Drukhari 9th Edition - The Blood of Kittens Network (2024)

As of 05-20-2021 Drukhari Stratagems groups are…

  • Core Stratagems
  • Drukhari Stratagems
  • Obsession Specific Stratagems

(See tabs for details)

To use a Stratagem you must pay the CPs specified. The same Stratagem cannot be used more than once during the same phase. Stratagems not used during a battle round are exempted from the limit.

Command Re-Roll: 1 CP

Use this Stratagem after you made a hit roll, a wound roll, a damage roll, a saving throw, an Advance roll, a charge roll, a Psychic test, a Deny the Witch test or you have rolled the dice to determine the number of attacks made by a weapon. Re-roll that roll, test or saving throw.

Cut them Down: 1 CP

Use this Stratagem when an enemy unit Falls Back, before any models in that unit are moved. Roll one D6 for each model from your army that is within Engagement Range of that enemy unit; for each result of 6 that enemy unit suffers 1 mortal wound.

Desperate Breakout: 2 CP

Use this Stratagem in your Movement phase. Select one unit from your army that has not been selected to move this phase and which is in Engagement Range with at least one enemy unit. Roll one D6 for each model in that unit; for each result of 1, one model in that unit your choice is destroyed. Assuming that unit was no destroyed, it can now attempt to Fall Back, and when doing so its models can be moved across enemy models as if they were not there. Any models in that unit ends its Fall Back move within Engagement Range of any enemy model is destroyed. Assuming the unit is not destroyed, it cannot do anything else his turn, even if it has a rule that would allow it to do so after Falling Back.

Emergency Disembarkation: 1 CP

Use this Stratagem when a TRANSPORT model from your army is destroyed. All units that are embarked within that model can be set up wholly within 6? of the destroyed model when they disembark instead of the normal 3? before the model itself is removed from the battlefield. These units are not affected by the destroyed model’s Explodes ability – instead you must roll one D6 for each model you just set up on the battlefield. Instead of one model that disembarked being destroyed for each roll of 1, one model that disembarked (your choice) is destroyed for each roll of 1 or 2. Units cannot declare a charge or perform Heroic Intervention in the same turn that they disembarked from a destroyed Transport model.

Fire Overwatch: 1 CP

Use this Stratagem after an enemy unit has declared a charge against one or more units from your army. One of the units that was chose as the target of that charge can fire Overwatch before the charge roll is made.

Counter-Offensive: 2 CP

Use this Stratagem after an enemy unit has fought in this turn. Select one of your own eligible units and fight with it next.

Insane Bravery: 1 CP

Use this Stratagem before you take a Morale test for a unit in your army. That test is automatically passed (do not roll any dice). You can only use this Stratagem once per battle.

If your army is Battle-forged and includes any Drukhari Detachments (excluding Auxiliary Detachments), you have access to the Stratagems shown here, meaning you can spend Command Points to activate them.

Cruel Deception: 1/2 CP

Use this in your Movement phase, when a Drukhari unit from your army Falls Back. You can select for this unit to be eligible to shoot this turn or eligible to declare a charge this turn, or both. If you select both, this Stratagem costs 2 CP otherwise, it costs 1 CP

The Great Enemy: 1 CP

Use this in the Fight phase, when a Drukhari unit from your army is selected to fight. Until the end of the phase, each time a model in that unit makes a melee attack against SLAANESH unit, you can re-roll hit roll and you can re-roll the wound roll.

The Torturer’s Craft: 1/2 CP

Use this in the Fight phase when Urien Rakarth or a HAEMONCULUS COVEN unit from your army is selected to fight. Until the end of the phase, each time a model in that unit makes an attack, you can re-roll the wound roll. If this Stratagem is used when a CHARACTER or WRACKS unit that contains 10 or less models is selected to fight, it costs 1 CP, otherwise, it costs 2CP.

Lighting Fast Reactions: 1 CP

Use this in your opponent’s Shooting phase or the Fight phase, when a Drukhari INFANTRY, Drukhari VECHILE or Drukhari BIKER unit from your army (excluding Urien Rakarth or a HAEMONCULUS COVER unit) is selected as the target of an attack. Until the eod of the phase, each time an attack is made against that unit, subtract 1 from that attack hit roll.

Hunt from the Shadows: 1 CP

Use this in your opponent’s Shooting phase, when a Drukhari unit from your army that has the benefits of Light Cover is selcted as the target of a ranged attack. Until the end of that phase, add an additional 1 to that unit’s saving throws. Excluding Invulnerable saves.

Alliance of Agony: 1 CP

USe this before the battle, when you are mustering your army, if your Warlord is a REALSPACE RAIDER ARCHON. Select one SUCCUBUS model from your army and one HAEMONCULUS model from your army and determine one Warlord Trait for each of those models; those models are only regarded as your Warlord for the purposes of that Warlord Trait. Each Warlord Trait in your army must be unique, and cannot use this Stratagem to give a model two Warlord Traits. You can only use this Stratagem once.

Tolerated Ambition: 1 CP

Use this before the battle, when you are mustering your army. if your Warlord has the Drukhari keyword. Select one Drukhari CHARACTER model form your army and determine one Warlord Trait for it; that model it is only regarded as your Warlord for the purposes of that Warlord Trait. Each Warlord Trait in your army must be unique, and cannot use this Stratagem to give a model two Warlord Traits. You can only use this Stratagem once, unless you are playing Strike Force battle in which you can use twice , and Onslaught battle you can use three times.

Prizes from the Dark City: 1 CP

Use this before the battle, when you are mustering your army. if your Warlord has the Drukhari keyword. Select one Drukhari CHARACTER model form your army and give them one Artefact of Cruelty. Each Relic in your army must be unique, and you cannot use this Stratagem to give a model two Relics. You can only use this Stratagem once, unless you are playing Strike Force battle in which you can use twice , and Onslaught battle you can use three times.

Webway Portal: 1/2 CP

Use this before the battle when declaring reserves and transports. If you spend 1 CP, you can set up one Drukhari INFANTRY, BIKER, or BEAST unit from your army in the webway instead of placing it on the battlefield. If you spend 3 CPs, you can place two Drukhari INFANTRY, BIKER, or BEAST units in the webway instead. In the Reinforcements step of one of your Movement phases, you can set up any units in the webway anywhere on the battlefield that is more than 9″ away from any enemy models. You can only use this Stratagem once.

Pain Syphon: 1 CP

Use this when a Drukhari unit from your army that is within 6″ of a friendly CRONOS unit destorys an enemy unit with a melee or ranged attack. Until the end of the battle, that Drukhari unit always treats each battle round as if it is battle round 5 for the purposes of the Power from Pain ability.

The Great Enemy: 1 CP

Until the end of the phase, re-roll failed wound rolls for attacks made by this unit that target SLAANESH units.

Eviscerating Fly-By: 1/2 CP

Use this in your Movement phase, when you select a WYCH CULT unit that can FLY to make a Normal Move or Advance. After this unit has moved, select one enemy unit this unit moved across and roll one D6 for each model in this unit, adding 1 to the result if the enemy unit is an INFANTRY unit: for each result of 5+ that enemy suffers 1 mortal wound. If the selected WYCH CULT unit contains 5 or fewer models, this Stratagem costs 1 CP, otherwise it costs 2 CP.

Never Stationary: 2 CP

Use this in your Shooting phase after making attacks with a Drukhari unit excluding AIRCRAFT units from your army. That unit can immediately make a Normal Move of up to 7″. Until the end of the turn, that unit is not eligible to declare a charge.

Prey on the Weak: 1 CP

Use this in your Shooting phase or the Fight phase, when a Drukhari CORE unit form your army is selected to shoot or fight. Until the end of the phase, each time a model in this unit makes a attack: If that attack targets a unit that has below the starting strength when this unit was selected to shoot or fight, re-roll a hit roll of 1. If that attack targets a unit that was below Half-strength when this unit was selected to shoot or fight, you can re-roll the hit roll.

Screaming Jets: 1 CP

Use this before the battle when declaring reserves and transports. You can set up one Drukhari VEHICLE unit from your army in the skies instead of the placing them on the battlefield. In the Reinforcements step of one of your Movement phases, you can set up any units anywhere on the battlefield that is more than 9″ away from any enemy models. You can only use this Stratagem once.

Deadly Rivals: 2 CP

Use this in your Command phase. Select one REAVERS unit from your army and one HELLIONS unit from your army that are within 12″ of and visible to each other. Until the end of the turn: Add 1 to the Movement of models in these units. Each time a model in these units makes an attack with a melee weapon, you can re-roll the hit roll.

Swift Outfanking: 1 CP

Use this at the end of your Movement phase. Select one Drukhari TRANSPORT unit from your army that is wholly within 9″ of any battlefield edge. Remove that unit from the battlefield. That unit is placed into Strategic Reserves.

Murderous Descent: 1 CP

Use this in the Reinforcement step, after a TRANSPORT unit from your army is set up on the battlefield. Any units embarked upon that TRANSPORT unit can disembark after it is set up, but when they do so, they must be set up more than 9″ away from any enemy units.

Pray they Don’t Take you Alive: 1 CP

Use this in the Fight phase, when an enemy WARLORD unit is destroyed by a melee attack made by a DRUKHARI unit from your army. Until the end of the battle, each time a Combat Attrition test is taken for a enemy unit, subtract 1 from that Combat Attrition test.

Enhanced Aethersails: 1 CP

Use this in your Movement phase, when a RAIDER or RAVAGER unit from your army is selected to Advance. Do not make an Advance roll. Instead, until the end of the phase, add 8″ to the Move of this model.

Crucible of Malediction: 2 CP

Use this in your Psychic phase. Select one HAEMONCULUS unit from your army and roll one D6 for each enemy PSYKER unit within 12″ of it. for each roll 4+, that PSYKER unit suffers D3 mortal wounds. You can only use this Stratagem once.

Haywire Grenade: 1 CP

Use this in your Shooting phase, when a Drukhari HAYWIRE GRENADE unit from your army is selected to shoot. Select one model in that unit; that model can only make one attack this phase, and must target an enemy VEHICLE unit within 6″ of it, but if a hit is cored, that VEHCILE suffers D3 mortal wounds and the attack sequence ends.

Hyperstimm Backlash: 2 CP

Use this in your Command phase. Select one WYCH CULT unit with Combat Drugs ability from your army. Until your next Command phase, each effect of the Combat Drugs ability on that unit is doubled. A model with Phial Bouquet Relic cannot be selected for this Stratagem.

Shock Prow: 1 CP

Use this in the Charge phase, when a Drukhari SHOW PROW unit from your army finishes a charge move. Select one enemy unit within Engagement Range of that SHOCK PROW unit: If the select enemy unit is a VEHICLE unit, roll one D6: on a 2+, that unit suffers D3 mortal wounds. If the selected enemy unit is not a VEHICLE unit, roll one D6 for each model in that enemy unit that is within Engagement Range of the SHOCK PROW unit. For each dice results that equals or exceeds that enemy unit’s Toughness characteristic, it suffers 1 mortal wound.

Potent Metallotxins: 2 CP

Use this in your Shooting phase or Fight phase, when you select a Drukhari unit from your army to shoot or fight. Until the end of the phase, each time an attack is made with a poisoned weapon excluding relics by that unit, that ability does not exclude VEHCILE units thought it does sill exclude TITANIC units.

If your army is Battle-forged and includes any Drukhari Detachments (excluding Auxiliary Detachments), you have access to the Stratagems shown here, meaning you can spend Command Points to activate them.

Kabal of the Black Heat: Agents of Vect: 0 CP

Use this after your opponent uses a Stratagem excluding Command Re-roll. Until the end of the battle, the CP cost your opponent must pay to use that Stratagem again is increased by 1. This Stratagem can only be used once.

Kabal of Poisoned Tongue: Insidious Misdirection: 2 CP

Use this at the start of the first battle round. Select up to three KABAL OF POISONED TOUGUE units from your army and redeploy them, without spending Strategic Reserves additional CPs. If both players have abilities that redeploy units, roll off; the winner chooses who redeploys their units first.

Kabal of Flayed Skull: Masters of the Shadowed Sky: 1 CP

Use this when you select a KABAL OF PLAYED SKULL unit from your army to shoot with. Until the end of the phase, each time that unit makes an attack that targets a unit that can FLY, add 1 to that attack’s hit roll. If that target is an AIRCRAFT unit, add 2 to that attack’s hit roll instead.

Kabal of the Obsidian Rose: Failure is not an Option: 1 CP

Use this after taking Combat Attrition tests for a KABAL OF THE OBSIDIAN ROSE unit from your, but before any models flee. You can shoot with each model that would flee. If the unit is within Engagement Range of any enemy units each model that would flee can instead make one melee attack. If any enemy models are destroyed by these attacks, no models flee from this unit. Treat the Morale test as having been passed.

Cult of the Cursed Blade: Venomous Shardbombs: 1 CP

Use this after the enemy has declared a charge against a CULT OF THE CURSED BLADE WYCHES unit from your army. That unit can fire Overwatch before the charge roll is made. When it does so, up to five models in that unit that are equipped with plasma grenades can make attacks with them, and until the end of the phase, plasma grenades this unit is equipped with gain Poisoned Weapon (2+) ability.

Cult of the Red Grief: Athletic Aerialsist: 2 CP

Use this after a CULT OF THE RED GRIEF INFANTRY unit has resolved its close combat attacks, but before it makes a consolidation move. Instead of consolidating as normal, if every model from this unit is within 6″ of a friendly CULT OF THE RED GREIF TRANSPORT unit, they can embark in that TRANSPORT as if it were the MOVEMENT phase even if this unit has disembarked this turn, provided it has enough transport capacity remaining to embark the whole unit.

The Prophets of Flesh: Sins Writ Large: 1/2 CP

Use this at the start of the Fight phase. Select one PROPHETS OF FLESH INFANTRY unit from your army that is within 6″ of a friendly PROPHETS OF FLESH HAEMONCULUS unit. Until the end of the phase, each time an attack is made by this PROPHETS OF FLESH INFANTRY unit you can re-roll the hit roll. If the selected unit is a GROTESQUES unit, this costs 2 CP, otherwise it costs 1 CP.

The Dark Creed: An Esoteric Kill, Delivered from Afar: 2/3 CP

Use this when you select a DARK CREED CORE or DARK CREED CHARACTER unit from your army to shoot with. Until the end of the phase, each time you select a target for an attack made by this unit, you can ignore the Look Out, Sir rule. If the selected unit is a TALOS unit, this Stratagem costs 3CP, otherwise it costs 1 CP.

The Coven of Twelve: A most Inventive Demise: 1 CP

Use this after a COVEN OF TWELVE HAEMONCULUS unit from your army consolidates. Select one enemy CHARACTER model, excluding VEHCILE or MONSTER models, that is within Engagement Range of this HAEMONCULUS Unit and roll D6. On a 2-5 that model suffers D3 mortal wounds. On a 6 that model suffers D3+3 mortal wounds.

Cult of Strife: No Method of Death Beyond our Grasp: 2 CP

Use this at the end of your Shooting phase or the Fight phase. Select one CULT OF STRIFE WYCHES unit from your army. If it is the Shooting phase, that unit can shoot again. If it is the Fight phase, and that unit is within Engagement Range of any enemy units, that unit can fight again. You can only use this Stratagem once per battle round.

Cult of Strife: Art of the Kill: 2/3 CP

Use this in the Fight phase, when a CULT OF STRIFE unit from your army is selected to fight. Until the end of the phase, each time a model in that unit makes a melee attack, you can re-roll the wound roll. If that unit has 11 or more models, this Stratagem costs 3CP; otherwise, it costs 2CP

Cult of Strife: Dance of Death: 1 CP

Use this in your Movement phase, when a CULT OF STRIFE unit in your army is selected to move, or in your Charge phase, when a CULT OF STRIFE unit in your army is selected to charge. Until the end of the phase, each time that makes a Normal Move, Advances, Falls Back or it makes a charge move, until that move is finished, models in that unit can move horizontally through models and terrain features.

Cult of Strife: Invigorated by Evisceration: 1 CP

Use this after an enemy unit is destroyed as a result of a melee attack made by a model in a CULT OF STRIFE INFANTRY or CULT OF STRIFE BIKER unit from your army. Until the start of your next turn, models in that unit have a 4+ invulnerable save.

Cult of Strife: The Blade Well Placed: 2 CP

Use this in the Fight phase, when a CULT OF STRIFE INFANTRY unit from your army is selected to fight. Until the end of the phase, each time a melee attack is made by a model in that unit, improve the Armour Penetration of that attack by 1.

Cult of Strife: Deadly Exemplar: 1 CP

Use this when a CULT OF STRIFE SUCCUBUS from your army destroys an enemy CHARACTER or MONSTER unit with a melee attack. Until the end of the battle, all CULT OF STRIFE units from your army that are on the battlefield are considered to be within range of that Succubus’ Brides of Death aura ability.

Cult of Strife: Flawless Approach: 1 CP

Use this in your Charge phase, when a CULT OF STRIFE INFANTRY unit from your army is selected to charge. Until the end of the turn: Enemy units cannot fire Overwatch at that unit. Enemy units selected as the target of that unit’s charge cannot Hold Steady or Set to Defend as a result of that unit’s charge.

Cult of Strife: Pick Them Apart: 2 CP

Use this in your Movement phase, when a CULT OF STRIFE unit from your army Falls Back. That unit is eligible to shoot and/or charge this turn even though it Fell Back.

Cult of Strife: Hekatrix of the Crucibael: 1 CP

Use this before the battle. Select one CULT OF STRIFE Hekatrix model from your army. That model can have one of the following Relics, even though they are not a CHARACTER: Morvaine’s Agoniser; Dark Lotus Toxin; Garland of Spite. Each Relic in your army must be unique, and you cannot use this Stratagem to give a model two Relics. You can only use this Stratagem once.

Drukhari 9th Edition - The Blood of Kittens Network (2024)

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