Drukhari download free
Ultimately — all of these are going to see use, as they all have real power to offer you. If you choose to upgrade any of your HQs, you can also upgrade a single troops choice in the same subfaction to become one of the Favored Retinues.
All of these are super good, though, and only serve to make the upgraded unit even better at their intended role. Take a squad of 10 with a pair of blasters and a dark lance, shove them in a Raider, and watch the fireworks. This means that 6s to wound with Hekatarii blades come in at an impressive AP-4, and with 41 attacks from a full squad, anything you charge them into is in serious danger.
Finally, Wracks upgrade into Haemoxytes , who improve both their Save characteristic and invulnerable save by 1 each. On top of all of these bonuses, your chosen squad stays in the Troops slot. This is useful for a couple of reasons: not only can you use them as your compulsory Troops choice in a Patrol or Realspace Raid detachment, they also keep the Objective Secured ability while significantly outperforming similar troops options in their respective roles.
Hekatrix Bloodbrides are the biggest winner, as they take an already scary unit and turn them into nightmare blenders, and you should probably aim to hold 20pts back to upgrade a squad any time you buy a Master Succubus. The other two options are less mandatory but still very strong. Haemoxytes are pretty flexible, being good at fighting for mid-board objectives in a ten model squad, and a five model unit is also a great home objective holder thanks to the wound shrug.
Trueborn are very cool but also the most skippable, though it is worth pointing out that ignoring penalties means they can use a dark lance or splinter cannon with impunity, so a full squad flying around on a Raider can be very nasty, particularly with the Black Heart or Obsidian Rose Obsessions which give them a built-in re-roll to hit or wound respectively.
In combination with the Lords of Commorragh rule this is a fantastic boon to the faction, both in terms of power on the table and also thematic feel, and we look forward to slamming these into lots and lots of lists. In terms of the old stuff, there are returning versions of a lot of strats, with the key ones being:. Eviscerating Fly-by is also back and needs its own mention, because it got a major buff.
Sometimes you just need something dead , and having this help to go the final stretch against a key target is very valuable given how reasonably priced it is.
The Drukhari stratagem sheet is fantastic — it gives you tools for pretty much everything you want to do on the table, and is going to keep your models moving fast and reaping souls. Top stuff. Rather than the six choices most books get, Drukhari get three for each subfaction.
While the names of these are the same as they were in 8th, most of them have changed in important ways. For Archons, Hatred Eternal is the most straightforward choice, letting them re-roll hit rolls and wound rolls exceptional with the Djin Blade. Most Succubi will wind up taking the Precision Blows trait, which allows them to deal mortal wounds equal to the damage characteristic of their weapon on an unmodified 6 to hit. Taken on a Succubus with the Tryptych Whip or some other source of extra attacks, this can quickly spiral out of control and turn your Succubus into an incredibly powerful Character hunter.
An incredibly, amazingly dumb ability that you should take a lot. There are three choices here worth talking about. First, the Helm of Spite is back as the sole source of denies in your entire book.
As a bonus, anyone you successfully deny automatically suffers perils regardless of their roll. Now that Archons are legitimate combat threats, this is a great option to make them seriously scary against a wide variety of targets. Finally, the Tryptych Whip is just plain good. The Drukhari definitely bring the power necessary to take advantage of this ability, and the fact that it competes with Engage on All Fronts creates an interesting tension: do you rely on your superior mobility to score an all-but-guaranteed 3 points per round, or lean into your overwhelming offensive ability to try for 4 or even 6?
Take Them Alive! The remaining two objectives are a bit less useful. Potentially extremely worth it against Tyranids, though — and if you see an opponent put down a Hierophant across the table from you, you are a coward for not trying to take it down with a Succubus in melee.
First things first — a reminder of general rules — everything in this book except Beasts now has Power from Pain , and the overwhelming majority also have Blade Artists just the planes and part of the Court of the Archon miss out. We should also talk about CORE — which is ridiculously broad here. What was that? You were expecting another entry on that list? Talos, perhaps? Elf bullshit is back. Characters reshuffle a fair bit — Archons and Haemonculi are a bit less deadly on their base rates now though the former can mitigate that a lot with relics while Succubi and Drahzar have been juiced up to the moon.
They also come with a power sword by default now, which is weird, though they retain all the old options as well. The Shadow Field also remains in all its swingy glory, and since a huge percentage of lists will take one of these for a Realspace Raid , look forward to being on either side of its wild variance a lot! In addition, their Archite glaive has lost the penalty to hit, making it a lot more reliable, but is still D1.
The real winner out of their basic options is the shardnet and impaler, which is AP-2 D2. Given they have 6A base, and can take Combat Drugs for a point of S, you can just straight up have 7 S4 AP-2 D2 attacks on this 60pt model before you even start upgrading her, which is vicious. Taking an extra Wych detachment just to get more of these honestly seems like a plausible play.
No Escape has also received what is technically a sidegrade but is basically a net upside. Succubi are absurdly good, pick them!
The Haemonculus gets an odd change in the context of the wider book — they lose an attack on their profile, but pick up an extra wound in exchange. Instead, she gets to either charge in a turn when she Fell Back or Advanced, or fight again at the end of any Fight phase in which she kills at least one model.
She also uses your Master Succubus slot for a detachment. Speaking of Drazhar. Holy shit. This guy rules. Finally, Urien Rakarth has been busy in his lab grafting new rules onto his datasheet, keeping everything he had before and adding the new Fleshcraft rule as well as getting the Master Haemonculus ability via Sustained by Dark Science.
Like Lelith, he is a Master, so uses that slot for your detachment. The HQ slot here rules. Meanwhile, Succubi and Drahzar absolutely rip, and the herohammer potential from this book is through the roof. Razorflails now double your attacks but no longer allow you to re-roll hit rolls. The weirdest bit here is the way you get those weapons, though: for every 10 models in the squad, you can take one of each. Wyches absolutely rule — your basic unit of 10 is tossing out 41 attacks, probably at S4, for only pts, and the upgrades are pretty strong.
Expect to see them everywhere. The overall upshot here is that all of these feel valid a real theme for the book , which is great for providing you with a broad array of listbuilding options. Realspace Raids are extremely good, so expect to see at least one of each of these in many lists, and it feels like you could build wider around any of them. Each one is a choice, though the unit must have at least 4 models — so you can bring one of each, or go ham on just one type, or mix and match as you please.
Ur-Ghuls and Medusae are unchanged, while Sslyths and Lhamaeans are a bit different. Meanwhile, the Lhamaean picks up the ability to give Archons and Kabalite Trueborn the ability to automatically wound the target with poisoned weapons on an unmodified 6 to hit. The fun thing here is that you just need a Lhamaean or Sslyth in the unit to get their respective effects, but the aura is measured from the unit. This means you can, as one example, stack a bunch of cheap Ur-Ghuls to extend its effect.
It feels likely that the best way to use this is to find one of these models that you really want four of, and take exactly four of them plus maybe an Ur-ghul to soak wounds. Incubi rule now.
If they rolled higher, that enemy unit is not eligible to fight until all eligible units from your army have fought. Grotesques get an extra point of strength on their Flesh gauntlets and extra damage on their Monstrous cleavers. Luckily, all of these absolutely rule now. The entire Wych Circus is back, and mostly unchanged. On to better things.
Last, but good lord not least, Hellions. These might just be the single most improved unit in the book, and are just monstrous. These are just brutally, brutally good on rate, fast, deadly and easily the best users of Eviscerating Fly-by. They even put out a horrifying hail of splinter fire.
Why not. Being CORE and able to pick up a re-roll aura does help to mitigate that, however. Cronos also see some improvements, with their ranged weapons coming up to strength 5. This no longer goes off on unsaved wounds, instead requiring the Cronos to actually kill an enemy model. Ravagers pick up an extra wound on top of the dark lance changes. As a bonus, Shock Prows are actually interesting now, despite being gated behind a strat, allowing you to either ram another vehicle for d3 mortals or Comorragh Drift into other units and roll for every model in Engagement Range.
This is exceptionally welcome, and makes these even easier to use. On the models themselves, the Raider got the bigger glow-up here, going to base T6 and benefitting massively from dark lances being worthwhile. Now they hit like a truck, having lots of single shots of these scattered around is genuinely handy, especially as Black Heart or Obsidian Rose. This takes either vehicle to 6A, which is not bad for chipping off the odd wound here and there, especially once Flensing Fury switches on.
Ah planes. The Razorwing remains a reasonably cheap and cheerful shooting platform, benefitting heavily from the dark lance change, but if you just want to pack some extra shots in a Ravager that can also sit back on a home objective feels like a better place to be. The Voidraven is pricier but maybe a bit more compelling just because the bomb has changed to be very spooky indeed.
The potential there is absolutely massive, and the sheer psychological impact of having it available is going to be a big deal in some games. To anchor this, you have the choice of either lots of pesty units flitting about in transports or some sterner stuff out of the Covens, backed up either way by some absolutely nightmarish characters scattered around them, waiting to countercharge an incautious foe and rip them into tiny little pieces.
Wings: This book is an absolute triumph, for me knocking Death Guard off the podium as the highest quality book so far in 9th.
Condit: I am absolutely in love with this book. Even as I was reading through it for the first time, my mind was instantly aglow with whirling, transient nodes of thought careening through a cosmic vapor of invention.
There are just tons of options here, and landing on the list I want to run out of the gate honestly took longer than I expected. Doubling down on what Wings said, this feels like a set of rules that is designed to actively encourage you to try out new and unusual strategies, and there are plenty of options here to build those strategies out of.
Corrode: The other Goonhammer team members have spent recent days listening to me bang on and on about this book, and for that I pity them — though of course as a good Drukhari Archon I feed on their pain. What do I think is so great about this?
Firstly, just echoing what the other guys have said — the depth of choice available here is just incredible, and a gigantic step forwards from the previous rules. This particular Gordian Knot has been sliced through in decisive fashion by Realspace Raiders, which puts those issues to bed in a way which is simultaneously thematic, flexible, and has a few hidden limitations that are just meaningful enough to make it not be a de facto requirement for list building.
The other aspect here is of course that so many units are just better than they were. Most of the old mainstays are still great, but the stuff that was borderline or mediocre before has almost all been brought up, sometimes in spectacular fashion — as someone who has coveted Incubi rules that matched their awesome models for the past 10 years, I am so glad for them to finally be the murderous killers they ought to be, not to mention the huge improvement on Hellions and even just regular Wyches.
Add a bookmark and jump between your pages with a tap. Fiercely intelligent piratical raiders who feed upon anguish to stave off the slow death of their souls, the Drukhari epitomise everything wanton and cruel about the ancient Aeldari race from which they are descended.
Their boundless potential is put to every terrible purpose they can imagine, and because their lives span millennia, they have all the time they need to perfect their stygian arts. Codex: Drukhari contains a wealth of background and rules — the definitive book for Drukhari collectors. This book is available for free download in a number of formats including epub, pdf, azw, mobi and more.
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