Spiteful Demise
Knowing all too well that the carnage they cause during this void
battle may be all that pays for their revivification by the Haemonculi, this warrior strikes out
viciously until their very last breath.
When the bearer is destroyed, if it has not fought this phase, roll one D6: on a
2+, do not remove it from play. The bearer can fight after the attacking unit has finished
making its attacks, and is then removed from play. |
Mustering a Boarding Patrol
You can include up to two of the following unit (duplicates are not
allowed):
You can include up to three of the following unit:
- KABALITE WARRIORS (10 models)
You can include up to one of each of the following unit :
- COURT OF THE
ARCHON (4 models)
- INCUBI (5 or 10 models)
- MANDRAKES (5 or 10 models)
Rules Adaptations
- The ARCHON model
loses the Devious Mastermind ability.
- The KABALITE WARRIORS unit loses the
Sadistic RAIDERs ability.
- The MANDRAKES unit loses the Fade Away ability.
Army Rule
Feast of Pain
Rooting out every last defender aboard a voidship and devouring their fear and
agony is an epicurean delight over which the Drukhari take their time.
Units from your army with the
Power From Pain ability retain that ability and gain this one.
At the start of the battle, you gain 1
Pain token.
Detachment Rule
Raid and Pillage
These warriors reap a bounty of both material plunder and precious pain during
their raids, leaving only shattered storage reliquaries and the twisted bodies of tortured victims in their
wake.
Each time a DRUKHARI unit from your army destroys an enemy unit, if that enemy unit was
within range of an objective marker controlled by your opponent at the start of the phase, you gain 1 Pain token. In addition, in your Command phase, you can select one objective marker
you control that has one or more KABAL units from your army within range of it, then expend 1 Pain token from
your Pain token pool. If you do, that objective marker is Secured by your army.
Stratagems
ELUSIVE DUELLISTS
Kabalite Corsairs – Battle Tactic Stratagem
These warriors delight in the close-quarters blade-duels of
boarding
actions, weaving around their enemies' blows and cutting them down in droves.
WHEN: 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:
Until the
end of the phase, each time an attack targets your unit, subtract 1 from the Hit roll and, if your unit
has the
INCUBI keyword, models in your unit have a 4+ invulnerable save.
DECKPLATE SWEEPERS
Kabalite Corsairs – Battle Tactic Stratagem
Indiscriminate hails of splinter fire fill chambers and
corridors,
leaving nowhere to hide in the enclosed space.
WHEN: Your Shooting
phase.
TARGET: One KABAL unit from your army that has not been selected to
shoot this
phase.
EFFECT: Until the end of the phase,
improve
the Armour Penetration characteristic of splinter cannons, splinter rifles and splinter pistols
equipped
by models in your unit by 1.
TAKE THEM ALIVE
Kabalite Corsairs – Strategic Ploy Stratagem
Aiming to maim rather than slag, and employing psychotropic or
paralysing
venoms, the Kabalites seek to incapacitate their victims so that they too may be taken as
plunder.
WHEN: Your Shooting phase, just
after a
KABAL
unit from
your army has shot.
TARGET: That KABAL
unit.
EFFECT: Select one enemy unit hit by
one or
more of your unit’s attacks this phase (excluding those made with Pistols). That enemy unit must take a Battle-shock test,
subtracting 1 from
the result if your unit is within 6” of it.
OPPORTUNISTIC THIEVES
Kabalite Corsairs – Strategic Ploy Stratagem
Any undefended source of riches or power is fair game to these
fast-moving raiders.
WHEN: End of your Fight
phase.
TARGET: One KABAL unit from your army that is not within Engagement
Range of
one or more enemy units.
EFFECT: Select one
objective marker you do not control that is visible to your unit. Your unit can make a Normal move of up to D6",
but if
it does, every model in that unit must end that move as close as possible to that objective
marker.
Enhancements
We are not using enhancements from Boarding Actions in the crusade. These are here for reference only!
Click to view
|
Dark Charisma
The masters of such piratical Kabals lead by example, spitting scorn
upon peril, standing tall as avatars of malevolent elan, and overcoming the odds with devilish
daring time and again.
The bearer has an Objective Control characteristic of 5 and you can re-roll Battle-shock tests taken for the bearer. |
|
Malevolent Cunning
Having fought countless bloody battles aboard the voidships of their
prey, this warrior knows well how to turn such environments against their prey. Swiftly deployed
booby traps and devious ruses staged with inhuman speed and skill confound the foe at every
turn.
The first time in each battle round that your opponent targets a unit from their army that is
within 3" of the bearer with a Stratagem, increase that Stratagems cost by 1CP for that
usage. |
Mustering a Boarding Patrol
You can include up to two of the following units (duplicates are not
allowed):
- LELITH HESPERAX
- SUCCUBUS
(excluding LELITH HESPERAX)
You can include up to three of the following unit:
You can include up to one of each of the following units:
- INCUBI (5 or 10 models)
- MANDRAKES (5 or 10 models)
Rules Adaptations
- The LELITH HESPERAX model loses the
Thrilling Spectacle ability.
- The MANDRAKES unit loses the Fade Away ability.
Army Rule
Feast of Pain
Rooting out every last defender aboard a voidship and devouring their fear and
agony is an epicurean delight over which the Drukhari take their time.
Units from your army with the
Power From Pain ability retain that ability and gain this one.
At the start of the battle, you gain 1
Pain token.
Detachment Rule
Appetite for Adulation
Thriving upon the praise their sadistic deeds will earn from their twisted
audience, the Wyches fight all the harder and inflict ever-more excessive torments upon their victims.
In
the Fight phase, if two or more enemy units were destroyed by DRUKHARI units from your army that phase, you gain 1 Pain token. In addition, each time a WYCH CULT unit from your army becomes Empowered in the Fight phase, until the end of the phase, melee weapons
equipped by models in that unit have the [ANTi-iNFANTRY 4+] ability.
Stratagems
HYPERAGILITY
Ship-killer Cult – Battle Tactic Stratagem
Driven by combat drugs and the elation of their victims'fear
and
pain, the Wyches weave around their enemies' blades with easy scorn.
WHEN: Your opponent's
Shooting phase
or the 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 an
attack
targets your unit, subtract 1 from the Hit roll and subtract 1 from
the
Wound roll.
TOYING WITH THE PREY
Ship-killer Cult – Strategic Ploy Stratagem
More than simply besting their victims in combat, the Wyches
slowly take
them apart, one perfectly placed cut and slice at a time, making a terrifying example to shatter
enemy
morale.
WHEN: Fight phase, just after a
WYCH CULT unit from your army has fought.
TARGET: That WYCH CULT
unit.
EFFECT: If your unit destroyed
one or more enemy models this phase, select one of those enemy models. Until the end of your
opponent’s
next turn, subtract 1 from the Objective Control characteristic of models in that enemy model's
unit
(to a minimum of l).
NO OBSTACLE
Ship-killer Cult – Strategic Ploy Stratagem
Scenting their prey's fear sweat, tracking their fluttering
heartbeats, the Wyches beardown unerringly on their victims through corridors and chambers.
WHEN: Your Charge phase.
TARGET: One WYCH CULT unit from your army
that
opened a Hatchway this turn.
EFFECT: Until
the end
of the phase, your unit can declare a charge that includes one or more targets that are not
visible to
it, provided each of those units that are not visible to it are wholly on the opposite side of
that
Hatchway from your unit.
PHANTASM GRENADES
Ship-killer Cult – Wargear Stratagem
These hallucinogenic atomisers spew clouds of nightmare-inducing
gasses
that leave the foe glassy-eyed and reeling.
WHEN: Your Movement phase, just
after a
WYCH CULT unit from your army ends a Normal move, before any enemy
units
fire Overwatch.
TARGET: That WYCH CULT unit.
EFFECT: Select one enemy unit within 9" of and
visible
to your unit. That enemy unit must take a Battle-shock test,
subtracting 1 from
the result: if failed, until the end of the turn, that enemy unit cannot fire Overwatch.
Enhancements
We are not using enhancements from Boarding Actions in the crusade. These are here for reference only!
Click to view
|
Stimm-Fervour
Propelled like a living missile through the voidship’s corridors by a
near-toxic cocktail of combat stimms, this Wych strikes like dark lightning and fights with
blistering savagery.
The bearer is eligible to declare a charge in a turn in which it Advanced. |
|
Blood-Drenched Champion
This murderous star of the arenas delights in graphically and
agonisingly taking their enemies to pieces, much to the delight of their audiences and the
abject terror of surrounding foes.
In the Battle-shock step of your opponent’s Command phase, for each
enemy unit that is below its Starting Strength and is
within Engagement Range of the bearer, that unit must take a Battle-shock test. If that
enemy unit is also Below Half-strength, subtract
1 from that test. This Enhancement cannot cause a unit to take two Battle-shock tests in the
same phase. |
Mustering a Boarding Patrol
You can include up to two of the following units (duplicates are not
allowed):
- HAEMONCULUS
(excluding URIEN RAKARTH)
- URIEN RAKARTH
You can include up to three of the following unit:
You can include up to one of each of the following units:
- GROTESQUES (3 or 6 models)
- INCUBI (5 or 10 models)
- MANDRAKES (5 or 10 models)
Forming Boarding Squads
In the Form Boarding Squads step, GROTESQUES units
containing 6 models are each split into two Boarding Squads, both containing 3 models.
Rules Adaptations
- The MANDRAKES unit loses the Fade Away ability.
- The URIEN RAKARTH model loses the Fleshcraft
ability.
Army Rule
Feast of Pain
Rooting out every last defender aboard a voidship and devouring their fear and
agony is an epicurean delight over which the Drukhari take their time.
Units from your army with the
Power From Pain ability retain that ability and gain this one.
At the start of the battle, you gain 1
Pain token.
Detachment Rule
Regenerative Agony
The twisted physiologies of the Haemonculus fleshcrafters’ creations are inured to
all but the most terrible injuries. The greater and more terrible the agonies inflicted upon their hideous
forms, the more formidable their regenerative abilities become.
Each time four or more Feel No Pain rolls are successful for HAEMONCULUS COVENS models from your army in a single phase, you gain 1 Pain token. In addition, each battle round, the first time a HAEMONCULUS
COVENS unit from your army becomes Empowered in that battle round, roll one D6: on a 2-5, one model in that unit
regains 1 lost wound or, if that unit has the WRACKS keyword, one destroyed model is returned to it with its full wounds remaining; on a 6, one
model in that unit regains up to 2 lost wounds or, if that unit has the WRACKS keyword,
one destroyed model is returned to it with its full wounds remaining.
Stratagems
HORRIFYING FORM
Painbringers – Strategic Ploy Stratagem
The hulking monsters of the Haemonculus Covens are terrifying
indeed,
cowing enemy warriors with their grotesque and intimidating forms.
WHEN: End of any phase, when an
objective marker Secured by your army would be Seized by an enemy unit.
TARGET: One HAEMONCULUS COVENS unit
from your
army within range of that objective marker.
EFFECT: Until the end of your next turn, while
you have
one or more DRUKHARI units within range of that objective marker
(excluding
Battle-shocked
units), that objective marker remains Secured by your army and cannot be Seized by enemy
units.
RESTRICTIONS: You can only use this
Stratagem once per battle round.
UNFEELING ABOMINATIONS
Painbringers – Battle Tactic Stratagem
The creations of the Haemonculi are capable of enduring terrible
wounds
and continuing to fight.
WHEN: Fight phase, just after an
enemy
unit has selected its targets.
TARGET: One
HAEMONCULUS COVENS 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 if your unit has the GROTESQUES keyword: on a 4+, do not
remove
the destroyed model from play; it can fight after the attacking unit has finished making its
attacks,
and is then removed from play.
RESTRICTIONS: If
your unit has the GROTESQUES keyword, until the end of the phase, it
loses the
Mindless Killing Machines ability.
MOULDED MUSCULATURE
Painbringers – Battle Tactic Stratagem
The muscular fleshcraft monstrosities fielded by the Haemonculi
can punch
through hatchways and bulkheads to reach their cowering victims.
WHEN: Fight
phase.
TARGET: One HAEMONCULUS COVENS unit
from your army
that has not been selected to fight this phase.
EFFECT: Select any number of models in your unit.
Until
the end of the phase, improve the Strength and Armour Penetration characteristics of melee
weapons
equipped by the selected models by 1, and each time you select targets for attacks made by those
models,
they must target an enemy unit that is wholly on the opposite side of a Hatchway from them.
TERRIFYING AURA
Painbringers – Strategic Ploy Stratagem
The disturbing nature of these creatures causes weapons to
quiver, even
in the hands of veteran soldiers.
WHEN: Your opponent's
Shooting phase,
just after an enemy unit has selected its targets.
TARGET:
One HAEMONCULUS COVENS unit from your army that was selected as the
target of one
or more of the attacking unit's attacks and is within 6" of the attacking
unit.
EFFECT: That enemy unit must take a Leadership test, subtracting 1 if it is within 3" of your unit:
if
failed, until the end of the phase, each time a model in that enemy unit makes an attack that
targets
your unit, an unmodified Hit roll of 6 is required to
score a
hit, irrespective of the attacking weapon’s Ballistic Skill or any modifiers.
Enhancements
Click to view
|
Rending Chain-Flails
This Haemonculus fleshcrafter has adorned their grotesque form with
bladed chain-flails with which to ensnare fleeing foes and tear them to bloody shreds.
Each time an enemy unit within Engagement Range of the bearer is selected to Fall Back, roll one D6: on a 2-4,
that enemy unit suffers 1 mortal wound; on a 5+, that
enemy unit suffers 2 mortal wounds. |
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Vile Surgeon
This cruel chirurgeon seeks out particularly worthy subjects upon whom
to practice the most agonising surgical experiments.
The bearers Haemonculus tools and scissorhands have a Damage characteristic of 3 while targeting
CHARACTER units. |