Commorrites kt21
The Drukhari or "Dark Ones" in the Aeldari Lexicon, also known to outsiders as the Dark Eldar, are a forsaken and corrupt Aeldari kindred, the sadistic, malicious counterparts of the Asuryani. Like their cousins of the craftworlds, the Drukhari are an ancient and highly advanced alien race of fey humanoids.
The alternative term "Dark Eldar," or Eladrith Ynneas in the Aeldari tongue, was first coined by the Drukhari archon and Supreme Overlord of Commorragh Asdrubael Vect in the 32nd Millennium.
Kabalites
Kabalite Gunner
APL
2
MV
3⬤
GA
1
DF
3
SV
4+
WND
8
WEAPONS | ATK | HIT | DMG |
---|---|---|---|
Blaster (AP2) | 4 | 3+ | 5/6 |
Shredder (Blast ⬤, No Overwatch) | 5 | 3+ | 3/4 |
Array of Blades (Rending) | 3 | 3+ | 2/3 |
COMMORRITE, AELDARI, DRUKHARI, <KABAL>, KABALITE, GUNNER
Kabalite Heavy Gunner
APL
2
MV
3⬤
GA
1
DF
3
SV
4+
WND
8
WEAPONS | ATK | HIT | DMG |
---|---|---|---|
Dark Lance (Hvy, Unwieldy, AP2, No Overwatch) | 4 | 3+ | 6/7 |
Splinter Cannon (Hvy, Lethal 5+, Fus) | 5 | 3+ | 3/5 |
Array of Blades (Rending) | 3 | 3+ | 2/3 |
COMMORRITE, AELDARI, DRUKHARI, <KABAL>, KABALITE, HEAVY GUNNER
Kabalite Warrior
APL
2
MV
3⬤
GA
1
DF
3
SV
4+
WND
8
WEAPONS | ATK | HIT | DMG |
---|---|---|---|
Splinter Rifle (Lethal 5+) | 4 | 3+ | 2/4 |
Array of Blades (Rending) | 3 | 3+ | 2/3 |
COMMORRITE, AELDARI, DRUKHARI, <KABAL>, KABALITE, WARRIOR
Sybarite
APL
2
MV
3⬤
GA
1
DF
3
SV
4+
WND
9
WEAPONS | ATK | HIT | DMG |
---|---|---|---|
Blast Pistol (Rng ⬟, AP2) | 4 | 2+ | 4/5 |
Splinter Pistol (Lethal 5+, Rng ⬟) | 4 | 2+ | 2/4 |
Splinter Rifle (Lethal 5+) | 4 | 2+ | 2/4 |
Agoniser (Lethal 5+, Brutal) | 4 | 2+ | 3/6 |
Array of Blades (Rending) | 3 | 2+ | 2/3 |
Power Weapon (Lethal 5+) | 4 | 2+ | 4/6 |
COMMORRITE, AELDARI, DRUKHARI, <KABAL>, KABALITE, LEADER, SYBARITE
Wych
Hekatrix
APL
2
MV
3⬤
GA
1
DF
3
SV
6+
WND
9
WEAPONS | ATK | HIT | DMG |
---|---|---|---|
Blast Pistol (Rng ⬟, AP2) | 4 | 2+ | 4/5 |
Splinter Pistol (Lethal 5+, Rng ⬟) | 4 | 2+ | 2/4 |
Agoniser (Lethal 5+, Brutal) | 4 | 2+ | 3/6 |
Hekatarii Blade (Rending) | 4 | 2+ | 3/4 |
Power Weapon (Lethal 5+) | 4 | 2+ | 4/6 |
ABILITIES
Dodge
COMMORRITE, AELDARI, DRUKHARI, <WYCH CULT>, LEADER, WYCH, HEKATRIX
Wych Fighter
APL
2
MV
3⬤
GA
1
DF
3
SV
6+
WND
8
WEAPONS | ATK | HIT | DMG |
---|---|---|---|
Hydra Gauntlets | 5 | 3+ | 4/6 |
Razorflails (Ceaseless, Brutal, Reap 1) | 5 | 3+ | 3/4 |
Shardnet and Impaler | 4 | 3+ | 4/5 |
ABILITIES
Dodge
Shardnet And Impaler
COMMORRITE, AELDARI, DRUKHARI, <WYCH CULT>, WYCH, FIGHTER
Wych Warrior
APL
2
MV
3⬤
GA
1
DF
3
SV
6+
WND
8
WEAPONS | ATK | HIT | DMG |
---|---|---|---|
Splinter Pistol (Lethal 5+, Rng ⬟) | 4 | 3+ | 2/4 |
Hekatarii Blade (Rending) | 4 | 3+ | 3/4 |
ABILITIES
Dodge
COMMORRITE, AELDARI, DRUKHARI, <WYCH CULT>, WYCH, WARRIOR
Strategic Ploys
Agile Gladiators
- It can move around, across, and over other operatives (and their bases) as if they were not there, but must finish the move following all requirements specified by that move, and cannot finish its move on top of other operatives (or their bases).
- It can ignore the first ⬤ distance it travels when climbing, traversing, and dropping
- It automatically passes jump tests
Fleet
Inured To Suffering
Prey On The Weak
Firefight Ploys
No Escape
Power From Pain
- You can activate that ready friendly operative
- Add 1 to its APL
- During its next activation, it can perform Shoot or Fight actions twice, instead of once
Equipment
Adrenalite*
Adrenalite: Each time this operative fights in combat, in the Roll Attack Dice step of that combat, if it performed a Charge action during that activation, you can re-roll one of your attack dice.
Agonite*
DeathBloom*
Feralex*
Grave Lotus*
Grave Lotus: Each time this operative fights in combat, in the Resolve Successful Hits step of that combat, the first time you strike, inflict one additional damage.
Haywire Grenade
Name | A | BS | D |
---|---|---|---|
Haywire Grenade | 4 | 3+ | 2/3 |
Special Rules | |||
Rng ⬟, Blast ⬤, Lim, Haywire* |
Hypex*
Kabalite Banner
Kabalite Banner: While a friendly KABALITE operative is Visible to and within ◼ of this operative, when determining control of an objective marker, treat that friendly operative's APL characteristic as being 1 higher. Note that this is not a modifier.
PainBringer*
PainBringer: Each time an attack would inflict damage on this operative, if the damage to be inflicted is 3 or less, subtract 1 from the amount of damage that would be inflicted from that attack die.
Phantasm Grenade Launcher
Name | A | BS | D |
---|---|---|---|
Phantasm Grenade Launcher | 4 | 3+ | 1/2 |
Special Rules | |||
Rng ⬟, Blast ▲, Lethal 5+, Stun |
Plasma Grenade*
Name | A | BS | D |
---|---|---|---|
Plasma Grenade | 4 | 3+ | 3/4 |
Special Rules | |||
Rng ⬟, Blast ⬤, Lim, Indirect |
Rare Equipment
Auto-Loader
This ranged weapon gains the Ceaseless special rule.
Flux Capacitor
This ranged weapon gains the P1 critical hit rule.
Rending Rounds
This ranged weapon gains the Rending special rule.
Propulsion Amplifier
Add 1 to both Damage characteristics of this ranged weapon.
Thermal Sight
This ranged weapon gains the No Cover special rule.
Seeker Spirit
Each time a friendly operative makes a shooting attack with this ranged weapon, in the Roll Attack Dice step of that shooting attack, for each critical hit you retain, you can re-roll one of your attack dice.
Power Enhancer
Add 1 to both Damage characteristics of this melee weapon.
Inertia Displacer
This melee weapon gains the Brutal special rule.
Perfectly Weighted
This melee weapon gains the Balanced special rule.
Rending Blade
This melee weapon gains the Rending special rule.
Monomolecular Edge
This melee weapon gains the Lethal 5+ special rule.
Arc Unit
This melee weapon gains the Stun critical hit rule.
Recon
Outflank
- At the end of any Turning Point, if friendly operatives control both neutral killzone edges, you score 1VP.
- If you achieve the first condition at the end of any subsequent Turning Points, you score 1VP.
Courier
When you do so, select one friendly operative.
- At the end of any Turning Point, if that operative is within ⬟ of your opponent's drop zone, you score 1VP.
- If you achieve the first condition at the end of any subsequent Turning Points, you score 1VP.
Plant Transponder
- If a friendly operative performs the Plant Transponder mission action, you score 1 VP.
- If you achieve the first condition in any subsequent Turning Points, you score 1 VP.
An operative can perform this action while wholly within your opponent's territory and more than ⬤ from terrain features (barricades are terrain features; ignore terrain features that have the Insignificant trait). If it does so, place one of your Transponder tokens underneath the operative as close as possible to the centre of its base. An operative cannot perform this action while within Engagement Range of an enemy operative or ⬟ of your other Transponder tokens.
Secure Vantage
You can reveal this Tac Op in the Target Reveal step of any Turning Point after the first.
- At the end of any Turning Point, if you control a Vantage Point that is more than ◼ from your drop zone, you score 1VP.
- If you achieve the first condition with a different vantage point at the end of any subsequent Turning Points, you score 1VP.
Recover Item
Place one of your Item tokens within your opponent's territory. The Pick Up action can be performed by friendly operatives (but not enemy operatives) upon your Item token.
- At the end of any Turning Point, if a friendly operative controls your Item token, you score 1VP.
- If you achieve the first condition at the end of any subsequent Turning Points, you score 1VP.
Surge Forward
- At the end of any Turning Point, if the total APL of friendly operatives within ⬟ of your opponent's drop zone is 4 or more, you score 1VP.
- If you achieve the first condition at the end of any subsequent Turning Point, you score 1 VP
Secure Unexplored Rooms
You can reveal this Tac Op in the Target Reveal step of any Turning Point after the first.
- At the end of any Turning Point, if the total APL of friendly operatives within an Unexplored Room (see below) is greater than that of enemy operatives, you score 1VP.
- If you achieve the first condition with a different Unexplored Room (i.e. separated by access points) at the end of any subsequent Turning Points, you score 1VP.
Seek And Destroy
Headhunter
- You score 1 VP
- If it is the first or second Turning Point, you score 1 VP
Assassinate Target
Your opponent selects one of their operatives.
- If that operative is incapacitated, you score 2VPs.
- At the end of the battle, if that operative has not been incapacitated but has fewer than half of its wounds remaining, you score 1VP.
Rout
- If an enemy operative is incapacitated by a friendly operative, and that friendly operative is within ⬟ of your opponent's drop zone when it does so, you score 1 VP
- If you achieve the first condition in any subsequent Turning Point, you score 1 VP
Executioner
When you do so, select one friendly operative to be your executioner. At the end of each Target Reveal step, select one enemy operative to be executed for the Turning Point.
- If the enemy operative you selected to be executed for the Turning Point is incapacitated by your executioner during the same Turning Point, score 1VP.
- If you achieve the first condition in any subsequent Turning Points, you score 1VP.
Eliminate Guards
Once you do so, at the end of each Target Reveal step, select an objective marker on the centre line or within your opponent's territory, then select one enemy operative within ⬤ of it to be the guard for the Turning Point.
- If the enemy operative you selected to be the guard for the Turning Point is incapacitated during the same Turning Point, you score 1VP.
- If you achieve the first condition in any subsequent Turning Points, you score 1VP.
Rob And Ransack
- You score 1 VP
- At the end of the battle, if you achieved the first condition and that friendly operative has not been incapacitated, you score 1 VP
Security
Seize Ground
You must reveal this Tac Op in the Target Reveal step of the first turning point.
Select one terrain feature that is more than ◼ from your drop zone and includes any parts with the Heavy trait.
- At the end of the battle, if friendly operatives control that terrain feature, you score 1VP.
- If you achieve the first condition, there are no enemy operatives within ▲ of that terrain feature, and the total APL of the friendly operatives that control it is 4 or more, you score 1VP.
Hold Them Back
- At the end of any Turning Point, if there are no enemy operatives wholly within your territory, you score 1VP.
- If you achieve the first condition at the end of any subsequent Turning Points, you score 1VP.
Protect Assets
- At the end of any Turning Point, if two or more enemy operatives were incapacitated within ⬤ of an objective marker during that Turning Point, you score 1 VP
- If you achieve the first condition at the end of any subsequent Turning Point, you score 1 VP
Secure Centre Line
- At the end of any Turning Point, if the total APL of friendly operatives on the centre line and not on a Vantage Point is greater than that of the enemy operatives, you score 1VP.
- If you achieve the first condition at the end of any subsequent Turning Points, you score 1VP.
Escort Operative
Select one friendly operative.
At the end of the battle:
- If that friendly operative is wholly within your opponent's territory, you score 1VP.
- If that friendly operative is within ⬟ of your opponent's killzone edge, you score 1VP.
Central Control
- At the end of any Turning Point, if the total APL of friendly operatives within ◼ of the center and not on a Vantage Point is greater than that of enemy operatives, you score 1 VP
- If you achieve the first condition at the end of any subsequent Turning Point, you score 1 VP
Seize Access Point
You must reveal this Tac Op in the Target Reveal step of the first Turning Point.
Select one access point on the centre line or within your opponent’s territory.
- At the end of the battle, if the total APL of friendly operatives within ⬤ of that access point is greater than that of enemy operatives, you score 1VP.
- If you achieve the first condition, there are no enemy operatives within ⬤ of that access point, and the total APL of friendly operatives within ⬤ of it is 4 or more, you score 1VP.
Ferratonic Furnace Control
- At the end of any Turning Point, if the total APL of friendly operatives on the roof of the ferratonic furnace is greater than that of enemy operatives, you score 1VP.
- If you achieve the first condition at the end of any subsequent Turning Points, you score 1VP.