| Model Name | M | T | Sv | W | Ld | OC |
Haemonculus ⌀25mm | 7" | 4 | 5+ 6++ | 5 | 7+ | 1 |
| Ranged Weapons | Range | A | BS | S | AP | D |
Stinger pistol anti-infantry 2+, pistol, precision | 12" | 1 | 2 | 2 | -1 | D3 |
| Melee Weapons | Range | A | BS | S | AP | D |
Haemonculus tools and scissorhands anti-infantry 2+, precision | Melee | 5 | 2 | 3 | -1 | D3 |
| Name | Description |
1CP HEROIC INTERVENTION Detachment: Core | WHEN: Your opponent’s Charge phase, just after an enemy unit ends a Charge move. TARGET: One unit from your army that is within 6" of that enemy unit and would be eligible to declare a charge against that enemy unit if it were your Charge phase. EFFECT: Your unit now declares a charge that targets only that enemy unit, and you resolve that charge as if it were your Charge phase. RESTRICTIONS: You can only select a VEHICLE unit from your army if it is a WALKER. Note that even if this charge is successful, your unit does not receive any Charge bonus this turn. |
1CP FIRE OVERWATCH Detachment: Core | WHEN: Your opponent’s Movement or Charge phase, just after an enemy unit is set up or when an enemy unit starts or ends a Normal, Advance or Fall Back move, or declares a charge. TARGET: One unit from your army that is within 24" of that enemy unit and that would be eligible to shoot if it were your Shooting phase. EFFECT: If that enemy unit is visible to your unit, your unit can shoot that enemy unit as if it were your Shooting phase. RESTRICTIONS: You cannot target a TITANIC unit with this Stratagem. Until the end of the phase, each time a model in your unit makes a ranged attack, an unmodified Hit roll of 6 is required to score a hit, irrespective of the attacking weapon’s Ballistic Skill or any modifiers. You can only use this Stratagem once per turn. |
1CP INSANE BRAVERY Detachment: Core | WHEN: Battle-shock step of your Command phase, just before you take a Battle-shock test for a unit from your army. TARGET: That unit from your army. EFFECT: Your unit automatically passes that Battle-shock test. RESTRICTIONS: You cannot use this Stratagem more than once per battle. |
1CP COMMAND RE-ROLL Detachment: Core | WHEN: Any phase, just after you make an Advance roll, a Charge roll, a Desperate Escape test or a Hazardous test for a unit from your army, or a Hit roll, a Wound roll, a Damage roll or a saving throw for a model in that unit, or a roll to determine the number of attacks made with a weapon equipped by a model in that unit. If you are using fast dice rolling, this Stratagem can still be used after rolling multiple rolls or saving throws at once. TARGET: That unit or model from your army. EFFECT: You re-roll that roll, test or saving throw. If you are using fast dice rolling, select one of those rolls or saving throws to re-roll. |
1CP EPIC CHALLENGE Detachment: Core | WHEN: Fight phase, when a CHARACTER unit from your army that is within Engagement Range of one or more Attached units is selected to fight. TARGET: One CHARACTER model in your unit. EFFECT: Until the end of the phase, all melee attacks made by that model have the [PRECISION] ability. |
1CP GO TO GROUND Detachment: Core | WHEN: Your opponent’s Shooting phase, just after an enemy unit has selected its targets. TARGET: One INFANTRY 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, all models in your unit have a 6+ invulnerable save and have the Benefit of Cover. |
2CP COUNTER-OFFENSIVE Detachment: Core | WHEN: Fight phase, just after an enemy unit has fought. TARGET: One unit from your army that is within Engagement Range of one or more enemy units and that has not already been selected to fight this phase. EFFECT: Your unit fights next. |
1CP RAPID INGRESS Detachment: Core | WHEN: End of your opponent’s Movement phase. TARGET: One unit from your army that is in Reserves. EFFECT: Your unit can arrive on the battlefield as if it were the Reinforcements step of your Movement phase, and if every model in that unit has the Deep Strike ability, you can set that unit up as described in the Deep Strike ability (even though it is not your Movement phase). RESTRICTIONS: You cannot use this Stratagem to enable a unit to arrive on the battlefield during a battle round it would not normally be able to do so in. |
1CP POISONER’S ART Detachment: Covenite Coterie | WHEN: Fight phase, just after a Haemonculus Covens unit from your army has fought. TARGET: That HAEMONCULUS COVENS unit. EFFECT: Select one enemy unit (excluding VEHICLES) hit by one or more of your unit’s attacks this phase. Until the end of the battle, that enemy unit is poisoned. At the start of each Command phase, roll one D6 for each poisoned unit on the battlefield: on a 4+, that unit suffers D3 mortal wounds. |
2CP DISTILLERS OF FEAR Detachment: Covenite Coterie | WHEN: Fight phase. TARGET: One Haemonculus Covens unit from your army that has not been selected to fight this phase. EFFECT: Until the end of the phase, each time a model in your unit makes an attack that targets an enemy unit that is Battle-shocked, that attack has the [DEVASTATING WOUNDS] ability. |
1CP SYMPHONY OF SUFFERING Detachment: Covenite Coterie | WHEN: Fight phase, just after a Drukhari unit from your army destroys an enemy unit. TARGET: That DRUKHARI unit. EFFECT: Each enemy unit within 9" of and visible to your unit must take a Battle-shock test, subtracting 1 from that test if your unit is a Haemonculus Covens unit. |
1CP CONNOISSEURS OF PAIN Detachment: Covenite Coterie | 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: Spend 1 Pain token. Until the attacking unit has finished making its attacks, each time an attack targets your unit, worsen the Armour Penetration characteristic of that attack by 1. At the end of the phase, if your unit is still on the battlefield and it is a Haemonculus Covens unit, you gain 1 Pain token. |
1CP ENFOLDING NIGHTMARE Detachment: Covenite Coterie | WHEN: Your opponent’s Shooting phase, just after an enemy unit has shot. 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: Roll one D6: your unit can be moved a number of inches up to the result, but it must end that move as close as possible to the closest enemy unit (excluding AIRCRAFT). When doing so, those models can be moved within Engagement Range of that enemy unit. |
1CP DOUBLE-CROSS Detachment: Kabalite Cartel | WHEN: Fight phase, just after an enemy unit has selected its targets. TARGET: One Kabal or Blades for Hire unit from your army that was selected as the target of one or more of the attacking unit’s attacks, and one friendly Drukhari unit (excluding Vehicles). EFFECT: Until the end of the phase, each time you would allocate an attack to a model in your KABAL or BLADES FOR HIRE unit, if your DRUKHARI unit is within Engagement Range of the attacking model, no saving throw is made for that attack; instead, your DRUKHARI unit suffers a number of mortal wounds equal to the Damage characteristic of that attack. |
1CP TAKEN ALIVE Detachment: Kabalite Cartel | WHEN: Fight phase. TARGET: One Drukhari unit from your army that has not been selected to fight this phase. EFFECT: Until the end of the phase, each time a model in your unit makes an attack, add 1 to the Hit roll. If your Contract unit is destroyed as a result of those attacks, every unit in your opponent’s army must take a Battle-shock test. You cannot gain more than 3 Pain tokens as a result of failed Battle-shock tests caused by this Stratagem. |
1CP TERRIFYING AURA Detachment: Painbringers | 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. |
1CP UNFEELING ABOMINATIONS Detachment: Painbringers | 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. |
1CP MOULDED MUSCULATURE Detachment: Painbringers | 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. |
1CP HORRIFYING FORM Detachment: Painbringers | 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. |
1CP INSTINCTIVE SPITE Detachment: Realspace Raiders | WHEN: Start of your Shooting phase or the start of the Fight phase. TARGET: Up to two Drukhari Battleline units from your army, or one other Drukhari unit from your army. EFFECT: You can spend 1 Pain token. Until the end of the phase, each time a model in each of those units makes an attack that targets an enemy unit that is Below Half-strength, add 1 to the Hit roll. If you spent 1 Pain token, add 1 to the Wound roll as well. |
2CP RAID AND FADE Detachment: Realspace Raiders | WHEN: End of your Shooting phase. TARGET: Up to two Kabalite Warriors units from your army, or one other Drukhari unit from your army (excluding ScouRGES and Aircraft). EFFECT: Each of those units can make a Normal move of up to 6". RESTRICTIONS: You cannot select units that are within Engagement Range of one or more enemy units. Until the end of the turn, those units are not eligible to declare a charge. |
2CP INSENSIBLE TO PAIN Detachment: Realspace Raiders | WHEN: Your opponent’s Shooting phase or the 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 an attack is allocated to a model in your unit, subtract 1 from the Damage characteristic of that attack. |
1CP EAGER FOR THE KILL Detachment: Realspace Raiders | WHEN: Start of your Movement phase. TARGET: Up to two Wyches units from your army, or one other Drukhari unit from your army, that have not been selected to move this phase. EFFECT: Until the end of the phase, each time one of those units Advances, do not make an Advance roll for it. Instead, until the end of the phase, add 6" to the Move characteristic of models in that unit (this is not cumulative with the Reavers’ Matchless Swiftness ability). |
1CP DARK HARVEST Detachment: Realspace Raiders | WHEN: Start of the Fight phase. TARGET: Up to two Wracks units from your army, or one other Drukhari unit from your army. EFFECT: Until the end of the phase, melee weapons equipped by models in each of those units have the [LETHAL HITS] ability. |
1CP MURDERER’S CIRCUS Detachment: Reaper’s Wager | WHEN: Fight phase, just after an enemy unit has selected its targets. TARGET: One Drukhari or Harlequins 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. |
1CP SCINTILLATING TEMPO Detachment: Reaper’s Wager | WHEN: Your Movement phase or your Charge phase, just after a Drukhari or Harlequins unit from your army is selected to make a Normal, Advance or Fall Back move, is set up on the battlefield, or declares a charge. TARGET: That unit. EFFECT: Until the end of the turn, enemy units cannot use the Fire Overwatch Stratagem to shoot at your unit. |
2CP DANCE MACABRE Detachment: Reaper’s Wager | WHEN: Your opponent’s Movement phase, just after an enemy unit ends a Normal, Advance or Fall Back move. TARGET: One Drukhari Infantry or Harlequins Infantry unit from your army that is within 9" of that enemy unit. EFFECT: Your unit can make a Normal move of up to D6". If your unit is currently losing the wager, it can make a Normal move of up to 6" instead. |
1CP MALICIOUS FRENZY Detachment: Reaper’s Wager | WHEN: Your Shooting phase or the Fight phase. TARGET: One Drukhari or Harlequins unit from your army that has not been selected to shoot or fight this phase. EFFECT: Select [LETHAL HITS] or [SUSTAINED HITS 1]. Until the end of the phase, weapons equipped by models in your unit have the selected ability. |
1CP SHORTEN THE ODDS Detachment: Reaper’s Wager | WHEN: Your Movement phase, just after a Drukhari or Harlequins unit from your army has Advanced. TARGET: That unit. EFFECT: Until the end of the turn, your unit is eligible to shoot and declare a charge in a turn in which it Advanced. |
1CP FATEFUL ROLE Detachment: Reaper’s Wager | WHEN: Fight phase, just after an enemy unit has selected its targets. TARGET: One Drukhari or Harlequins 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 to the result if that unit is losing the wager: on a 4+, do not remove it from play. That destroyed model can fight after the attacking model’s unit has finished making its attacks, and is then removed from play. |
1CP WRAITHLIKE RETREAT Detachment: Skysplinter Assault | WHEN: End of the Fight phase. TARGET: One Drukhari Infantry unit from your army that fought this phase. EFFECT: Your unit can make a Normal or Fall Back move, but unless it is a Wyches unit, it must end that move wholly within 3" horizontally and 5" vertically of a friendly Drukhari Transport and must embark within that TRANSPORT at the end of that move (otherwise, it cannot make that move). |
1CP POUNCE ON THE PREY Detachment: Skysplinter Assault | WHEN: Your Movement phase, just after a Drukhari Infantry unit from your army disembarks from a Transport that made a Normal move this phase. TARGET: That INFANTRY unit. EFFECT: Until the end of the turn, your unit is eligible to declare a charge. |
1CP SKYBORNE ANNIHILATION Detachment: Skysplinter Assault | WHEN: Your Shooting phase. TARGET: One Drukhari unit from your army that has not been selected to shoot this phase and that disembarked from a Transport this turn. EFFECT: Until the end of the phase, ranged weapons equipped by models in your unit have the [SUSTAINED HITS 1] ability, or the [SUSTAINED HITS 2] ability if your unit is a Kabalite Warriors or Hand of the Archon unit. |
1CP SHIPBOARD SHADES Detachment: Space Lane Raiders | 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. |
1CP FEIGNED WEAKNESS Detachment: Spectacle of Spite | WHEN: Your Movement phase, just after a Drukhari unit from your army Falls Back. TARGET: That DRUKHARI unit. EFFECT: Until the end of the turn, your unit is eligible to shoot and declare a charge in turn in which it Fell Back. |
1CP DEADLY DEBUT Detachment: Spectacle of Spite | WHEN: Fight phase. TARGET: One DRUKHARI unit from your army that made a Charge move this turn and 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 [LETHAL HITS] ability. If your unit is a Wyches unit, until the end of the phase, improve the Armour Penetration characteristic of melee weapons equipped by models in your unit by 1 as well. |