Army Roster (Aeldari - Drukhari) (1985 PTS) : Configuration

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Aeldari - Drukhari - Idk - (1985 pts)

Army Roster (Aeldari - Drukhari) (1985 pts)

Configuration
Battle Size Strike Force (2000 Point limit)

Detachment Realspace Raiders

Show/Hide Options Unaligned Fortifications are visible, Unaligned Forces are visible, Legends are visible

Character (170 pts)


Archon (1) The Art of Pain, Blast Pistol, Warlord
(100 pts)
Rules: Leader, Power from Pain, Anti-, Pistol
Unit: Archon
Abilities: Leader[1], Overlord, Devious Mastermind, Invulnerable Save[1], The Art of Pain
Melee Weapons: Huskblade
Ranged Weapons: Blast Pistol

Haemonculus (1) Crucible of Malediction


(70 pts)
Rules: Leader, Feel No Pain 5+, Power from Pain, Anti-, Precision, Pistol
Abilities: Leader[2], Invulnerable Save[2], Master of Pain, Fear Incarnate (Aura), Crucible of Malediction
Unit: Haemonculus
Melee Weapons: Haemonculus tools and scissorhands
Ranged Weapons: Stinger Pistol

Battleline (230 pts)


Kabalite Warriors (10) • Sybarite: Splinter Rifle
(110 pts) • 7x Kabalite Warrior
• Kabalite Warrior with Blaster
• Kabalite Warrior with Dark Lance

Rules: Power from Pain, Anti-, Assault, Heavy


Unit: Kabalite Warriors
Abilities: Invulnerable Save[2], Sadistic Raiders
Ranged Weapons: Splinter Rifle, Blaster, Dark Lance[1]

Wracks (10) • Acothyst


(120 pts) • 9x Wrack

Rules: Feel No Pain 5+, Anti-


Unit: Wracks
Abilities: The Torturer’s Craft, Invulnerable Save[2]
Melee Weapons: Wrack Blades

Infantry (600 pts)


Incubi (10) • Klaivex: Klaive
(160 pts) • 9x Incubi

Rules: Power from Pain


Abilities: Invulnerable Save[3], Tormentors
Unit: Klaivex, Incubi
Melee Weapons: Klaive

Scourges (10) • Solarite: Shardcarbine


(220 pts) • 4x Scourge with Heavy Weapon: Dark Lance
• 5x Scourge

Rules: Deep Strike, Power from Pain, Anti-, Assault, Heavy


Abilities: Invulnerable Save[3], Winged Strike
Unit: Scourges
Melee Weapons: Close combat weapon
Ranged Weapons: Shardcarbine, Dark Lance[1]

Scourges (6) • Solarite: Shardcarbine


(220 pts) • 4x Scourge with Heavy Weapon: Dark Lance
• Scourge

Rules: Deep Strike, Power from Pain, Anti-, Assault, Heavy


Abilities: Invulnerable Save[3], Winged Strike
Unit: Scourges
Melee Weapons: Close combat weapon
Ranged Weapons: Shardcarbine, Dark Lance[1]

Monster (380 pts)


Cronos (2) • Cronos: Spirit Vortex
(100 pts) • Cronos

Rules: Deadly Demise 1, Feel No Pain 5+, Power from Pain, Ignores Cover, Torrent, Blast
Abilities: Pain Parasite (Aura), Invulnerable Save[2]
Unit: Cronos
Ranged Weapons: Spirit Syphon, Spirit Vortex
Melee Weapons: Spirit-leech Tentacles

Cronos (2) • Cronos: Spirit Vortex


(100 pts) • Cronos

Rules: Deadly Demise 1, Feel No Pain 5+, Power from Pain, Ignores Cover, Torrent, Blast
Abilities: Pain Parasite (Aura), Invulnerable Save[2]
Unit: Cronos
Ranged Weapons: Spirit Syphon, Spirit Vortex
Melee Weapons: Spirit-leech Tentacles

Talos (2) • 2x Talos: Twin Splinter Cannon, Macro-Scalpel, Macro-Scalpel


(180 pts)
Rules: Deadly Demise 1, Feel No Pain 5+, Power from Pain, Anti-, Sustained Hits, Twin-linked
Unit: Talos
Abilities: Pain Engine, Invulnerable Save[2]
Melee Weapons: Macro-Scalpel
Ranged Weapons: Twin Splinter Cannon

Vehicle (425 pts)


Tantalus (1) Rules: Deadly Demise D6, Deep Strike, Firing Deck 16, Power from Pain, Assault
(230 pts) Unit: Tantalus
Abilities: Invulnerable Save[3], Damaged: 1-6 Wounds Remaining, Scything Charge
Transport: Tantalus
Ranged Weapons: Pulse Disintegrators
Melee Weapons: Dire Scythe Blades

Voidraven Bomber (1) 2 Void Lances, Voidraven Missiles


(195 pts)
Rules: Deadly Demise D3, Stealth, Power from Pain, Blast
Abilities: Invulnerable Save[2], Damaged: 1-4 Wounds Remaining, Void Mine
Unit: Voidraven
Ranged Weapons: '¤ Voidraven Missiles - Implosion Missiles, '¤ Voidraven Missiles - Shatterfield Missiles,
Void Lance
Melee Weapons: Bladed Wings

Dedicated Transport (180 pts)


Raider (1) Dark Lance
(90 pts)
Rules: Deadly Demise D3, Firing Deck 11, Deep Strike, Power from Pain
Abilities: Invulnerable Save[2], Aethersails
Unit: Raider
Transport: Raider
Melee Weapons: Bladevanes
Ranged Weapons: Dark Lance[2]

Raider (1) Dark Lance


(90 pts)
Rules: Deadly Demise D3, Firing Deck 11, Deep Strike, Power from Pain
Abilities: Invulnerable Save[2], Aethersails
Unit: Raider
Transport: Raider
Melee Weapons: Bladevanes
Ranged Weapons: Dark Lance[2]
Rules:

Leader While a Bodyguard unit contains a Leader, it is known as an Attached unit and, with the exception of rules that are triggered
when units are destroyed (pg 12), it is treated as a single unit for all rules purposes. Each time an attack targets an Attached
unit, until the attacking unit has resolved all of its attacks, you must use the Toughness characteristic of the Bodyguard models
in that unit, even if a Leader in that unit has a different Toughness characteristic. Each time an attack sucessfully wounds an
Attached unit, that attack cannot be allocated to a Character model in that unit, even if that Character model has lost one or
more wounds or has already had attacks allocated to it this phase. As soon as the last Bodyguard model in an Attached unit
has been destroyed, any attacks made against that unit that have yet to be allocated can then be allocated to Character
models in that unit.

Power from Pain If your Army Faction is DRUKHARI, units from your army with this ability can become Empowered Through Pain. This is done
using Pain tokens.

GAINING PAIN TOKENS

If your Army Faction is Drukhari, you gain Pain tokens as follows:


% At the start of the battle, depending on the battle size:
COMBAT PATROL - 1 PAIN TOKEN
INCURSION - 2 PAIN TOKENS
STRIKE FORCE - 3 PAIN TOKENS
ONSLAUGHT - 4 PAIN TOKENS
% Each time an enemy unit is destroyed, you gain 1 Pain token.
% Each time an enemy unit fails a Battle-shock test, you gain 1 Pain token.
Each time you gain a Pain token, keep it to one side – this is your Pain token pool.

EMPOWERED THROUGH PAIN

At the start of any phase, you can expend one or more Pain tokens from your Pain token pool. Each time you do, select one
unit from your army with the Power from Pain ability. Until the end of the phase, that unit is Empowered, and gains the
abilities listed below, depending on the phase.

% Empowered in the Movement or Charge phase:


%æ You can re-roll Advance or Charge rolls made for that unit.
% Empowered in the Shooting or Fight phase:
%æ Each time a model in that unit makes an attack, you can re-roll the Hit roll.

Anti- Weapons with [ANTI-KEYWORD X+] in their profile are known as Anti weapons. Each time an attack is made with such a
weapon against a target with the keyword after the word ‘Anti-’, an unmodified Wound roll of ‘x+’ scores a Critical Wound.

Pistol Weapons with [PISTOL] in their profile are known as Pistols. If a unit contains any models equipped with Pistols, that unit is
eligible to shoot in its controlling player’s Shooting phase even while it is within Engagement Range of one or more enemy
units. When such a unit is selected to shoot, it can only resolve attacks using its Pistols and can only target one of the enemy
units it is within Engagement Range of. In such circumstances, a Pistol can target an enemy unit even if other friendly units
are within Engagement Range of the same enemy unit.

If a model is equipped with one or more Pistols, unless it is a MONSTER or VEHICLE model, it can either shoot with its Pistols
or with all of its other ranged weapons. Declare whether such a model will shoot with its Pistols or its other ranged weapons
before selecting targets.

Feel No Pain 5+ Some models have 'Feel No Pain x+' listed in their abilities. Each time a model with this ability suffers damage and so would
lose a wound (including wounds lost due to mortal wounds), roll one D6: if the result is greater than or equal to the number
denoted by 'x: that wound is ignored and is not lost. If a model has more than one Feel No Pain ability, you can only use one
of those abilities each time that model
suffers damage and so would lose a wound.

Precision Weapons with [PRECISION] in their profile are known as Precision weapons. Each time an attack made with such a weapon
successfully wounds an Attached unit, if a Character model in that unit is visible to the attacking model, the attacking model’s
player can choose to have that attack allocated to that Character model instead of following the normal attack sequence.

Assault Weapons with [ASSAULT] in their profile are known as Assault weapons. If a unit that Advanced this turn contains any models
equipped with Assault weapons, it is still eligible to shoot in this turn’s Shooting phase. When such a unit is selected to shoot,
you can only resolve attacks using Assault weapons its models are equipped with.

Heavy Weapons with [HEAVY] in their profile are known as Heavy weapons. Each time an attack is made with such a weapon, if the
attacking model’s unit Remained Stationary this turn, add 1 to that attack’s Hit roll.

Deep Strike During the Declare Battle Formations step, if every model in a unit has this ability, you can set it up in Reserves instead of
setting it up on the battlefield. If you do, in the Reinforcements step of one of your Movement phases you can set up this unit
anywhere on the battlefield that is more than 9" horizontally away from all enemy models.

Deadly Demise 1 Some models have 'Deadly Demise x' listed in their abilities. When such a model is destroyed, roll one D6 before removing it
from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that
model suffers a number of mortal wounds denoted by 'x' (if this is a random number, roll separately for each unit within 6").

Ignores Cover Weapons with [IGNORES COVER] in their profile are known as Ignores Cover weapons. Each time an attack is made with
such a weapon, the target cannot have the Benefit of Cover against that attack.

Torrent Weapons with [TORRENT] in their profile are known as Torrent weapons. Each time an attack is made with such a weapon,
that attack automatically hits the target.
Blast Weapons with [BLAST] in their profile are known as Blast weapons, and they make a random number of attacks. Each time
you determine how many attacks are made with a Blast weapon, add 1 to the result for every five models that were in the
target unit when you selected it as the target (rounding down). Blast weapons can never be used to make attacks against a
unit that is within Engagement Range of one or more units from the attacking model’s army (including its own unit).

Sustained Hits Weapons with [SUSTAINED HITS X] in their profile are known as Sustained Hits weapons. Each time an attack is made with
such a weapon, if a Critical Hit is rolled, that attack scores a number of additional hits on the target as denoted by ‘x’

Twin-linked Weapons with [TWIN-LINKED] in their profile are known as Twin-linked weapons. Each time an attack is made with such a
weapon, you can re-roll that attack’s Wound roll.

Deadly Demise D6 Some models have 'Deadly Demise x' listed in their abilities. When such a model is destroyed, roll one D6 before removing it
from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that
model suffers a number of mortal wounds denoted by 'x' (if this is a random number, roll separately for each unit within 6").

Firing Deck 16 Some TRANSPORT models have ‘Firing Deck x’ listed in their abilities. Each time such a model is selected to shoot in the
Shooting phase, you can select up to ‘x’ models embarked within it. Then, for each of those embarked models, you can select
one ranged weapon that embarked model is equipped with. Until that TRANSPORT model has resolved all of its attacks, it
counts as being equipped with all of the weapons you selected in this way, in addition to its other weapons.

Deadly Demise D3 Some models have 'Deadly Demise x' listed in their abilities. When such a model is destroyed, roll one D6 before removing it
from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that
model suffers a number of mortal wounds denoted by 'x' (if this is a random number, roll separately for each unit within 6").

Stealth If every model in a unit has this ability, then each time a ranged attack is made against it, subtract 1 from that attack’s Hit roll.

Firing Deck 11 Some TRANSPORT models have ‘Firing Deck x’ listed in their abilities. Each time such a model is selected to shoot in the
Shooting phase, you can select up to ‘x’ models embarked within it. Then, for each of those embarked models, you can select
one ranged weapon that embarked model is equipped with. Until that TRANSPORT model has resolved all of its attacks, it
counts as being equipped with all of the weapons you selected in this way, in addition to its other weapons.

Unit M T SV W LD OC

Archon 8" 3 4+ 4 6+ 1

Haemonculus 7" 4 6+ 5 6+ 1

Kabalite Warriors 8" 3 4+ 1 6+ 2

Wracks 7" 4 6+ 1 6+ 2

Klaivex 7" 3 3+ 2 6+ 1

Incubi 7" 3 3+ 1 6+ 1

Scourges 14" 3 4+ 1 6+ 1

Cronos 7" 7 3+ 7 6+ 2

Talos 7" 7 3+ 7 6+ 2

Tantalus 16" 10 4+ 18 6+ 5

Voidraven 20+" 9 4+ 12 6+ 0

Raider 14" 8 4+ 10 6+ 2
Abilities

Leader[1]

This model can be attached to the following units:


% Court of the Archon
% Kabalite Warriors

Overlord

While this model is leading a unit, each time a model in that unit makes an attack, re-roll a Wound roll of 1. While that unit is Empowered, each time a model
in that unit makes an attack, you can re-roll the Wound roll instead

Devious Mastermind

Once per battle, after your opponent uses a Stratagem, if this model is your Warlord and is on the battlefield, it can use this ability. If it does, until the end of
the battle, increase the cost of that Stratagem to your opponent by 1CP

Invulnerable Save[1]

An Archon has an Invulnerable Save of 2+. You cannot re-roll invulnerable saving throws made for this model. The first time an invulnerable saving
throw made for this model is failed, until the end of the battle, this model has no invulnerable saving throw.

The Art of Pain

Drukhari model only. In your Command phase, if the bearer is on the battlefield, you gain 1 Pain token

Leader[2]

This model can be attached to the following unit:


% Wracks

Invulnerable Save[2]

This unit has a 6+ Invulnerable save

Master of Pain

While this model is leading a unit, models in that unit have the Feel No Pain 4+ ability

Fear Incarnate (Aura)

While an enemy unit is within 6" of this model, each time a Battle-shock or Leadership test is taken for that enemy unit, subtract 1 from that test.

Crucible of Malediction

Haemonculus model only. Once per battle, at the start of any Shooting phase, the bearer can use this Enhancement. When it does, every enemy unit
within 12" must take a Battle-shock test, subtracting 1 from that test if the bearer’s unit is currently Empowered. Each time a Psyker unit fails this test, it
suffers D3 mortal wounds.

Sadistic Raiders

If you control an objective marker at the end of your Command phase, and this unit (or any Transport it is embarked within) is within range of that objective
marker, that objective marker remains under you control, even if you have no models within range of it, until your opponent controls it at the start or end of
any turn.

The Torturer’s Craft

Each time this unit destroys an enemy unit, you gain 1 Pain token. When this unit is destroyed, you gain 1 Pain token.

Invulnerable Save[3]

This unit has a 5+ Invulnerable save

Tormentors

At the start of the Fight phase, each enemy unit within Engagement Range of one or more units with this ability must take a Battle-shock test.

Winged Strike

In your Shooting phase, after this unit has shot, if it is not within Engagement Range of any enemy units, it can make a Normal move of up to 6". If it does,
until the end of the turn, this unit is not eligible to declare a charge

Pain Parasite (Aura)

Each time a Pain token is removed from your Pain token pool to Empower a unit, if that Empowered unit is within 9" of this unit, roll one D6: on a 4+, you
gain 1 Pain token
Pain Engine

If this unit destroys an enemy unit, until the end of the battle, it is Empowered.

Damaged: 1-6 Wounds Remaining

While this model has 1-6 wounds remaining, each time this model makes an attack, subtract 1 from the Hit roll.

Scything Charge

Each time this model ends a Charge move, select one enemy unit within Engagement Range of it and roll one D6: on a 2-3, that enemy unit suffers D3 mortal
wounds; on a 4-5, that enemy unit suffers 3 mortal wounds; on a 6, that enemy unit suffers D3+3 mortal wounds.

Damaged: 1-4 Wounds Remaining

While this model has 1-4 wounds remaining, each time this model makes an attack, subtract 1 from the Hit roll.

Void Mine

Once per battle, after this unit ends a Normal move, you can select one enemy model it moved over during that move and roll one D6 for each enemy unit
within D6" of that enemy model: on a 4+, that enemy unit suffers D6 mortal wounds.

Aethersails

Each time this model Advances, do not make an Advance roll for it. Instead, until the end of the phase, add 6" to the Move characteristic of this model.

Melee Weapons Range A WS S AP D Keywords

Huskblade Melee 5 2+ 3 -2 2 Anti-Infantry 3+

Haemonculus tools and scissorhands Melee 5 2+ 3 -1 D3 Anti-Infantry 2+, Precision

Wrack Blades Melee 2 3+ 3 0 1 Anti-Infantry 4+

Klaive Melee 3 3+ 4 -2 2 -

Close combat weapon Melee 2 3+ 3 0 1 -

Spirit-leech Tentacles Melee 4 4+ 5 0 1 -

Macro-Scalpel Melee 5 3+ 7 -1 2 -

Dire Scythe Blades Melee 6 4+ 8 -1 2 -

Bladed Wings Melee 3 4+ 6 0 1 -

Bladevanes Melee 3 4+ 6 0 1 -
Ranged Weapons Range A BS S AP D

Blast Pistol 6" 1 2+ 8 -3 D3

Pistol

Stinger Pistol 12" 1 2+ 2 -1 D3

Anti-infantry 2+, Pistol, Precision

Splinter Rifle 24" 2 3+ 2 0 1

Anti-Infantry 3+, Assault

Blaster 18" 1 3+ 8 -4 D6+1

Assault

Dark Lance[1] 36" 1 4+ 12 -3 D6+2

Heavy

Shardcarbine 18" 3 3+ 2 0 1

Anti-Infantry 3+, Assault

Spirit Syphon 12" D6 N/A 5 -1 1

Ignores Cover, Torrent

Spirit Vortex 18" D6 3+ 5 -1 1

Blast, Ignores Cover

Twin Splinter Cannon 36" 3 4+ 3 -1 2

Anti-Infantry 3+, Sustained hits 1, Twin-Linked

Pulse Disintegrators 36" 12 3+ 10 -2 2

Assault

'¤ Voidraven Missiles - Implosion Missiles 48" D3 3+ 9 -2 3

Blast

'¤ Voidraven Missiles - Shatterfield Missiles 48" D6 3+ 7 -1 1

Blast

Void Lance 36" 2 3+ 14 -2 D6+2

Dark Lance[2] 36" 1 3+ 12 -3 D6+2

Transport

Tantalus

This model has a transport capacity of 16 Drukhari Infantry models. Each Grotesque model takes up the space of 3 models. This model cannot transport
models that can Fly.

Raider

This model has a transport capacity of 11 Drukhari Infantry models. Each Grotesque model takes up the space of 3 models. This model cannot transport
models that can Fly

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