Posts : 630 Join date : 2018-03-04 Location : maybe
Subject: Re: Sneak Peek at New Drukhari Codex Fri Mar 19 2021, 23:56
My feelings to this codex can be summarized as such:
Skulnbonz, The Strange Dark One, Cerve, JRG, Archon_91, TheBaconPope and Stea1k like this post
Soulless Samurai Incubi
Posts : 1921 Join date : 2018-04-02
Subject: Re: Sneak Peek at New Drukhari Codex Fri Mar 19 2021, 23:57
Dark Elf Dave wrote:
Choosing a warlord trait and a relic is one of my favourite parts of list building. Doing this multiple times for a few cp is for me a pleasure. Doing this for an Archon, Succubus and Heamy...yay!
I'd agree wholeheartedly if there was actually a meaningful choice involved.
As an example, most armies actually get decent melee weapons as standard (e.g. Power Fists or the various equivalents thereof).
In comparison, if I want a melee Archon then I basically have to take a Djin Blade because not a single one of his base melee weapons is actually worth a damn.
So that's my Relic slot already used up just to make him even vaguely competent in his core role.
If, on the other hand, his base melee weapons were actually decent to begin with, then I could enjoy choosing artefacts because it would represent an actual choice. I could, for example, choose whether I want him to be a glass hammer or whether I'd prefer him to have better defence or maybe a support item so that he can buff his squad a little more etc.
Instead, I'm stuck with the Djin Blade because without it he just has no melee presence to speak of.
Do you get what I'm saying?
Hell, I'd have been happy if he'd just kept his old Huskblade, but apparently even a single worthwhile melee weapon is too much to ask.
Eldur Sybarite
Posts : 315 Join date : 2011-12-08
Subject: Re: Sneak Peek at New Drukhari Codex Sat Mar 20 2021, 00:18
I'm a native spanish speaker, and I can tell you that all the weapons listed in the Haemonculi datasheet are the actual equipment, not the options.
Oh man, I really like this codex. DAMN YOU WARCOM for not delivering all the info before!!!!
NOTE: to those of you who are still crying after knowing all of the upgrades to our beloved Drukhari, I won't be able to take you very seriously from now on. And for the ones who cried before the last sneak peeks but are rejoicing now:
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Lord Asvaldir Hekatrix
Posts : 1157 Join date : 2015-12-06
Subject: Re: Sneak Peek at New Drukhari Codex Sat Mar 20 2021, 00:19
Cerve wrote:
Lord Asvaldir wrote:
I have no doubt we'll have a strat for multiple warlord traits (all new codexes do), but did you see confirmation somewhere that alliance of agony strat is in the new dex?
I have the Codex in my hands ...well, in my cellphone pics.
But it is in italian, I posted the imgur with all the stratagems, but italian it's a pretty damn hard language to read.
Yes, there's Alliance of Agony in it, but it works only if the Archon is the general and into a Realspace Raid Detatchment.
Basically, AoA is for Realspace Raids Detatchments specifically. The normal +2 WL Traits and +2 Relics is everything.
We have both.
Ok more specific:
Alliance of Agony 1CP: If you warlord is an <Realspace raid> <Archon> unit, then you can pick a <Succubus> and an <Haemonculus> , and generate 1 WL Trait for each of them. Of course a Succubus one for the Succubus, and an Haemi one for the Haemi (no there's nothing such mixing Obsessions/Traits/Relics between the three factions, forget it, it works as always been). So its 2 Traits for 1 CP, as before. It only works on Realspace Raids.
Raiders of the Dark City 1Cp/2CP: If your warlord is a <Drukhari> (yes, even with a name! -it is important-), then you can generate 1 WL trait for another Drukhari NOT NAMED Character for 1 CP, or for 2 NOT NAMED Characters for 2 CPs. The last, only in games from 1001-2000 points, as every new stratagems. So it open up to you to have 1 named character and 2 non-named characters with WL traits! Finally you can run your Drazhar with Hatred Eternal (which now is full rerolling Hits AND wounds, yes...he is a beast) AND other 2 characters with WL traits too. The only limit is that you can't never have 2 (or more) named characters with traits. So no Drazhar-Lelith-Urien party all together, sadly.
Prizen from the Dark City 1Cp/2Cp: literally the same of Raiders, but for Relics.
O boy, you're the man. That's freakin sweet though I'm glad we can get so many warlord traits/relics for a low cp cost.
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Dark Elf Dave Wych
Posts : 747 Join date : 2017-05-19
Subject: Re: Sneak Peek at New Drukhari Codex Sat Mar 20 2021, 00:24
Eldur wrote:
I'm a native spanish speaker, and I can tell you that all the weapons listed in the Haemonculi datasheet are the actual equipment, not the options.
Oh man, I really like this codex. DAMN YOU WARCOM for not delivering all the info before!!!!
NOTE: to those of you who are still crying after knowing all of the upgrades to our beloved Drukhari, I won't be able to take you very seriously from now on. And for the ones who cried before the last sneak peeks but are rejoicing now:
Thank you. That was how it seemed that the Heamy was actually kitted out with it all! Makes him very versatile.
The Strange Dark One Wych
Posts : 881 Join date : 2014-08-22 Location : Private subrealm of the Eldritch Skies Kabal.
Subject: Re: Sneak Peek at New Drukhari Codex Sat Mar 20 2021, 00:27
Eldur wrote:
I'm a native spanish speaker, and I can tell you that all the weapons listed in the Haemonculi datasheet are the actual equipment, not the options.
Oh man, I really like this codex. DAMN YOU WARCOM for not delivering all the info before!!!!
NOTE: to those of you who are still crying after knowing all of the upgrades to our beloved Drukhari, I won't be able to take you very seriously from now on. And for the ones who cried before the last sneak peeks but are rejoicing now:
The only thing they had to do was telling us that Raiders were capacity 11 and mention the stratagem that let's units disembark after deepstriking. The internet would have gone wild.
I'm actually a bit sour because of the 10 Scourges I'm working on and now they probably won't see much play... what a shame, are such beautiful models. Other than that, I'm with you.
Subject: Re: Sneak Peek at New Drukhari Codex Sat Mar 20 2021, 00:28
I was reading custom Kabals. While Poisoned Tounge is nice with that +1 to wound to poison, there's another one that makes me thinking about.
Custom Cabal "Fabbricante di Tossine" (Toxin Crafters). It is a "Totale" Obsession (Total, in english), so it means that this Custom Obsession cost 2 Obsessions, so you pick this and that's all. -When a Kabal attacks with a poisoned weapon (both shooting or melee), a natural 6s to hit chage the shot into "poisoned(2+)"; -When a Kabal attacks with a poisoned weapon (both shooting or melee), you can reroll the wound rolls.
I mean...ok it's a Custom Obsession, no relics, no traits etc. But...REROLL to wounds with all the poison shots/attacks? The first point is ok, if you hit at 6s you will wound on 2+, its nice. But the second point it's dope. You're rerolling to wound with every kabal poison gun. I guess rerolling 4+ is better than a straight foward 3+ right?
Last edited by Cerve on Sat Mar 20 2021, 00:30; edited 1 time in total
Red Corsair Kabalite Warrior
Posts : 159 Join date : 2012-08-30 Location : Maine
Subject: Re: Sneak Peek at New Drukhari Codex Sat Mar 20 2021, 00:30
Any chance we can get some more info into the beast master and beast packs or the court members?
I know I am weird but I have a soft spot for my archons goofy drinking buddies and strange pets
mightydoughnut Sybarite
Posts : 258 Join date : 2015-05-06
Subject: Re: Sneak Peek at New Drukhari Codex Sat Mar 20 2021, 00:33
Been away from DE last few years but decided to return, as my wife took over my Sororitas army.
I own a FLGS, so I get stuff before preorders begin.
Before you ask more, read the whole thing - the answer might have already been provided. I will post no photos nor points due to trade agreements, so do not ask about them. Also, if you have a question - post it, don't send me a message. I have a lot of filters and more than likely, your message won't reach me.
Straight from the top: I have just returned to 9th edition and have not played DE, so I can't gauge if models are better or is the book is going to be competetive. It looks nice and fun, that's for sure. There is a Succubus and Haemy equivalent to the Master Archon. Haemy gains an ability to return to life like Saint Celestine, a nasty once-per-battle relic (D3 mortals on 2+, the unit loses Aura abilities and can't benefit from Auras till your next turn) and his Warlord Trait lets him ressurect Wracks, Super-Succubus consolidates at 6' and does not have to finish closer to an enemy models (which is crazy ass balls) brutal Artifact Weapon (+2 S, -4 AP, D2, wounds 6+ ignore invulnerable saves) and a Warlord Trait that allows her to switch out her normal Attacks for 3+number of enemy models 2' around her. All leaders gained an aura - Archon now buffs Kabal Core and Incubi, giving rerolls of 1s to hit, succubus gives rerolls of 1s to wound for Core Wych Cult, Haemy buffs Core Covens with +1 Toughness and now can geal Grots and coven Monsters. Bloodbraids return - as Trueborn, one unit, they have WS 2+, bonus Ld and upgraded Blade Artists (6+ to wound gain -1 AP, bloodbraids gain -3 AP), wracks also get one unit like this Haemoxytes - +1 Inv save, bigger Ld and once per phase, they ignore damage from a first failed saving throw. Lelith has Blade Artists (like all wyches), rerolls hits and wounds against Characters, gets a succubus buff Aura (so basically now named and non-named Characters have an interchangable buff aura, which is awesome), has 4+ inv with -1 to hit when she is hit in CC, sghe consolidates +3' and does not have to consolidate to the nearest enemy and she has No Escape, so enemy units can't escape unless they pass a Ld test. Drazhar gains Blade Artists (6s to wound gain -1 AP, so he has AP-4 on 6s), he can fight twice EACH FIGHT PHASE. He gets -1 Damage to a minimum of 1 (both shooting and melee), has 4+ inv, has tormentors and allows incubi to reroll 1s to wound. Urien deals 1 mortal on 6+ to each enemy in Engagment Range at the start of Fight, he ressurects once per battle like Celestine, halves the damage he takes (to a minimum of one), buffs toughness like a normal Haemy, but also buffs Strength and Ld by 1 for covens, so he makes stuff really punchy. HO BOY, Blade Artists are an unviersal army rule now! Incubi, Mandrakes, basically anything Drukhari has it now. WIth luck, even Kabalites can now punch much tougher stuff. Incubi also have tormentors like Drazhar, so no escape from them with a failed Ld test. If klaivex is alive, 6s to wound deal +1 Damage, Wracks still have nots of weapon options on the Acothyst, Wyches seem to be better - Blade Dancers give them a much needed punch and their No Escape rule gives enemies -1 to Ld roll for each Shardnet and Impaler in the unit. Kabalites seem unchanged mostly, but Phantasm launchers now cause Mortal Wounds on hits - if you hit, roll a 2d6 and it deals a mortal wound if you rolled over their Ld. Mandrakes are hit on -1 and once per battle, you can relocate them and set them up in the next turn 9' away form the enemy. Grots have basic T5 now and the whole unit can have Liquifiers. Reavers look to be mostly unchanged, hellions can now charge after a fall back, scourges are also mostly the same. Talosi and Cronosi have Power from Pain and Blade Artists too, they now can Explode. Cronos buffs characters and Core units with rerolls of 1s to wound. If he kills a model in melee, he can heal Core models or return lost models to the unit, if it's a 1 wound squad. Ravagers have Night Shields, so does Raider, bigger transport capacity confirmed, Spilnter Racks now makes unit inside treat shoots from Rapid Fire as if they were in half range (holy crap), Venom has a Flickerfield, which is a Night Shield but also reduces Hits by -1. The fliers also have Night Shields. No Vect XD, here are point changes (only up and down, no numbers, trade agreements): Archon - few points cheaper, Reavers are cheaper, Venoms cheaper, not much has changed here it seems, but lot of stuff is buffed, so basically no upping prices despite units and models gaining new abilities. Obsessions: Black Heart - treat PfP as one higher, if you have an Archon, Mercenaries benefit from it too, +1 Ld, reroll 1 failed hit in shooting/fighting War Trait: Roll a 6s when op uses a Stratagem. On a 6 you gain a Command Point. Relic - reroll 1s to wound for Core units around the bearer, if the unit is a Realspace Raider (mixed Detachment) it also benefits Mercenaries. Agents of Vect - use it once per battle after a Stratagem of your opp - raise it's cost by 1 till the end of battle. Does not work on Command Reroll. Flayed Skull - Flyers and units in transports ignore Light Cover, Vehicles move +2' War tr: +1 S and Attacks for the warlord. Relic - 4+ Inv for the bearer Stratagem - select a unit from the kabal, shoot at units with fly at +1, +2 if it's an Aircraft. Obsidian Rose - +6 to range of Heavy, Assult, Rapid Fire weapons (no relics), re-roll one failed wound when shooting/fighting (Triple Dark Lance Ravagers are moist now) War Trait - +1 S for bearer's Weapons (S5 Power Sword, S9 Blast Pistol on the Archon lol) Relic - 3+ armor, reduce enemy hits in melee by -1 Stratagem - you can use it when any models run with an attrition test - they can shoot once more before being removed (or hit if they are in engagement) Custom Obsessions (pick 2, all-consuming count as 2): Dark Mirth - enemies 12' within models with this are dealt a mortal on 5+ if they move, advance, fall back or charge. Deadly Deceivers (all-cons) - units can shoot after a fall back, but with -1 to hit. Disdain for Lesser Beings - +1 to Combat Attrition test by this models Merciless Razorkin - 6s to hit with splinter weapons are counted as 2 hits Torturous Efficency - 6s to wound in shooting are treated with additional -1 AP Mobile Raiders - +2 movement for Fly models Soul Bound - Ignore Mortal Wounds on 5+ Toxin Crafters (all-con) - Re-roll 1s for poison weapons. 6s to hit cause poison weapons to be 2+ to wound. Twisted Hunters - +1 Attacks against characters Webway Raiders - Reduce CP cost for Webway Portal by 1 if it's used on that unit. Wyches: Cult of Strife - if the unit is in Engage at the begging of the fight phase, they can fight first If a unit charges a unit with no models from your army in engage, add +1 to charge War trait - 6s to hit score 3 hits instead of 1 Relic - Roll d6 at the start of each battle round. Gain combat drugs associated with that roll. It is cumulative! Stratagem - once per battle round, you may use this strat. One unit can either shoot or fight again this phase. Cursed Blade - +1 S for all models with this obsession, saving throw of 6 is a mortal wound for the attacker after he finished all his attacks. War trait - saving throw of 4+, instead of 6. Relic - if the bearer is killed by a melee attack, on 2+ the attacker take D3+3 Mortal Wounds. Stratagem - use on a charged unit of wyches. They can fire Overwatch beofre the charge roll is made. Up to five models with plasma grendes can make attacks with them and they are treated as Poison 2+. Red Grief - re-roll charges, +2 advance rolls War trait - ignore wound rolls of 1-3 in melee Relic - replace archite glaive, +2 S, ap -3, D 3 Strat - use it after a unit finished it attacks but before consolidation. They can embark a transport that is within 6' of them, even if they disembarked this turn. Holy crap. Custom Cults: Acrobatic Display - you can consolidate horizontaly over other models and terrain. (can't finish on another model) Art of Pain - +1 PfP if within engagement Berserk Fugue (all-con) - if charged, charging or heroic inter, 6s to hit are treated as 2 hits. Ignore Mortals on 5+. Precise Killers - Blade Artists work on 5+ Slashing Impact - each time a model finish a charge, you can select a non-vehicle unit within Engage, on a 6 it gets a Mortal. Stimulant Innovators - once per battle, roll a D3 - all models with Combat Drugs gain additional Drugs from the roll till the end of turn. Test of Skill - +1 to wound against monsters and vehicles Trophy Takers - if a Morale roll is caused by a melee attack from this model, opp rolls two 6s and discards the lower one. Agile Hunters (all-con) - +1 to hit against Fly units +1 to movement, if the model has Hypex. Covens: Prophets of Flesh: All characters, monsters and Grots regenerate 1 wound at the start of your Command Units with this obs ignore rolls of 1-3 to wound unless attack is S8 or higher. War trait: Chose one - +1 T and W or +1 Move and Attacks Relic - enemies cannot fire overwatch, at the start of the Fight, chose one unit 3' from this model. It fights after all of your units. Stratagem - Pick a coven infantry unit 6' from a haemy, it rerolls to hit. costs 2 for grots Dark Creed - -1 Ld and -1 Combat Attrition rolls 6' from models. +1 Attack if attacking a unit with a lower Ld. War Trait - pick a unit 9' from your warlord at the end of your movement. Roll a 3d6, if you rolled higher that it's Ld, it can't preform Actions and loses Obj sec Relic - replaces stinger pistol. Pistol 3, S2 AP -3 D 1, 2+ poison, ignores invuls Stratagem - when shooting, ignore Look out, Sir! 3 CP for Talos Coven of Twelve - melee attacks gain additional -1 AP (lol, -2 AP basic with Blade Artists), models can perform actions in can still shoot Warlord Trait - -1 Damage to a minimum of one Relic - replaces haemy tools, AP -2, D3 damage, Poison 2+, always deals 3 D to characters Strat - select a non-vehicle, non-monster character after consolidation with a haemy. 2-5 it takes D3 Mortals, D3+3 on 6. Custom obsessions: Artists of Flesh (all-con) - reduce damage (expect vehicles) received by 1 (to a min. of 1) Dark Harvest - if a unit finishes a charge, pick a non-vehicle in engage, on 4+, it takes a mortal. Dark Technomancers (all-con) - when you shoot, you can choose to enhance any or all ranged weapons. They deal +1 D and wound on +1 and can't be re-rolled. Rolls to wound of 1 deal 1 mortal, D3 to Monsters and Vehicles. Experimental Creations - +1 S. Hungry for Felsh - re-roll charges. Master of Mutagens - hit rolls of 6 with posion weapons against non-vehicle, non-titan units automatically wound. Master Torturer - reduce cost of Torturer's Craft by 1. Obsessive Collectors - if an enemy unit is destroyed in melee, the model can regenerate d3 wounds or d3 models in case of Wracks. Enhanced Sensory Organs - Ignore Light and Heavy Cover. Splinterblades - melee hits of 6 are counted as 2. Custom traits: Kabal Hatred Eternal - you can re-roll hit roll and wound roll whenever you attack. (it's worded weirdly, but I think it applies once per hit and once per wound) Soul Thirst - +1 attack, once per turn regain 1 wound if an enemy model is destroyed 6' around the lord. Ancient Evil - at the start of the Fight phase, pick one enemy unit in engage. It fights after all your models. Wych Quicksilver fighter - +2 attacks Stimm Addict - roll two more dice for los drogos, ignore 6s and effects already active. Warlord benefits from all rolled drugs. Precision Blows - this is crazy good, hit rolls of 6 deal MORTAL WOUNDS equal to weapon damage and the attack sequence ends. Covens Master Regenerist - Regain 3 wounds instead of D3 with Fleshcraft. Master nemesine - +1 wound rolls on attacks. Master Artisan - +1 T and +1 W Relics: Parasite's Kiss - Pistol 3 S2 AP -2 D 2, Poison 2+, if a model is destroyed by an attack, regain 1 lost wound Helm of Spite - in psychic phase, bearer can deny the witch. If he succeeds, the caster is hit with Perils. Nightmare Doll - haemy only, FNP 4+ Djinn Blade - +1 S, AP -3 D 3, +2 Attacks when fighting with this weapon. At the end of the Fight phase, roll a 6 -on 1, take a mortal Animus Vitae - 6' range, one per battle. If it hits, the unit takes D3 mortals. If 11+ models, D3+3. All your models have +1 PFP till the end of turn. Triptych Whip - Ap -3, D 2, Poison 2+, +3 attacks I will edit and add stuff according to any more questions. Edit to add: Los Drogos: Adrenalight - +1 attack if charging or heroic inter Splintermind - +1 BS and +1 Ld Rest are unchanged Haywire Blaster - now Drukhari Haywire Blaster, 24' Heavy D3 S3 AP -3 D3, Blast. 4+ Wound Against Vehicles is always succesful and it deals +D3 Mortals if you roll a 6. Hellion changes - Stunclaw is Damage 2, Hellglaives gained AP -1. Hexrifle - got buffed to S 6 AP -2 D 2 Court of the Archon - still not a slot, single unit of 0-4 of each members of the Court. Lhamean gained BLade Artists and Toxin Crafter (Archon and Truebron Poison attack of 6s in 3' of this unit automatically wound). Ur-Ghouls and Sslyth have 5+ FNP now, Cold-Blooded Bodyguard has changed - while any Sslyth in the unit is alive, enemies cannot target your Archon, if he is in 3' from the unit. Medusae shots are now D6 Pistol. Edit 2 Electric Boogaloo: Indeed, Hekatri Blade does get +1 attack. Blade Artists and Blade Dancers was a typo. It's just Blade Artists. All named characters still have fixed Traits - Drazhar Hatred Eternal, Lelith Blood Dancer (strife Trait), Urien Diabolical Soothsayer (prophets Trait) Urien and Lelith also count as Masters, so you can take Bloodbraids and Haemoxytes, as if you took an unnamed Master character. Innured to pain is now 5+ FNP. Suck it, Mortarion. Succubus is 4+ inv, wyches are 6+ inv, 4+ against melee. Core units are: It's actually easier to list non-Core stuff. All characters, all vehicles, Beastmaster and Beasts, Mandrakes, rest is Core. Yes, you are reading that right. Incubi? Core. Scourges? Core. EFFIN COURT OF THE ARCHONI?! Core. Took a look at stratagems: Some stuff got dropped, some stuff changed, some new things. Murderous Descent is going to be bonkers and really hated by our enemies, that's for sure. Cruel Deception - Use it after a unit Falls Back. It can shoot or fight. 2 CP and it can do both. The Great Enemy - pick a unit, it rerolls everything against Slaanesh units until the end of the Fight phase. Toruturer's Craft - Urien or Coven unit, when they are selected to fight. Until the end of phase, re-roll wounds. If used on a character or a unit of 10 or less Wracks, it costs 1. Lightning Fast Reactions - in shooting or fight, pick a targeted drukhari infantry, vehicle or biker (no covens or urien). It is hit on -1. Hunt from the shadows - use in enemy's shooting phase. If a drukhari unit has Light Cover, +1 armor save. Alliance of Agony - if you have a Warlord Realspace Raider Archon, a succubus and a haemy gain a Warlord trait. Tolerated Ambition (NEW) - once per battle, if you have a drukhari warlord, you may generate a trait for a non-warlord. Twice in Strike Force lists, thrice in Onslaught. Prizes from the Dark city - additional relic. twoce om Strike Force Webway Portal - 1 or 3 CP, pick an Infantry, Biker or Beast unit and drop them in from the Webway. One use. Pain Syphon (NEW) -if a Drukhari unit destroys an enemy unit with melee or ranged while 6' form a Cronos, they treat PFP as it was 5th turn all the time. Eviscerating Fly-By - pick a Fly Cult unit at the end of movement. Pick a unit it moved over - on 5+, that unit takes a Mortal. +1 to the roll, if it was an infantry unit. Never Stationary (NEW) - Use after shooting. Pick a non-aircraft drukhari unit. You can make a move of up to 7' with it. It can't charge. 2 CP Prey on the Weak (NEW) - pick a Core unit in shooting or fight phase. Until the end of that phase, that unit re-rolls 1s against units below starting strength and re-rolls all hits against units under half strength. Screaming Jets - you can leave a Vehicle in reserve. Once per battle. Deadly Rivals (NEW) - 2 CP, pick a unit of Helions and a unit of Reavers in the command phase. Until the end of turn, they gain +1 Movement and re-roll all hits in melee. Swift Outflanking (NEW) - 1 CP. Use at the end of the Movement. Select one Transport within 9' of the battlefield's edge. Place in into strategic reserves. Murderous Descent (NEW) - the really, really neat one. Use it after a Transport is placed on the battlefield in the Reinforcment step. A unit in it can DISEMBARK LIKE NORMAL, but it must end it's disembarkment 9' away from enemies. Did someone say 11-slot Raider full of Incubi and Drazhar or Lelith + 10 Bloodbraids? Pray they don't take you alive - If you kill an enemy Warlord in melee with a Drukhari unit, enemy units substract 1 from Combat Attrition test until the end of the battle. Enhanced Aethersails - Pick a Raider or Ravager in movement. It advances 8'. Crucible of Malediction - 2 CP, Use in psychic phase, pick a Haemy. Each psyker within 12' of him takes D3 Mortals on 4+ (roll for each). Once per battle Haywire Grenades - Pick a unit with Haywire grenades who is selected to shot. Select one model from it - it can only make one attack and pick an enemy vehicle within 6' of it. if it hits, it deals D3 Mortals. Hyperstimm Backlash - 2 CP, Use in command, Pick a Wych unit. Double the efect of Los Drogos on it until your next Command. A unit with Phial Bouquet Relic can't be the target of this stratagem. Shock Prow (NEW) - 1 CP. Pick a Shock Prow Unit (if you buy a shock prow for a vehicle, it becomes a Shock Prow Unit) that finished a Charge move. Pick one unit in engage: If a unit is a Vehicle, it takes D3 mortals on 2+ If it's not, roll a D6 for each model in that unit that is within Engagement with the Shock Prow unit. For each dice result that equals or exceeds the unit's T, it takes a Mortal. Time to mow them pesky Primaris. Potent Metallotoxins (NEW) - 2 CP. Pick a Drukhari unit in shooting or fight phase. IT'S POISON WEAPONS CAN NOW AFFECT (Non-Titaic) VEHICLES TILL THE END OF A PHASE. YOU CAN LITERALLY BLOW UP TANKS WITH SQUADS OF KABALITES HOLY BALLS NO PICS, NO POINTS, so please don't ask about those.
amishprn86 and Gelmir like this post
sweetbacon Wych
Posts : 609 Join date : 2014-02-09
Subject: Re: Sneak Peek at New Drukhari Codex Sat Mar 20 2021, 00:37
VERY tentative initial impressions:
-It seems like all of our troops are the big winners (20 MAN WRACKS, BABY!) -Cursed Blade + Combat Drugs for extra Str or Attacks has Reavers and Hellions looking legit good -It’s pricey but I think two Voidravens are going to be staple for me (the Voidmine seems crazy good] -Dropping a Raider of DT Grots with Liquifiers in your opponent’s backfield seems tasty. -I actually like the PoF change since I couldn’t roll 4++’s worth a damn anyways. -DID I MENTION 20 MAN WRACKS?!! (-1 AP, improved Hexrifles, semi-TH, resurrecting D3 per turn!) -Raiders/Venoms full of Poison Tongue Kabalites seem really good now. -Drazhar, Incubi, and Mandrakes are still great. -Scourges and melee Archons seem like the biggest losers so far. -This seems more like the Necron book (layered, lots of synergies and depth) than blunt force face smashers like DA and DG. -Speaking of which, GW might’ve just handed Sean Nayden a nuke.
Dark Elf Dave Wych
Posts : 747 Join date : 2017-05-19
Subject: Re: Sneak Peek at New Drukhari Codex Sat Mar 20 2021, 00:42
Cerve wrote:
I was reading custom Kabals. While Poisoned Tounge is nice with that +1 to wound to poison, there's another one that makes me thinking about.
Custom Cabal "Fabbricante di Tossine" (Toxin Crafters). It is a "Totale" Obsession (Total, in english), so it means that this Custom Obsession cost 2 Obsessions, so you pick this and that's all. -When a Kabal attacks with a poisoned weapon (both shooting or melee), a natural 6s to hit chage the shot into "poisoned(2+)"; -When a Kabal attacks with a poisoned weapon (both shooting or melee), you can reroll the wound rolls.
I mean...ok it's a Custom Obsession, no relics, no traits etc. But...REROLL to wounds with all the poison shots/attacks? The first point is ok, if you hit at 6s you will wound on 2+, its nice. But the second point it's dope. You're rerolling to wound with every kabal poison gun. I guess rerolling 4+ is better than a straight foward 3+ right?
Yes you’re right re-rolling 4+ Poison is better than flat 3+ Poison.
10 Poison 4+ shots at BS3 will require 3.33 saves
10 Poison 3+ shots at BS3 will require 4.44 saves
10 Poison 4+ re-rolling shots at BS3 will require 5 saves
Last edited by Dark Elf Dave on Sat Mar 20 2021, 00:48; edited 1 time in total
mightydoughnut Sybarite
Posts : 258 Join date : 2015-05-06
Subject: Re: Sneak Peek at New Drukhari Codex Sat Mar 20 2021, 00:45
Just a heads up for anyone who reads my info - I own a physical, english-language copy, so all my data is first-hand with no translations needed.
mightydoughnut Sybarite
Posts : 258 Join date : 2015-05-06
Subject: Re: Sneak Peek at New Drukhari Codex Sat Mar 20 2021, 00:50
Dark Elf Dave wrote:
Cerve wrote:
I was reading custom Kabals. While Poisoned Tounge is nice with that +1 to wound to poison, there's another one that makes me thinking about.
Custom Cabal "Fabbricante di Tossine" (Toxin Crafters). It is a "Totale" Obsession (Total, in english), so it means that this Custom Obsession cost 2 Obsessions, so you pick this and that's all. -When a Kabal attacks with a poisoned weapon (both shooting or melee), a natural 6s to hit chage the shot into "poisoned(2+)"; -When a Kabal attacks with a poisoned weapon (both shooting or melee), you can reroll the wound rolls.
I mean...ok it's a Custom Obsession, no relics, no traits etc. But...REROLL to wounds with all the poison shots/attacks? The first point is ok, if you hit at 6s you will wound on 2+, its nice. But the second point it's dope. You're rerolling to wound with every kabal poison gun. I guess rerolling 4+ is better than a straight foward 3+ right?
Yes you’re right re-rolling 4+ Poison is better than flat 3+ Poison.
10 Poison 4+ shots at BS3 will require 3.33 saves
10 Poison 3+ shots at BS3 will require 4.44 saves
10 Poison 4+ re-rolling shots at BS3 will require 5 saves
Subject: Re: Sneak Peek at New Drukhari Codex Sat Mar 20 2021, 00:50
Red Corsair wrote:
Any chance we can get some more info into the beast master and beast packs or the court members?
I know I am weird but I have a soft spot for my archons goofy drinking buddies and strange pets
Eh, unfortunately beasts have really few tweeks from before, they're likely the same. Fiends are the same, but with Ap-2. Flocks still T2, precisely as before. Khymerae still the same, but with Ap-1. Beastmasters is the same, rerolling 1s+his LD for beast withing 6" to him. But now he can command 1 unit of beasts in withn 6" from him in the command phase, and that beast will advance and charge in the same turn. That's all. Oh, now the sections are the opposite: Beasts occupy Fast Attacks, and the Master is no-slot (Elite).
Courts....well, now the Court is a single unit that you can buy only if you have an Archon. 1x Archon. It is 4-16 models (Yay!) but with a 0-4 for every choice (oh C'MON! I was dreaming about 16man-size Sslyth unit). Lahemeans are the same (ugh...2 attacks...why?) same rules. BUT OLD RULE CAME BACK: "When and ARCHON or a TRUEBORN attacks with poisoned guns (both melee/shooting) and are within 3" from a Court with a Lahemeans inside, every 6s to hit autowound". Pretty nostalgic uh? Its a shame that doesn't work embarked. Medusae still the same, but have range 12" (still a pistol tho, so shooting in melee, from meleeTransports etc). UrGhul still the same (4+2 attacks on charge) but ap -1. And FnP5+++ instead of inv 5++ Sslyth are the same with Ap-2, 5+save and FnP+++ instead of inv 5++. In fact, both Sslyth and Urghul have the same fnp rule. Sslyth makes Archon untargetable from shooting (neither from snipers) if the Archon is within 3" from the Court with a Sslyth inside.
They lost the "rerolling all hits within an Archon" rule, which is sad. But every model still with the same profile, yes, everyone has 3 wounds. Even being an horde. Now ALL the models have PfP, and of course the new Artists of the blade, or whatever. And the <Kabal> of course. And they are <CORE>.
Ok so we lost the single models who make actions, true, but I think the Court potential lies into the mixing comp. Unfortunately all the choices are 0-4 (yeah, no 16 mono-models hordes) but still. 4 Sslyth+4 Medusae can work in my opinion. You can even try to field a full 16 footslogging models. Remember that they have 3 wounds EACH, Power from Pain and <Kabal> Keyword, so you should be able to trigger something cool with them (like, Black Heart gives you +1 to PfP, advance and charge on T1, +1 to hit on T2).
Yeah, they have all the keywords and the PfP you want for combos so...I like it, it is a unit that will surprise someone in my opinion.
PS: While a Grotesques (4 wounds 6++/5+++) is 40 points, a Sslyth (3 wounds 6++/5+++) is just 18 points...
Last edited by Cerve on Sat Mar 20 2021, 00:55; edited 1 time in total
Red Corsair Kabalite Warrior
Posts : 159 Join date : 2012-08-30 Location : Maine
Subject: Re: Sneak Peek at New Drukhari Codex Sat Mar 20 2021, 00:51
mightydoughnut wrote:
Just a heads up for anyone who reads my info - I own a physical, english-language copy, so all my data is first-hand with no translations needed.
If it's not a pain could you go over the beast master and beasts sheets? maybe the court as well?
Thanks for the massive info dump my dude!
EDIT Thanks Cerve!
Last edited by Red Corsair on Sat Mar 20 2021, 00:52; edited 1 time in total
Subject: Re: Sneak Peek at New Drukhari Codex Sat Mar 20 2021, 00:51
mightydoughnut wrote:
Dark Elf Dave wrote:
Cerve wrote:
I was reading custom Kabals. While Poisoned Tounge is nice with that +1 to wound to poison, there's another one that makes me thinking about.
Custom Cabal "Fabbricante di Tossine" (Toxin Crafters). It is a "Totale" Obsession (Total, in english), so it means that this Custom Obsession cost 2 Obsessions, so you pick this and that's all. -When a Kabal attacks with a poisoned weapon (both shooting or melee), a natural 6s to hit chage the shot into "poisoned(2+)"; -When a Kabal attacks with a poisoned weapon (both shooting or melee), you can reroll the wound rolls.
I mean...ok it's a Custom Obsession, no relics, no traits etc. But...REROLL to wounds with all the poison shots/attacks? The first point is ok, if you hit at 6s you will wound on 2+, its nice. But the second point it's dope. You're rerolling to wound with every kabal poison gun. I guess rerolling 4+ is better than a straight foward 3+ right?
Yes you’re right re-rolling 4+ Poison is better than flat 3+ Poison.
10 Poison 4+ shots at BS3 will require 3.33 saves
10 Poison 3+ shots at BS3 will require 4.44 saves
10 Poison 4+ re-rolling shots at BS3 will require 5 saves
You only re-roll 1s.
ooooh my pic is cutted! Damn, ok that seems reasonable. Forget my toughts, Toxin Crafters rerolls the 1s to wound.
sweetbacon Wych
Posts : 609 Join date : 2014-02-09
Subject: Re: Sneak Peek at New Drukhari Codex Sat Mar 20 2021, 00:54
mightydoughnut wrote:
Been away from DE last few years but decided to return, as my wife took over my Sororitas army.
I own a FLGS, so I get stuff before preorders begin.
Before you ask more, read the whole thing - the answer might have already been provided. I will post no photos nor points due to trade agreements, so do not ask about them. Also, if you have a question - post it, don't send me a message. I have a lot of filters and more than likely, your message won't reach me.
Straight from the top: I have just returned to 9th edition and have not played DE, so I can't gauge if models are better or is the book is going to be competetive. It looks nice and fun, that's for sure. There is a Succubus and Haemy equivalent to the Master Archon. Haemy gains an ability to return to life like Saint Celestine, a nasty once-per-battle relic (D3 mortals on 2+, the unit loses Aura abilities and can't benefit from Auras till your next turn) and his Warlord Trait lets him ressurect Wracks, Super-Succubus consolidates at 6' and does not have to finish closer to an enemy models (which is crazy ass balls) brutal Artifact Weapon (+2 S, -4 AP, D2, wounds 6+ ignore invulnerable saves) and a Warlord Trait that allows her to switch out her normal Attacks for 3+number of enemy models 2' around her. All leaders gained an aura - Archon now buffs Kabal Core and Incubi, giving rerolls of 1s to hit, succubus gives rerolls of 1s to wound for Core Wych Cult, Haemy buffs Core Covens with +1 Toughness and now can geal Grots and coven Monsters. Bloodbraids return - as Trueborn, one unit, they have WS 2+, bonus Ld and upgraded Blade Artists (6+ to wound gain -1 AP, bloodbraids gain -3 AP), wracks also get one unit like this Haemoxytes - +1 Inv save, bigger Ld and once per phase, they ignore damage from a first failed saving throw. Lelith has Blade Artists (like all wyches), rerolls hits and wounds against Characters, gets a succubus buff Aura (so basically now named and non-named Characters have an interchangable buff aura, which is awesome), has 4+ inv with -1 to hit when she is hit in CC, sghe consolidates +3' and does not have to consolidate to the nearest enemy and she has No Escape, so enemy units can't escape unless they pass a Ld test. Drazhar gains Blade Artists (6s to wound gain -1 AP, so he has AP-4 on 6s), he can fight twice EACH FIGHT PHASE. He gets -1 Damage to a minimum of 1 (both shooting and melee), has 4+ inv, has tormentors and allows incubi to reroll 1s to wound. Urien deals 1 mortal on 6+ to each enemy in Engagment Range at the start of Fight, he ressurects once per battle like Celestine, halves the damage he takes (to a minimum of one), buffs toughness like a normal Haemy, but also buffs Strength and Ld by 1 for covens, so he makes stuff really punchy. HO BOY, Blade Artists are an unviersal army rule now! Incubi, Mandrakes, basically anything Drukhari has it now. WIth luck, even Kabalites can now punch much tougher stuff. Incubi also have tormentors like Drazhar, so no escape from them with a failed Ld test. If klaivex is alive, 6s to wound deal +1 Damage, Wracks still have nots of weapon options on the Acothyst, Wyches seem to be better - Blade Dancers give them a much needed punch and their No Escape rule gives enemies -1 to Ld roll for each Shardnet and Impaler in the unit. Kabalites seem unchanged mostly, but Phantasm launchers now cause Mortal Wounds on hits - if you hit, roll a 2d6 and it deals a mortal wound if you rolled over their Ld. Mandrakes are hit on -1 and once per battle, you can relocate them and set them up in the next turn 9' away form the enemy. Grots have basic T5 now and the whole unit can have Liquifiers. Reavers look to be mostly unchanged, hellions can now charge after a fall back, scourges are also mostly the same. Talosi and Cronosi have Power from Pain and Blade Artists too, they now can Explode. Cronos buffs characters and Core units with rerolls of 1s to wound. If he kills a model in melee, he can heal Core models or return lost models to the unit, if it's a 1 wound squad. Ravagers have Night Shields, so does Raider, bigger transport capacity confirmed, Spilnter Racks now makes unit inside treat shoots from Rapid Fire as if they were in half range (holy crap), Venom has a Flickerfield, which is a Night Shield but also reduces Hits by -1. The fliers also have Night Shields. No Vect XD, here are point changes (only up and down, no numbers, trade agreements): Archon - few points cheaper, Reavers are cheaper, Venoms cheaper, not much has changed here it seems, but lot of stuff is buffed, so basically no upping prices despite units and models gaining new abilities. Obsessions: Black Heart - treat PfP as one higher, if you have an Archon, Mercenaries benefit from it too, +1 Ld, reroll 1 failed hit in shooting/fighting War Trait: Roll a 6s when op uses a Stratagem. On a 6 you gain a Command Point. Relic - reroll 1s to wound for Core units around the bearer, if the unit is a Realspace Raider (mixed Detachment) it also benefits Mercenaries. Agents of Vect - use it once per battle after a Stratagem of your opp - raise it's cost by 1 till the end of battle. Does not work on Command Reroll. Flayed Skull - Flyers and units in transports ignore Light Cover, Vehicles move +2' War tr: +1 S and Attacks for the warlord. Relic - 4+ Inv for the bearer Stratagem - select a unit from the kabal, shoot at units with fly at +1, +2 if it's an Aircraft. Obsidian Rose - +6 to range of Heavy, Assult, Rapid Fire weapons (no relics), re-roll one failed wound when shooting/fighting (Triple Dark Lance Ravagers are moist now) War Trait - +1 S for bearer's Weapons (S5 Power Sword, S9 Blast Pistol on the Archon lol) Relic - 3+ armor, reduce enemy hits in melee by -1 Stratagem - you can use it when any models run with an attrition test - they can shoot once more before being removed (or hit if they are in engagement) Custom Obsessions (pick 2, all-consuming count as 2): Dark Mirth - enemies 12' within models with this are dealt a mortal on 5+ if they move, advance, fall back or charge. Deadly Deceivers (all-cons) - units can shoot after a fall back, but with -1 to hit. Disdain for Lesser Beings - +1 to Combat Attrition test by this models Merciless Razorkin - 6s to hit with splinter weapons are counted as 2 hits Torturous Efficency - 6s to wound in shooting are treated with additional -1 AP Mobile Raiders - +2 movement for Fly models Soul Bound - Ignore Mortal Wounds on 5+ Toxin Crafters (all-con) - Re-roll 1s for poison weapons. 6s to hit cause poison weapons to be 2+ to wound. Twisted Hunters - +1 Attacks against characters Webway Raiders - Reduce CP cost for Webway Portal by 1 if it's used on that unit. Wyches: Cult of Strife - if the unit is in Engage at the begging of the fight phase, they can fight first If a unit charges a unit with no models from your army in engage, add +1 to charge War trait - 6s to hit score 3 hits instead of 1 Relic - Roll d6 at the start of each battle round. Gain combat drugs associated with that roll. It is cumulative! Stratagem - once per battle round, you may use this strat. One unit can either shoot or fight again this phase. Cursed Blade - +1 S for all models with this obsession, saving throw of 6 is a mortal wound for the attacker after he finished all his attacks. War trait - saving throw of 4+, instead of 6. Relic - if the bearer is killed by a melee attack, on 2+ the attacker take D3+3 Mortal Wounds. Stratagem - use on a charged unit of wyches. They can fire Overwatch beofre the charge roll is made. Up to five models with plasma grendes can make attacks with them and they are treated as Poison 2+. Red Grief - re-roll charges, +2 advance rolls War trait - ignore wound rolls of 1-3 in melee Relic - replace archite glaive, +2 S, ap -3, D 3 Strat - use it after a unit finished it attacks but before consolidation. They can embark a transport that is within 6' of them, even if they disembarked this turn. Holy crap. Custom Cults: Acrobatic Display - you can consolidate horizontaly over other models and terrain. (can't finish on another model) Art of Pain - +1 PfP if within engagement Berserk Fugue (all-con) - if charged, charging or heroic inter, 6s to hit are treated as 2 hits. Ignore Mortals on 5+. Precise Killers - Blade Artists work on 5+ Slashing Impact - each time a model finish a charge, you can select a non-vehicle unit within Engage, on a 6 it gets a Mortal. Stimulant Innovators - once per battle, roll a D3 - all models with Combat Drugs gain additional Drugs from the roll till the end of turn. Test of Skill - +1 to wound against monsters and vehicles Trophy Takers - if a Morale roll is caused by a melee attack from this model, opp rolls two 6s and discards the lower one. Agile Hunters (all-con) - +1 to hit against Fly units +1 to movement, if the model has Hypex. Covens: Prophets of Flesh: All characters, monsters and Grots regenerate 1 wound at the start of your Command Units with this obs ignore rolls of 1-3 to wound unless attack is S8 or higher. War trait: Chose one - +1 T and W or +1 Move and Attacks Relic - enemies cannot fire overwatch, at the start of the Fight, chose one unit 3' from this model. It fights after all of your units. Stratagem - Pick a coven infantry unit 6' from a haemy, it rerolls to hit. costs 2 for grots Dark Creed - -1 Ld and -1 Combat Attrition rolls 6' from models. +1 Attack if attacking a unit with a lower Ld. War Trait - pick a unit 9' from your warlord at the end of your movement. Roll a 3d6, if you rolled higher that it's Ld, it can't preform Actions and loses Obj sec Relic - replaces stinger pistol. Pistol 3, S2 AP -3 D 1, 2+ poison, ignores invuls Stratagem - when shooting, ignore Look out, Sir! 3 CP for Talos Coven of Twelve - melee attacks gain additional -1 AP (lol, -2 AP basic with Blade Artists), models can perform actions in can still shoot Warlord Trait - -1 Damage to a minimum of one Relic - replaces haemy tools, AP -2, D3 damage, Poison 2+, always deals 3 D to characters Strat - select a non-vehicle, non-monster character after consolidation with a haemy. 2-5 it takes D3 Mortals, D3+3 on 6. Custom obsessions: Artists of Flesh (all-con) - reduce damage (expect vehicles) received by 1 (to a min. of 1) Dark Harvest - if a unit finishes a charge, pick a non-vehicle in engage, on 4+, it takes a mortal. Dark Technomancers (all-con) - when you shoot, you can choose to enhance any or all ranged weapons. They deal +1 D and wound on +1 and can't be re-rolled. Rolls to wound of 1 deal 1 mortal, D3 to Monsters and Vehicles. Experimental Creations - +1 S. Hungry for Felsh - re-roll charges. Master of Mutagens - hit rolls of 6 with posion weapons against non-vehicle, non-titan units automatically wound. Master Torturer - reduce cost of Torturer's Craft by 1. Obsessive Collectors - if an enemy unit is destroyed in melee, the model can regenerate d3 wounds or d3 models in case of Wracks. Enhanced Sensory Organs - Ignore Light and Heavy Cover. Splinterblades - melee hits of 6 are counted as 2. Custom traits: Kabal Hatred Eternal - you can re-roll hit roll and wound roll whenever you attack. (it's worded weirdly, but I think it applies once per hit and once per wound) Soul Thirst - +1 attack, once per turn regain 1 wound if an enemy model is destroyed 6' around the lord. Ancient Evil - at the start of the Fight phase, pick one enemy unit in engage. It fights after all your models. Wych Quicksilver fighter - +2 attacks Stimm Addict - roll two more dice for los drogos, ignore 6s and effects already active. Warlord benefits from all rolled drugs. Precision Blows - this is crazy good, hit rolls of 6 deal MORTAL WOUNDS equal to weapon damage and the attack sequence ends. Covens Master Regenerist - Regain 3 wounds instead of D3 with Fleshcraft. Master nemesine - +1 wound rolls on attacks. Master Artisan - +1 T and +1 W Relics: Parasite's Kiss - Pistol 3 S2 AP -2 D 2, Poison 2+, if a model is destroyed by an attack, regain 1 lost wound Helm of Spite - in psychic phase, bearer can deny the witch. If he succeeds, the caster is hit with Perils. Nightmare Doll - haemy only, FNP 4+ Djinn Blade - +1 S, AP -3 D 3, +2 Attacks when fighting with this weapon. At the end of the Fight phase, roll a 6 -on 1, take a mortal Animus Vitae - 6' range, one per battle. If it hits, the unit takes D3 mortals. If 11+ models, D3+3. All your models have +1 PFP till the end of turn. Triptych Whip - Ap -3, D 2, Poison 2+, +3 attacks I will edit and add stuff according to any more questions. Edit to add: Los Drogos: Adrenalight - +1 attack if charging or heroic inter Splintermind - +1 BS and +1 Ld Rest are unchanged Haywire Blaster - now Drukhari Haywire Blaster, 24' Heavy D3 S3 AP -3 D3, Blast. 4+ Wound Against Vehicles is always succesful and it deals +D3 Mortals if you roll a 6. Hellion changes - Stunclaw is Damage 2, Hellglaives gained AP -1. Hexrifle - got buffed to S 6 AP -2 D 2 Court of the Archon - still not a slot, single unit of 0-4 of each members of the Court. Lhamean gained BLade Artists and Toxin Crafter (Archon and Truebron Poison attack of 6s in 3' of this unit automatically wound). Ur-Ghouls and Sslyth have 5+ FNP now, Cold-Blooded Bodyguard has changed - while any Sslyth in the unit is alive, enemies cannot target your Archon, if he is in 3' from the unit. Medusae shots are now D6 Pistol. Edit 2 Electric Boogaloo: Indeed, Hekatri Blade does get +1 attack. Blade Artists and Blade Dancers was a typo. It's just Blade Artists. All named characters still have fixed Traits - Drazhar Hatred Eternal, Lelith Blood Dancer (strife Trait), Urien Diabolical Soothsayer (prophets Trait) Urien and Lelith also count as Masters, so you can take Bloodbraids and Haemoxytes, as if you took an unnamed Master character. Innured to pain is now 5+ FNP. Suck it, Mortarion. Succubus is 4+ inv, wyches are 6+ inv, 4+ against melee. Core units are: It's actually easier to list non-Core stuff. All characters, all vehicles, Beastmaster and Beasts, Mandrakes, rest is Core. Yes, you are reading that right. Incubi? Core. Scourges? Core. EFFIN COURT OF THE ARCHONI?! Core. Took a look at stratagems: Some stuff got dropped, some stuff changed, some new things. Murderous Descent is going to be bonkers and really hated by our enemies, that's for sure. Cruel Deception - Use it after a unit Falls Back. It can shoot or fight. 2 CP and it can do both. The Great Enemy - pick a unit, it rerolls everything against Slaanesh units until the end of the Fight phase. Toruturer's Craft - Urien or Coven unit, when they are selected to fight. Until the end of phase, re-roll wounds. If used on a character or a unit of 10 or less Wracks, it costs 1. Lightning Fast Reactions - in shooting or fight, pick a targeted drukhari infantry, vehicle or biker (no covens or urien). It is hit on -1. Hunt from the shadows - use in enemy's shooting phase. If a drukhari unit has Light Cover, +1 armor save. Alliance of Agony - if you have a Warlord Realspace Raider Archon, a succubus and a haemy gain a Warlord trait. Tolerated Ambition (NEW) - once per battle, if you have a drukhari warlord, you may generate a trait for a non-warlord. Twice in Strike Force lists, thrice in Onslaught. Prizes from the Dark city - additional relic. twoce om Strike Force Webway Portal - 1 or 3 CP, pick an Infantry, Biker or Beast unit and drop them in from the Webway. One use. Pain Syphon (NEW) -if a Drukhari unit destroys an enemy unit with melee or ranged while 6' form a Cronos, they treat PFP as it was 5th turn all the time. Eviscerating Fly-By - pick a Fly Cult unit at the end of movement. Pick a unit it moved over - on 5+, that unit takes a Mortal. +1 to the roll, if it was an infantry unit. Never Stationary (NEW) - Use after shooting. Pick a non-aircraft drukhari unit. You can make a move of up to 7' with it. It can't charge. 2 CP Prey on the Weak (NEW) - pick a Core unit in shooting or fight phase. Until the end of that phase, that unit re-rolls 1s against units below starting strength and re-rolls all hits against units under half strength. Screaming Jets - you can leave a Vehicle in reserve. Once per battle. Deadly Rivals (NEW) - 2 CP, pick a unit of Helions and a unit of Reavers in the command phase. Until the end of turn, they gain +1 Movement and re-roll all hits in melee. Swift Outflanking (NEW) - 1 CP. Use at the end of the Movement. Select one Transport within 9' of the battlefield's edge. Place in into strategic reserves. Murderous Descent (NEW) - the really, really neat one. Use it after a Transport is placed on the battlefield in the Reinforcment step. A unit in it can DISEMBARK LIKE NORMAL, but it must end it's disembarkment 9' away from enemies. Did someone say 11-slot Raider full of Incubi and Drazhar or Lelith + 10 Bloodbraids? Pray they don't take you alive - If you kill an enemy Warlord in melee with a Drukhari unit, enemy units substract 1 from Combat Attrition test until the end of the battle. Enhanced Aethersails - Pick a Raider or Ravager in movement. It advances 8'. Crucible of Malediction - 2 CP, Use in psychic phase, pick a Haemy. Each psyker within 12' of him takes D3 Mortals on 4+ (roll for each). Once per battle Haywire Grenades - Pick a unit with Haywire grenades who is selected to shot. Select one model from it - it can only make one attack and pick an enemy vehicle within 6' of it. if it hits, it deals D3 Mortals. Hyperstimm Backlash - 2 CP, Use in command, Pick a Wych unit. Double the efect of Los Drogos on it until your next Command. A unit with Phial Bouquet Relic can't be the target of this stratagem. Shock Prow (NEW) - 1 CP. Pick a Shock Prow Unit (if you buy a shock prow for a vehicle, it becomes a Shock Prow Unit) that finished a Charge move. Pick one unit in engage: If a unit is a Vehicle, it takes D3 mortals on 2+ If it's not, roll a D6 for each model in that unit that is within Engagement with the Shock Prow unit. For each dice result that equals or exceeds the unit's T, it takes a Mortal. Time to mow them pesky Primaris. Potent Metallotoxins (NEW) - 2 CP. Pick a Drukhari unit in shooting or fight phase. IT'S POISON WEAPONS CAN NOW AFFECT (Non-Titaic) VEHICLES TILL THE END OF A PHASE. YOU CAN LITERALLY BLOW UP TANKS WITH SQUADS OF KABALITES HOLY BALLS NO PICS, NO POINTS, so please don't ask about those.
Awesome! Thanks for posting!
One question and maybe I’m just a little slow on the uptake, but how if Murderous Descent requires you to end your disembark move more than nine inches away from an enemy unit, how is it any better than regular deep strike?
mightydoughnut Sybarite
Posts : 258 Join date : 2015-05-06
Subject: Re: Sneak Peek at New Drukhari Codex Sat Mar 20 2021, 00:54
Red Corsair wrote:
mightydoughnut wrote:
Just a heads up for anyone who reads my info - I own a physical, english-language copy, so all my data is first-hand with no translations needed.
If it's not a pain could you go over the beast master and beasts sheets? maybe the court as well?
Thanks for the massive info dump my dude!
EDIT Thanks Cerve!
Going to bed now (it's 2 A.M where I live ) so it'd be hard to do now, but what Cerve said is accurate. They are clearly not changed much.
mightydoughnut Sybarite
Posts : 258 Join date : 2015-05-06
Subject: Re: Sneak Peek at New Drukhari Codex Sat Mar 20 2021, 00:55
sweetbacon wrote:
mightydoughnut wrote:
Been away from DE last few years but decided to return, as my wife took over my Sororitas army.
I own a FLGS, so I get stuff before preorders begin.
Before you ask more, read the whole thing - the answer might have already been provided. I will post no photos nor points due to trade agreements, so do not ask about them. Also, if you have a question - post it, don't send me a message. I have a lot of filters and more than likely, your message won't reach me.
Straight from the top: I have just returned to 9th edition and have not played DE, so I can't gauge if models are better or is the book is going to be competetive. It looks nice and fun, that's for sure. There is a Succubus and Haemy equivalent to the Master Archon. Haemy gains an ability to return to life like Saint Celestine, a nasty once-per-battle relic (D3 mortals on 2+, the unit loses Aura abilities and can't benefit from Auras till your next turn) and his Warlord Trait lets him ressurect Wracks, Super-Succubus consolidates at 6' and does not have to finish closer to an enemy models (which is crazy ass balls) brutal Artifact Weapon (+2 S, -4 AP, D2, wounds 6+ ignore invulnerable saves) and a Warlord Trait that allows her to switch out her normal Attacks for 3+number of enemy models 2' around her. All leaders gained an aura - Archon now buffs Kabal Core and Incubi, giving rerolls of 1s to hit, succubus gives rerolls of 1s to wound for Core Wych Cult, Haemy buffs Core Covens with +1 Toughness and now can geal Grots and coven Monsters. Bloodbraids return - as Trueborn, one unit, they have WS 2+, bonus Ld and upgraded Blade Artists (6+ to wound gain -1 AP, bloodbraids gain -3 AP), wracks also get one unit like this Haemoxytes - +1 Inv save, bigger Ld and once per phase, they ignore damage from a first failed saving throw. Lelith has Blade Artists (like all wyches), rerolls hits and wounds against Characters, gets a succubus buff Aura (so basically now named and non-named Characters have an interchangable buff aura, which is awesome), has 4+ inv with -1 to hit when she is hit in CC, sghe consolidates +3' and does not have to consolidate to the nearest enemy and she has No Escape, so enemy units can't escape unless they pass a Ld test. Drazhar gains Blade Artists (6s to wound gain -1 AP, so he has AP-4 on 6s), he can fight twice EACH FIGHT PHASE. He gets -1 Damage to a minimum of 1 (both shooting and melee), has 4+ inv, has tormentors and allows incubi to reroll 1s to wound. Urien deals 1 mortal on 6+ to each enemy in Engagment Range at the start of Fight, he ressurects once per battle like Celestine, halves the damage he takes (to a minimum of one), buffs toughness like a normal Haemy, but also buffs Strength and Ld by 1 for covens, so he makes stuff really punchy. HO BOY, Blade Artists are an unviersal army rule now! Incubi, Mandrakes, basically anything Drukhari has it now. WIth luck, even Kabalites can now punch much tougher stuff. Incubi also have tormentors like Drazhar, so no escape from them with a failed Ld test. If klaivex is alive, 6s to wound deal +1 Damage, Wracks still have nots of weapon options on the Acothyst, Wyches seem to be better - Blade Dancers give them a much needed punch and their No Escape rule gives enemies -1 to Ld roll for each Shardnet and Impaler in the unit. Kabalites seem unchanged mostly, but Phantasm launchers now cause Mortal Wounds on hits - if you hit, roll a 2d6 and it deals a mortal wound if you rolled over their Ld. Mandrakes are hit on -1 and once per battle, you can relocate them and set them up in the next turn 9' away form the enemy. Grots have basic T5 now and the whole unit can have Liquifiers. Reavers look to be mostly unchanged, hellions can now charge after a fall back, scourges are also mostly the same. Talosi and Cronosi have Power from Pain and Blade Artists too, they now can Explode. Cronos buffs characters and Core units with rerolls of 1s to wound. If he kills a model in melee, he can heal Core models or return lost models to the unit, if it's a 1 wound squad. Ravagers have Night Shields, so does Raider, bigger transport capacity confirmed, Spilnter Racks now makes unit inside treat shoots from Rapid Fire as if they were in half range (holy crap), Venom has a Flickerfield, which is a Night Shield but also reduces Hits by -1. The fliers also have Night Shields. No Vect XD, here are point changes (only up and down, no numbers, trade agreements): Archon - few points cheaper, Reavers are cheaper, Venoms cheaper, not much has changed here it seems, but lot of stuff is buffed, so basically no upping prices despite units and models gaining new abilities. Obsessions: Black Heart - treat PfP as one higher, if you have an Archon, Mercenaries benefit from it too, +1 Ld, reroll 1 failed hit in shooting/fighting War Trait: Roll a 6s when op uses a Stratagem. On a 6 you gain a Command Point. Relic - reroll 1s to wound for Core units around the bearer, if the unit is a Realspace Raider (mixed Detachment) it also benefits Mercenaries. Agents of Vect - use it once per battle after a Stratagem of your opp - raise it's cost by 1 till the end of battle. Does not work on Command Reroll. Flayed Skull - Flyers and units in transports ignore Light Cover, Vehicles move +2' War tr: +1 S and Attacks for the warlord. Relic - 4+ Inv for the bearer Stratagem - select a unit from the kabal, shoot at units with fly at +1, +2 if it's an Aircraft. Obsidian Rose - +6 to range of Heavy, Assult, Rapid Fire weapons (no relics), re-roll one failed wound when shooting/fighting (Triple Dark Lance Ravagers are moist now) War Trait - +1 S for bearer's Weapons (S5 Power Sword, S9 Blast Pistol on the Archon lol) Relic - 3+ armor, reduce enemy hits in melee by -1 Stratagem - you can use it when any models run with an attrition test - they can shoot once more before being removed (or hit if they are in engagement) Custom Obsessions (pick 2, all-consuming count as 2): Dark Mirth - enemies 12' within models with this are dealt a mortal on 5+ if they move, advance, fall back or charge. Deadly Deceivers (all-cons) - units can shoot after a fall back, but with -1 to hit. Disdain for Lesser Beings - +1 to Combat Attrition test by this models Merciless Razorkin - 6s to hit with splinter weapons are counted as 2 hits Torturous Efficency - 6s to wound in shooting are treated with additional -1 AP Mobile Raiders - +2 movement for Fly models Soul Bound - Ignore Mortal Wounds on 5+ Toxin Crafters (all-con) - Re-roll 1s for poison weapons. 6s to hit cause poison weapons to be 2+ to wound. Twisted Hunters - +1 Attacks against characters Webway Raiders - Reduce CP cost for Webway Portal by 1 if it's used on that unit. Wyches: Cult of Strife - if the unit is in Engage at the begging of the fight phase, they can fight first If a unit charges a unit with no models from your army in engage, add +1 to charge War trait - 6s to hit score 3 hits instead of 1 Relic - Roll d6 at the start of each battle round. Gain combat drugs associated with that roll. It is cumulative! Stratagem - once per battle round, you may use this strat. One unit can either shoot or fight again this phase. Cursed Blade - +1 S for all models with this obsession, saving throw of 6 is a mortal wound for the attacker after he finished all his attacks. War trait - saving throw of 4+, instead of 6. Relic - if the bearer is killed by a melee attack, on 2+ the attacker take D3+3 Mortal Wounds. Stratagem - use on a charged unit of wyches. They can fire Overwatch beofre the charge roll is made. Up to five models with plasma grendes can make attacks with them and they are treated as Poison 2+. Red Grief - re-roll charges, +2 advance rolls War trait - ignore wound rolls of 1-3 in melee Relic - replace archite glaive, +2 S, ap -3, D 3 Strat - use it after a unit finished it attacks but before consolidation. They can embark a transport that is within 6' of them, even if they disembarked this turn. Holy crap. Custom Cults: Acrobatic Display - you can consolidate horizontaly over other models and terrain. (can't finish on another model) Art of Pain - +1 PfP if within engagement Berserk Fugue (all-con) - if charged, charging or heroic inter, 6s to hit are treated as 2 hits. Ignore Mortals on 5+. Precise Killers - Blade Artists work on 5+ Slashing Impact - each time a model finish a charge, you can select a non-vehicle unit within Engage, on a 6 it gets a Mortal. Stimulant Innovators - once per battle, roll a D3 - all models with Combat Drugs gain additional Drugs from the roll till the end of turn. Test of Skill - +1 to wound against monsters and vehicles Trophy Takers - if a Morale roll is caused by a melee attack from this model, opp rolls two 6s and discards the lower one. Agile Hunters (all-con) - +1 to hit against Fly units +1 to movement, if the model has Hypex. Covens: Prophets of Flesh: All characters, monsters and Grots regenerate 1 wound at the start of your Command Units with this obs ignore rolls of 1-3 to wound unless attack is S8 or higher. War trait: Chose one - +1 T and W or +1 Move and Attacks Relic - enemies cannot fire overwatch, at the start of the Fight, chose one unit 3' from this model. It fights after all of your units. Stratagem - Pick a coven infantry unit 6' from a haemy, it rerolls to hit. costs 2 for grots Dark Creed - -1 Ld and -1 Combat Attrition rolls 6' from models. +1 Attack if attacking a unit with a lower Ld. War Trait - pick a unit 9' from your warlord at the end of your movement. Roll a 3d6, if you rolled higher that it's Ld, it can't preform Actions and loses Obj sec Relic - replaces stinger pistol. Pistol 3, S2 AP -3 D 1, 2+ poison, ignores invuls Stratagem - when shooting, ignore Look out, Sir! 3 CP for Talos Coven of Twelve - melee attacks gain additional -1 AP (lol, -2 AP basic with Blade Artists), models can perform actions in can still shoot Warlord Trait - -1 Damage to a minimum of one Relic - replaces haemy tools, AP -2, D3 damage, Poison 2+, always deals 3 D to characters Strat - select a non-vehicle, non-monster character after consolidation with a haemy. 2-5 it takes D3 Mortals, D3+3 on 6. Custom obsessions: Artists of Flesh (all-con) - reduce damage (expect vehicles) received by 1 (to a min. of 1) Dark Harvest - if a unit finishes a charge, pick a non-vehicle in engage, on 4+, it takes a mortal. Dark Technomancers (all-con) - when you shoot, you can choose to enhance any or all ranged weapons. They deal +1 D and wound on +1 and can't be re-rolled. Rolls to wound of 1 deal 1 mortal, D3 to Monsters and Vehicles. Experimental Creations - +1 S. Hungry for Felsh - re-roll charges. Master of Mutagens - hit rolls of 6 with posion weapons against non-vehicle, non-titan units automatically wound. Master Torturer - reduce cost of Torturer's Craft by 1. Obsessive Collectors - if an enemy unit is destroyed in melee, the model can regenerate d3 wounds or d3 models in case of Wracks. Enhanced Sensory Organs - Ignore Light and Heavy Cover. Splinterblades - melee hits of 6 are counted as 2. Custom traits: Kabal Hatred Eternal - you can re-roll hit roll and wound roll whenever you attack. (it's worded weirdly, but I think it applies once per hit and once per wound) Soul Thirst - +1 attack, once per turn regain 1 wound if an enemy model is destroyed 6' around the lord. Ancient Evil - at the start of the Fight phase, pick one enemy unit in engage. It fights after all your models. Wych Quicksilver fighter - +2 attacks Stimm Addict - roll two more dice for los drogos, ignore 6s and effects already active. Warlord benefits from all rolled drugs. Precision Blows - this is crazy good, hit rolls of 6 deal MORTAL WOUNDS equal to weapon damage and the attack sequence ends. Covens Master Regenerist - Regain 3 wounds instead of D3 with Fleshcraft. Master nemesine - +1 wound rolls on attacks. Master Artisan - +1 T and +1 W Relics: Parasite's Kiss - Pistol 3 S2 AP -2 D 2, Poison 2+, if a model is destroyed by an attack, regain 1 lost wound Helm of Spite - in psychic phase, bearer can deny the witch. If he succeeds, the caster is hit with Perils. Nightmare Doll - haemy only, FNP 4+ Djinn Blade - +1 S, AP -3 D 3, +2 Attacks when fighting with this weapon. At the end of the Fight phase, roll a 6 -on 1, take a mortal Animus Vitae - 6' range, one per battle. If it hits, the unit takes D3 mortals. If 11+ models, D3+3. All your models have +1 PFP till the end of turn. Triptych Whip - Ap -3, D 2, Poison 2+, +3 attacks I will edit and add stuff according to any more questions. Edit to add: Los Drogos: Adrenalight - +1 attack if charging or heroic inter Splintermind - +1 BS and +1 Ld Rest are unchanged Haywire Blaster - now Drukhari Haywire Blaster, 24' Heavy D3 S3 AP -3 D3, Blast. 4+ Wound Against Vehicles is always succesful and it deals +D3 Mortals if you roll a 6. Hellion changes - Stunclaw is Damage 2, Hellglaives gained AP -1. Hexrifle - got buffed to S 6 AP -2 D 2 Court of the Archon - still not a slot, single unit of 0-4 of each members of the Court. Lhamean gained BLade Artists and Toxin Crafter (Archon and Truebron Poison attack of 6s in 3' of this unit automatically wound). Ur-Ghouls and Sslyth have 5+ FNP now, Cold-Blooded Bodyguard has changed - while any Sslyth in the unit is alive, enemies cannot target your Archon, if he is in 3' from the unit. Medusae shots are now D6 Pistol. Edit 2 Electric Boogaloo: Indeed, Hekatri Blade does get +1 attack. Blade Artists and Blade Dancers was a typo. It's just Blade Artists. All named characters still have fixed Traits - Drazhar Hatred Eternal, Lelith Blood Dancer (strife Trait), Urien Diabolical Soothsayer (prophets Trait) Urien and Lelith also count as Masters, so you can take Bloodbraids and Haemoxytes, as if you took an unnamed Master character. Innured to pain is now 5+ FNP. Suck it, Mortarion. Succubus is 4+ inv, wyches are 6+ inv, 4+ against melee. Core units are: It's actually easier to list non-Core stuff. All characters, all vehicles, Beastmaster and Beasts, Mandrakes, rest is Core. Yes, you are reading that right. Incubi? Core. Scourges? Core. EFFIN COURT OF THE ARCHONI?! Core. Took a look at stratagems: Some stuff got dropped, some stuff changed, some new things. Murderous Descent is going to be bonkers and really hated by our enemies, that's for sure. Cruel Deception - Use it after a unit Falls Back. It can shoot or fight. 2 CP and it can do both. The Great Enemy - pick a unit, it rerolls everything against Slaanesh units until the end of the Fight phase. Toruturer's Craft - Urien or Coven unit, when they are selected to fight. Until the end of phase, re-roll wounds. If used on a character or a unit of 10 or less Wracks, it costs 1. Lightning Fast Reactions - in shooting or fight, pick a targeted drukhari infantry, vehicle or biker (no covens or urien). It is hit on -1. Hunt from the shadows - use in enemy's shooting phase. If a drukhari unit has Light Cover, +1 armor save. Alliance of Agony - if you have a Warlord Realspace Raider Archon, a succubus and a haemy gain a Warlord trait. Tolerated Ambition (NEW) - once per battle, if you have a drukhari warlord, you may generate a trait for a non-warlord. Twice in Strike Force lists, thrice in Onslaught. Prizes from the Dark city - additional relic. twoce om Strike Force Webway Portal - 1 or 3 CP, pick an Infantry, Biker or Beast unit and drop them in from the Webway. One use. Pain Syphon (NEW) -if a Drukhari unit destroys an enemy unit with melee or ranged while 6' form a Cronos, they treat PFP as it was 5th turn all the time. Eviscerating Fly-By - pick a Fly Cult unit at the end of movement. Pick a unit it moved over - on 5+, that unit takes a Mortal. +1 to the roll, if it was an infantry unit. Never Stationary (NEW) - Use after shooting. Pick a non-aircraft drukhari unit. You can make a move of up to 7' with it. It can't charge. 2 CP Prey on the Weak (NEW) - pick a Core unit in shooting or fight phase. Until the end of that phase, that unit re-rolls 1s against units below starting strength and re-rolls all hits against units under half strength. Screaming Jets - you can leave a Vehicle in reserve. Once per battle. Deadly Rivals (NEW) - 2 CP, pick a unit of Helions and a unit of Reavers in the command phase. Until the end of turn, they gain +1 Movement and re-roll all hits in melee. Swift Outflanking (NEW) - 1 CP. Use at the end of the Movement. Select one Transport within 9' of the battlefield's edge. Place in into strategic reserves. Murderous Descent (NEW) - the really, really neat one. Use it after a Transport is placed on the battlefield in the Reinforcment step. A unit in it can DISEMBARK LIKE NORMAL, but it must end it's disembarkment 9' away from enemies. Did someone say 11-slot Raider full of Incubi and Drazhar or Lelith + 10 Bloodbraids? Pray they don't take you alive - If you kill an enemy Warlord in melee with a Drukhari unit, enemy units substract 1 from Combat Attrition test until the end of the battle. Enhanced Aethersails - Pick a Raider or Ravager in movement. It advances 8'. Crucible of Malediction - 2 CP, Use in psychic phase, pick a Haemy. Each psyker within 12' of him takes D3 Mortals on 4+ (roll for each). Once per battle Haywire Grenades - Pick a unit with Haywire grenades who is selected to shot. Select one model from it - it can only make one attack and pick an enemy vehicle within 6' of it. if it hits, it deals D3 Mortals. Hyperstimm Backlash - 2 CP, Use in command, Pick a Wych unit. Double the efect of Los Drogos on it until your next Command. A unit with Phial Bouquet Relic can't be the target of this stratagem. Shock Prow (NEW) - 1 CP. Pick a Shock Prow Unit (if you buy a shock prow for a vehicle, it becomes a Shock Prow Unit) that finished a Charge move. Pick one unit in engage: If a unit is a Vehicle, it takes D3 mortals on 2+ If it's not, roll a D6 for each model in that unit that is within Engagement with the Shock Prow unit. For each dice result that equals or exceeds the unit's T, it takes a Mortal. Time to mow them pesky Primaris. Potent Metallotoxins (NEW) - 2 CP. Pick a Drukhari unit in shooting or fight phase. IT'S POISON WEAPONS CAN NOW AFFECT (Non-Titaic) VEHICLES TILL THE END OF A PHASE. YOU CAN LITERALLY BLOW UP TANKS WITH SQUADS OF KABALITES HOLY BALLS NO PICS, NO POINTS, so please don't ask about those.
Awesome! Thanks for posting!
One question and maybe I’m just a little slow on the uptake, but how if Murderous Descent requires you to end your disembark move more than nine inches away from an enemy unit, how is it any better than regular deep strike?
You get a Transport down and with increased capacity, it means you can smash face with a unit of 10 Incubi + Drazhar disembarking from it together.
Red Corsair Kabalite Warrior
Posts : 159 Join date : 2012-08-30 Location : Maine
Subject: Re: Sneak Peek at New Drukhari Codex Sat Mar 20 2021, 00:56
A shame beasts don't hit any better. I was annoyed that fiends hit on a 4+ in melee and the beast masters aura went from full rerolls to reroll 1's as I have 12 clawed fiends lol
Are grotesques the same besides the change to their saves?
Subject: Re: Sneak Peek at New Drukhari Codex Sat Mar 20 2021, 01:01
Red Corsair wrote:
A shame beasts don't hit any better. I was annoyed that fiends hit on a 4+ in melee and the beast masters aura went from full rerolls to reroll 1's as I have 12 clawed fiends lol
Are grotesques the same besides the change to their saves?
Yes, literally the same. As a first sight, they seems one of the losers from the new Codex. But time will tell, maybe all this apothecary-style will works good on them.
Soulless Samurai Incubi
Posts : 1921 Join date : 2018-04-02
Subject: Re: Sneak Peek at New Drukhari Codex Sat Mar 20 2021, 01:02
Looks like we have some interesting stratagems, at least.
Pain Syphon might actually make the Cronos worth considering, and Potent Metatoxin would be hilarious with PT Trueborn.
Not sure what to make of the new Court.
Last edited by Soulless Samurai on Sat Mar 20 2021, 01:03; edited 1 time in total
Dark Elf Dave Wych
Posts : 747 Join date : 2017-05-19
Subject: Re: Sneak Peek at New Drukhari Codex Sat Mar 20 2021, 01:03
Shame we didn’t get assault vehicles on the transports but never mind. Can’t wait to see a Raider kill something in cc!
Soulless Samurai Incubi
Posts : 1921 Join date : 2018-04-02
Subject: Re: Sneak Peek at New Drukhari Codex Sat Mar 20 2021, 01:04
I'll confess I don't see the appeal of Murderous Descent.
"Murderous Descent (NEW) - the really, really neat one. Use it after a Transport is placed on the battlefield in the Reinforcment step. A unit in it can DISEMBARK LIKE NORMAL, but it must end it's disembarkment 9' away from enemies."
That just sounds like you're risking a very unlikely charge and are just asking for the unit in question to get obliterated in your opponent's turn.
Am I missing a rule or something here?
AzraeI likes this post
sweetbacon Wych
Posts : 609 Join date : 2014-02-09
Subject: Re: Sneak Peek at New Drukhari Codex Sat Mar 20 2021, 01:12
Soulless Samurai wrote:
I'll confess I don't see the appeal of Murderous Descent.
"Murderous Descent (NEW) - the really, really neat one. Use it after a Transport is placed on the battlefield in the Reinforcment step. A unit in it can DISEMBARK LIKE NORMAL, but it must end it's disembarkment 9' away from enemies."
That just sounds like you're risking a very unlikely charge and are just asking for the unit in question to get obliterated in your opponent's turn.
Am I missing a rule or something here?
I was thinking the same thing initially. But I could see some utility if you use to it disembark and move behind obscuring or into light/dense cover to make harder for your opponent to deal with you before you charge a backfield objective holder on your next turn. Or to move onto an uncontested objectives and force your opponent to try to get you off of it (Grotesques would be good for this). It’s more about setting yourself up for an advantageous move in the next turn than charging something you when come in from reserves. It’s literally trying to think two moves ahead and force your opponent to make tough choices if used correctly.
Last edited by sweetbacon on Sat Mar 20 2021, 01:19; edited 1 time in total