Codex Drukhari | 10th Edition Review | Warhammer 40k
They’ve been really patient, but the time of the Drukhari is finally here, as their 10th Edition Codex is finally up for preorder!
There has been a lot of chatter online about what has been added, and more importantly, taken away from the Drukhari. Rumours of a full refresh refuse to go away, but as we all know now, the refresh isn’t happening during 10th Edition.
In this article we will be reviewing the new Drukhari Codex, comparing it to the Index and confirming which models are no longer in the book. We’ll be opening the article however, with the full unboxing of the accompanying Battleforce which is home to a brand new Archon, as well as a seperate box containing a new model for Lady Malys.
Our thanks to Games Workshop for sending us the Codex, Battleforce and Lady Malys to unbox and review for all of you.
I was keen to review this book, and to paint the new minis because not only have I fancied collecting an army of them for a while (they are one of the only 40k armies I’ve never dabbled in) but also because I loved playing against Craig, Chief Unicorn of a local gaming group the Purple Sparkly Unicorns and a fantastic friend, who only ever collected Drukhari for 40k. I had some fantastic and close games with him (although never managed to defeat him!). Very sadly, we lost Craig last year, so I feel an extra push to get some Drukhari on the tabletop.
The Codex, Battleforce and Lady Malys are up for preorder right now. You can do us a solid and use one of our Element Games affilate links to not only save yourself some cash VS RRP but also reward us a little bit too!
With all of that out of the way, let us get stuck in. It’s time to raid!
Drukhari Battleforce & Lady Malys Unboxing
Up for preorder alongside the new Codex is a limited run Battleforce, of which is a brilliant way to start collecting Drukhari. Importantly, it is also home to the new Archon model, which for the time being will only be in this Battleforce.
The model is fantastic, and is a massive improvement on the last Archon model IMO. It has a choice of two heads, two weapons, two bodies (a male and a female one) and two off hands. Whilst I prefer the rules of the Husk blade, I prefered the stance with the power sword, but will treat it as a Husk blade in games. For the offhand I went for the Soul Trap.
I really enjoyed painting this model. It’s the first Drukhari model I’ve ever assembled and painted.
Following the new Archon, I built and painted the new Lady Malys mini. She has hints of Yvraine about her, but in short is also a fab mini. I found her fine to build, perhaps a tiny bit fiddly when it came to her hands. She has two choices of head as well (loving that GW are into multiple options at the moment, even on special characters!).
I’m fairly happy with her, although I will have to revisit the face and armour. The hightlights don’t appear as prominant on the camera. She’s a fun challenge to paint.
With the two new characters painted, I spent some time assembling the rest of the Battleforce and have managed to paint the Incubi and the Venom. Really got the bug to keep painting Drukhari now. I’ve used a fairly limited pallete, but I’m super happy with the result.
The Battleforce is a great value set, helped by the fact the minis are fairly old in it now, the brand new Archon aside. Personally I still really like the Kabalites, the Incubi and the Wyches (although I’m not a huge fan of the now pretty dated looking Hellions, who come complete with a very classic assembly guide!).
For those who just want the new Archon, history shows we normally see a seperate release within 3 months.
We’ll discuss the rules for Lady Malys, as well as the rest of the content of the box, later in this review.
Fancy watching the unboxing of the new models and Battleforce? You can watch it below:
Lore of the Drukhari
I always enjoy reading the background in these books, because not only do they provide a solid foundation of what the faction is about, key players and events in the faction’s timeline, etc but they also provide the perfect inspiration for your hobby project.
Codex Drukhari is no different, shining a light on their history, as well as bringing the lore up to the current timeline. For me, this read was made all the more enjoyable because I have read almost zero lore on the Drukhari. As mentioned towards the top of the post, they are one of the only factions in the game I have never collected in some shape or form (not even a brief couple of weeks before moving on, looking at you Hedonites of Slaanesh).
Mixed in with the story and background are some fantastic pieces of art depicting the Drukhari doing what they do best. I’ll be honest, I don’t know for the most part what is new and what is reused. Not that I cared however, as they are brilliant (shout out to the double page image of Wracks and Talos descending on poor Guardsmen…).
Urien Rakarth gets his own page of lore, he has GOT to get a new mini soon…right?!
To wrap up this section I just have to say, the Dark City is not somewhere I’m going to be booking a holiday too any time soon…
Combat Patrol
Also up for preorder today (and high on my shopping list) is a brand new Combat Patrol for the Drukhari.
Whereas the previous one concentrated on the Kabalites, with a Raider etc (wish I’d picked one up before they went OOS) this new one instead concentrates on the Haemonculi.
Inside the box is:
- A Haemonculus
- Talos
- 10 Wracks (split into 2 units of 5)
- Cronos
For me, someone who is brand new to the army, it’s the perfect way to add Haemonculi to my army. It pairs really well with the battleforce.
As with every 10th Edition Codex, the Combat Patrol section of the box includes rules for using these models in games of Combat Patrol. It also includes a very handy guide to painting them.
If you haven’t played a game of Combat Patrol before, I highly recommend them. The rules for your minis are a little different, you get unique enchancements, and games can be played really quickly compared to a full fat game of 40k. You only need a coffee table amount of space too, to enjoy a game!
Army Rule
A lot of you will have been waiting for me to start talking about rules, so let’s get cracking.
The army rule, Power from Pain, returns, albeit slightly amended from the Index.
Firstly, you gain 1 Power token in your Command Phase.
Each time an enemy unit is destroyed, you gain 1.
Each time an enemy unit fails Battle-shock, you gain 1.
These tokens can be used on a unit at the start of the phase. Each unit in your army will have an ability that will trigger when you use a token.
Importantly, when you do spend a token, should the unit have an ability (or an attached leader) all of the effects take place. The example given in the Codex is if you have a Succubus leading a unit of Wyches, and you spend a Pain Token, both of the units abilities kick in.
Whilst I really like this mechanic, I am disappointed you don’t start with a pool at the begining of the game. Previously you started with between 1-4 depending on the size of the battle. I have a feeling, depending on how the army performs, this will be the first thing to get updated (I’m thinking Sisters and the Miracle Dice amount of tweaking).

Detachments
The book contains 5 detachments, with each one offering a different flavour on how to field your army. Don’t forget that the Reaper’s Wager Detachment, from the Grotmas Detachments, is still legal, allowing you to work side-by-side with the Harlequins.
Let’s take a closer look at the five detachments in the book:
Realspace Raiders
An ever popular way of running the Drukhari, with a bit of all the different elements that make up the faction. This is reflected in the Detachment Rule, which is called Alliance of Agony.
You start the game with 2 Pain tokens for each of the following combinations your army contains:
- One or more Archons, and at least one unit of Kabalites
- One or more Succubus, and at least one unit of Wyches
- One or more Haemonculus, and at least one unit of Wracks
So if you hit all of the above criteria, you’ll start the game with 6 Pain tokens. This will be super popular with those who are gutted that the main mechanic has changed, as this gives you a starting pool of tokens. We’ll get to them soon, but the abilities on the Datasheets are really good, so you really want Pain tokens.
I really like the Enhancements, such as Labyrinthine Cunning. This enhancement allows the bearer, at the start of your Command phase to do one of two things. Either spend a Pain token to gain a CP or roll a D6, and on a 4+ gain a CP.
Dark Vitality allows the bearer to always be Empowered, whilst Eye of Spite buffs a Succubus with +1 to AP and Attacks (+2 if empowered!).
Crucible of Malediction is a Haemonculus only enhancement, and is only usable once per battle. It forces Psyker units within 12″ to take a Battleshock test (with a -1 modifier if you spend a Pain token). Should the unit fail, they take 3 mortal wounds. By far the weakest enhancement of the bunch in my eyes.
The Strats are a real mix, with most being specific on what units can use them.
- Fighting Shadows: Can be used on almost any Drukhari unit (but not Haemonculus Covens) and grants a -1 to Hit
- Instinctive Spite: +1 to Hit if the unit you’ve use the strat on (which can be any Battleline unit) so long as the enemy unit is below half-strength. You also get +1 to Wound should you spend a Pain token.
- Dark Harvest: This strat allows you to pick two Wrack units, or one other unit, and grants those units Lethal Hits
By far the best reason to pick this detachment is the pool of Pain tokens, but it’s also home to a fun number of tricks and ways to spend those Pain tokens.
Skysplinter Assualt
You may intially think this detachment will favour Wyches, and whilst it does, it also favours anything else jumping out of transports.
Let’s take a look at the detachment rule, Rain of Cruelty, first.
Each time one of your units disembarks from a Transport, until the end of the turn:
- Ranged Weapons Ignore Cover
- Melee Weapons have Lance
The Enhancements and Stratagems further play off this mechanic.
Phantasmal Smoke works so long as the bearer’s unit is within 6″ of a Transport. It grants said unit Stealth and Cover, which is cool. Sadistic Fulcrum is very good, allowing you to spend a Pain token on the unit and allows a Transport within 6″ to reroll all Hits in the Shooting phase.
Spiteful Raider gives you a Pain token should you remove a unit from an objective (although must be in the Fight phase) whilst Nightmare Shroud allows a unit disembarking from a Transport to be immune to Overwatch (very handy on a unit of Wyches racing to get into combat).
The strats continue to love affair between units and transports, for example:
- Viscious Blades: This is super thematic! After your Transport has fought in combat, you can pick an enemy unit you’ve just been fighting. Now roll a D6 for each model embarked on the transport (adding 1 to the roll if any of them are Wracks). On a 5+ you do a Mortal Wound (capped at 6 Mortal Wounds).
- Swooping Mockery: Allows you to move a Transport up to 6″, so long as an enemy unit has moved within 9″ of the transport.
- Night Shield: Grants a Drukhari Vehicle a 4+ invulnerable save during your opponents Shooting phase
This detachment could be a whole lot of fun if you love mechanised armies. Keeping your Transports close is the key, but the rewards could be pretty tasty.
Spectacle of Spite
Here is your Wych detachment, and the return of a rule close to the hearts of Drukhari fans.
Combat Drugs are back is the shape of the detachment rule for Spectacle of Spite. At the start of your Command Phase you can do one of two things:
- You can pick the Combat Drug you want, however you can’t choose it again during the battle
- You can roll two D6 and leave it to the dice gods, allowing you to potentially get one you’ve previously used. Bonus here is you get two abilties instead of one (although if you roll two of the same, you only get the one Combat Drug) but you may not get the one you wanted.
Needless to say, the only units this benefits are Wyches.
What drugs are on the table, you ask. Well:
- Adrenalight: +1 Attacks
- Hypex: +2 Movement
- Serpentin: +1 WS
- Painbringer: +1 Toughness
- Grave Lotus: +1 S
- Splintermind: +1 Leadership and +1 BS
You won’t be shocked to hear that all four of the Enhancements can only be given to a Succubus.
Pharmacophex grants the bearer’s unit a random, additional, Combat Drug effect and Morgehenna’s Curse grants +1 AP and Damage on the bearer’s melee weapons.
The two best ones, IMO, are Chronoshard (one per battle, but gives the bearer and unit Fights First) and Periapt of Torments (immune to Overwatch)
4 out of the 6 strats are locked to Wych Cult models, but their are some tasty strats on offer:
- Acrobatic Display: Grants a Wych unit a 5+ invunerable save in the enemie’s shooting phase
- Deadly Debut: Grants a Drukhari unit Lethal Hits in combat. Should you have chosen a Wych Cult unit, then you also get an extra pip of AP.
- Feigned Weakness: Usable on any Drukhari unit, and grants fall back and charge
You clearly need to be a fan of the Wych Cult to enjoy this one, but it has a few nice tricks. Good to see Combat Drugs back.
Covenite Coterie
Haemonculus fans, you too have a detachment you can call your own.
Stichflesh Abominations is the detachment rule, and it’s very straightforward. Should an attack target one of your Coven units, and it’s Strength is higher than your units Toughness, then your opponent has -1 to Wound.
Yup, all four Enhancements are locked to Haemonculus. Master Regenesist allows you to bring back D3 + 3 destroyed Bodyguards instead of D3 +1 which is crazy good. Master Nemesine grants the Haemonculus Anti-Beast 2+ and Anti-Monster 4+ across all of it’s weapons. Master Artisan gives your model an additional Wound and the bearer’s unit an additional pip of Toughness. Finally Master Repugnomancer is an Aura ability which gains you a Pain token should a friendly unit within 9″ fail a battle-shock test or be destroyed.
Like the Wych Cult detachment, 4 out of the 6 strats are locked to Coven units, with 2 being usable by every uinit in your army.
- Postmortality: Can be used during any phase, and allows you to bring back a Haemonculus from the dead. Costs a CP and at least 1 Pain Token (up to 3 Pain Tokens). When your Haemonculus returns to the battle he’ll have as many wounds remaining equal to the number of Pain tokens you have spent.
- Connoisseurs of Pain: Costs a CP and a Pain token. Basically Armour of Contempt, reducing the incoming enemy attacks AP by 1. If your unit survives the phase, then you gain a Pain token. Usable in both the Shooting and Combat Phase. Can be used on any Drukhari unit.
- Distillers of Fear: Haemonculus Coven unit gains Devastating Wounds when fighting a unit that is Battle-Shocked.
As I’ve progressed through the book, I’ve grown to really like the Covens, and actually think I’ll be trying this detachment out in the future once I have enough Haemonculus models.
Kabalite Cartel
The final detachment for us to cover is one aimed for fans of the humble Kabalite Warrior.
They have a very fun mechanic, called Murderous Agenda. It allows you to select a Contract at the start of your first Command phase. Whilst the Contract is in operation then you gain a buff. Once the Contract is complete you gain 3 Pain tokens.
The contracts up for grabs are:
- Trophy Hunters: Each time a Kabal or Blades for Hire unit makes an attack that targets a Character they gain Precision. Once you have killed a Character you have completed the Contract
- Sow Fear and Terror: Each time a Kabal or Blades for Hire unit makes an attack that targets Infantry or Mounted you gain Sustained Hits 1. Once you have killed a full Infantry or Mounted unit the contract is complete.
- Show of Strength: Each time a Kabal or Blades for Hire unit makes an attack against a Monster or Vehicle, they gain Lethal Hits. Once you have destroyed a Monster or Vehicle, the contract is complete.
You maybe thinking hold on… they seem pretty easy to do, what happens when you complete one, is that it? Well, no, you can choose another Contact, but you have to use a strat to do so. It’s called Enemies without Number and requires an Archon Warlord. You also have to use it immediately after completing a contract.
It’s a cool mechanic, but personally feel you should have been able to choose another contract after completing once, without having to spend a CP.
The Enhancements are pretty good, starting with Leechbite Plate, which grants an Archon a 3+ save, and you can spend a Pain token in your Command Phase to heal all of your wounds
Webway Awl is very cool, granting the Archon and his unit Deep Strike, and furthermore allows them to use the Rapid Ingress strat for free. Informant Network grants up to 3 Warriors / Hand of the Archon units Infiltrate, and finally Towering Arrogance gives an Archon +1 to his Leadership and +1 to Objective Control for him and his unit.
We’ve already covered one of the strats, but theirs a couple of other good options:
- Making a Point: A Kabalite Warrior unit, of Hand of the Archon unit gains +1 BS and +1 AP on ranged weapons.
- Taken Alive: Usable in the Fight phase by any Drukhari unit, and grants +1 to Hit. Awesome, however, it gets better. If you use this on your Contract, and the Contract unit dies, then every one of your opponents units must take a Battle-Shock test. You cannot gain more than 3 Pain tokens from failed Battle-Shock tests.
Taken Alive is a super cool strat, and Deep Striking an Archon and his buddies is cool, but personally, I feel like this is the weakest detachment of the bunch. I’m not a competitive gamer though, so there is a chance I may have missed something.

Datasheets
And so we move onto the all important Datasheets. I’m going to run through this in the order of the Index, so I can clearly show what has now been removed, or added. I’ve highlighted the removed models in red to make them easier to spot.
I’m going to try and cover as many of the changes as I can, so apologies if I miss anything!
I’m going to start with the two new Datasheets added to this Codex.
- Lady Malys: She is not only a super cool mini, but she has a good profile to book. First of all, she has an always on 4+ invulnerable save, something normal Archons can only dream of. She also has a 5+ FNP. She can redeploy up to 3 units and forces your opponent to increase Strat costs by 1 within 12″ of her. For a Pain token she has an ability which allows her to give her unit Sustained or Lethal Hits (your choice).
- Hand of the Archon: The Kill Team upgrade kit-come new unit has it’s own Datasheet in this book. It includes (from what I can see) the full weapon options from the sprue. They have Scouts 7″ and a 6+ invulnerable save. They can also choose an objective marker at the start of the game, and so long as they are within range of it they get a 5+ inv and extra OC. Have wargear that grants them the Smoke keyword too.
Now onto the rest of the datasheets, in Index order:
- Archon: Still has his 2+ inv save that breaks if he fails it once. Now reduces CP cost on him and his unit by 1 (like a Marine Captain). Can make a friendly Battle-Shocked unit no longer Battle-Shocked. When Empowered grants his unit reroll Hits, usable in shooting and fight phases. Can be given a Soul Trap which increases the bearer’s melee weapons Attacks and Strength by 1, and after you’ve killed an enemy model you get an additional + S and A for the rest of the game (but you only get that after killing one model).
- Beastmaster: Removed
- Court of the Archon: Again, sadly removed. Really hope we see this unit again in the future (11th Edition maybe?)
- Cronos: Now rocks Anti-Infantry 2+ on his melee weapon, as well as gaining -1 AP, an extra 2 attacks and +1 WS. Each time you spend a Pain token to Empower a friendly unit within 9″, on a 5+ you gain a Pain token (4+ if the unit has a Spirit Vortex). His own Empowered ability allows him to heal 3 wounds, or bring back a model in his unit with 3 wounds remaining, so long as you have killed an enemy model in combat or shooting.
- Drazhar: An absoute beat stick. Has gained an Attack on both of his weapon profiles. He (and only he, not his unit) can reroll Hit rolls (and Wound rolls should the target unit be under Half-Strength). When Empowered his unit gains +1 to Wound. Now has Devastating Wounds on his Dual Blades as well as his Single Blade attack, but lost Twin-Linked.
- Grotesques: Gone, but not forgotten
- Haemonculus: Now sporting a 5+ base save. In your Command Phase, on a roll of a 4+ you can gain a Pain token (can only do this once, so no rolling for each Haemonculus you have). No longer grants his unit a FNP (although he does have a 5+ FNP himself) but when Empowered he does return up to D3+1 Bodyguards.
- Hellions: Now rocking a 4+ Save. Melee weapons now have Lance, which is very tasty. Can make a D6 move when an enemy moves within 9″, but have sadly lost Fall Back and Charge.
- Incubi: These get +1 to Hit when fighting Battle-Shocked units. Speaking of, any enemy units in Engagement Range with them need to take a Battle-Shock test. When Empowered they gain Devastating Wounds, so long as they are fighting Infantry units.
- Kabalite Warriors: Can still ‘sticky’ an objective. When Empowered they can reroll wounds of 1, or full reroll wounds if the enemy unit is sat on an objective.
- Lelith Hesperax: Her melee weapons now have Precision (which of course they should!). Still grants her unit Fights First. Can grant her unit +1 S and AP but must be Empowered to gain those buffs.
- Mandrakes: One of my favourite units. Melee profile now has -1 AP and Devastating Wounds. Also, cannot be targetted when the enemy is 18″ away. They can still be removed from the battlefield and put into Strategic Reserves, however that now costs a Pain Token. They have, however, gained Deep Strike!
- Raider: Has had a massive overhaul when it comes to abilities. Basically gets an ability which changes dependant on what is onboard. Wracks for example, give the Raider +1 Attacks on its profile whilst they are embarked or if Kabalites are embarked the Raider basically gains Sticky Objectives.
- Ravager: Noted that Disintergrators are now S6 and -3 AP. Now getas full rerolls to Hit if the enemy unit is at Starting Strength. Can be Empowered, which can supress a unit its shot at, making it -1 to Hit.
- Razorwing Jetfighter: Still gets +1 to Hit againt anything that doesn’t have the Fly keyword.
- Voidraven Bomber: Gained -1 AP on it’s melee attacks. Also, when Empowered, ignores the Benefits of Cover. Can still drop bombs and do Mortals.
- Reavers: Can be Empowered, which allows them to move the full Advance distance without rolling a D6. Grav-talons now allow the bearer to gain Lethal Hits and -2 AP on it’s melee profile.
- Scourges: Now split into two profiles, one normal and one with heavy weapons. Heavy Weapons profile allows them to move after shooting in your shooting phase, and when Empowered they can reroll the Hit rolls. The ‘normal’ unit gives friendly units +1 to the ranged weapons AP when targetting the same unit this unit has shot at. When Empowered they can Deep Strike within 6″ but cannot charge.
- Succubus: No longer has a ranged profile, but her melee weapons have been buffed. She now has Precision and an extra Attack. Gives her unit Sustained Hits 1. The Succubus can reroll hits and wounds against Characters, and if she manages to kill one, you gain a CP. When Empowered they can reroll Advance or Charge rolls.
- Talos: Has had some really good changes. Some good weapon profile changes across the board. Now generates an additional Pain token when it kills a unit. Gains a Fight on Death on a 2+ rule when Empowered.
- Urien Rakarth: This surely isn’t goodbye, but instead a see you soon…right?
- Venom: Units can still embark at the end of the Fight phase if wholly within 6″. Can now get round transport capacity by allowing you to split units of Wyches and Kabalites. When Empowered units can disembark even after the Venom has Advanced.
- Wracks: Potentially my favourite unit (or close to my fav unit). Any unit hit by these guys have to take a Battle-shock test. When Empowered you can either give them +3 Attacks, or +4 Attacks, but they gain Hazardous. Now have a 5+ Save and 2 Wounds, no longer have a FNP.
- Wyches: Now have a 4+ inv save in combat, 6+ when not in combat. Weapons have had a refresh. They come equipped with Hekatarii Blades (4 A, 3+, S 4, -1 AP D 1). Hekatrix can replace hers with a Power Weapon. Up to 3 Wyches can exchange their blades and pistols for Gladiatorial Weapons (A 5, 3+, -2 AP, D 1).
To round out the Datasheet section, GW have included a super useful, (esp for new Drukhari players, such as myself) guide to what each of the different weapons look like.
Crusade
One of our favourite ways of playing 40k is Crusade, and the Drukhari haven’t been let down with the Crusade content they have been given.
This section is rammed with flavour filled rules, from Requisitions, to Traits and Relics.
The premise behind the Crusade mechanics for the Drukhari is that your Warlord, or should I say, your Ascendant Lord, wants to go out and raid, amassing power and wealth as he or she goes. This in turn allows your Lord to gain dominance across Commorragh, giving them territory in the Dark City. As you gain new power over new Districts your army gains benefits, ranging from increased Supply Limits, to rerolls on Out of Action tables or amending Agendas.
You have Rival Lords to watch out for however, who will hatch their schemes after you’ve completed a battle, with various tables to consult to see what happens. I love this!
I’ve reviewed some good, some really good, and some meh Crusade rules, and this book contains some of the best Crusade content, fitting of the final Codex for 10th Edition.
Ynnari?
I was expecting some form of Ynnari content in this Codex, but outside of a box out with the Lore contents, they aren’t anywhere to be seen.
This means that, currently you can only run Ynnari out of the Aeldari book.
I honestly, don’t understand what why Ynnari were introduced, and then reduced to a sideshow. I would have liked to have had the option of just adding Ynnari characters to my Drukhari, but it isn’t as straight forward as that, and for me the benefits of running Ynnari don’t outweigh the rules you get for running pure Drukhari.
Range Refresh…Incoming?
As mentioned back at the start, the internet was full to the brim of rumours that the Drukhari were getting the refresh they need. These rumours were only intensified as the Codex slipped to the back of the 10th Edition queue.
Outside of two new models however, it hasn’t happened. The edition isn’t over yet, so we could yet see editions to the book, but most eyes now rest on the new edition (which in itself is rumoured to be next year, which makes sense based on the release timetable of editions and that we have now had all of the factions covered Codex-wise).
Will 11th Edition be home to the refresh the army needs? Maybe, but for me the majority of the range is fine as it is and I cannot wait to paint more of it.
Summary
That brings this review to a close, and I have to admit, I’ve really enjoyed reading the Codex.
The book has had a fair number of changes compared to the Index, and in my oppinion, the vast majority of those changes have been positive.
The detachments look really fun, aside from potentially the Kabalite focused one. My only slight gripe here is the Realspace Raiders detachment rule is just so good now, with the changes to Pain token generation, that some may find it difficult to move away from.
The two new models are superb. My favourite being the new Archon. He is such an upgrade on the last one, and I lvoe the fact GW are sticking with multiple build options.
I’m new to the faction, and I’m liking what I am reading and seeing, and cannot wait to bring my own Drukhari to the battlefield.
Hopefully I’ll use them as well as Craig did…
Our thanks again to Games Workshop for sending us the Codex and new models to review.
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Thanks for the breakdown David!
I have a question on the Trophy Hunters contract. You write: “Once you have killed a Character you have completed the Contract.” Is this correct? My understanding was that the contract is a persisting effect on the “Character unit”. I don’t see any indication that this contract would be completed, because the character was removed and the unit no longer has the “Character” keyword. I think the whole unit needs to be removed first. This was a discussion point in our local group and I’d be happy to be proven wrong!