Drukhari 1000 Point Army List (11th Edition) — 3 Lists, Tactics & What to Buy

Drukhari 1000 point army list

The Drukhari are the fastest, nastiest raiders in the galaxy. The dark kin of the Aeldari strike from the webway in fragile skimmer transports, hit like a hammer and vanish before the enemy can respond. At 1,000 points (an Incursion game) you get a fast force of roughly 30 to 50 models, usually riding in two or three transports.

The playstyle is the opposite of a slow, tough army. Your units die easily, so you win by choosing exactly when and where to strike. Get that right and the Drukhari are devastating. Get it wrong and you’ll lose half your army in a turn. It’s a great army for players who like speed and planning.

New to the faction? Our Drukhari army guide covers the background and every unit. For the tyrant who rules Commorragh, read our Asdrubael Vect lore, and for the politics behind your army, see our guide to the Drukhari Kabals.

A quick note on rules and points

Drukhari don’t have an 11th Edition codex yet. They’re using their existing 10th Edition codex rules, with the 11th Edition core rules on top, until their new book arrives. Games Workshop has said no more codexes are coming until 2027, so that’s the earliest you can expect one. Our codex release order tracker shows the current schedule.

Every points value below is approximate. 11th Edition points change with each Munitorum Field Manual and balance update, so check the Warhammer 40,000 app before you play.

How 1,000-point games work in 11th Edition

At 1,000 points you get 2 Detachment Points to spend on detachments, rather than picking a single detachment. Each detachment costs 1 to 3 DP depending on how much of your army it affects. You can also take a single 3 DP detachment, as long as it’s your only detachment. Our detachment points explainer shows how to spend them.

Two other 11th Edition changes matter for the Drukhari:

  • Cover is now -1 to Hit against ranged attacks for Infantry in terrain. Your fragile infantry badly need this, so get them into ruins whenever they leave their transports.
  • Objectives are terrain pieces. Fast transports let you grab distant objectives early, and some units and detachments can secure an objective so it stays yours after you move on.

The full list is in our 11th Edition rules changes guide.

At the time of writing, most Drukhari codex detachments, including Realspace Raiders, Kabalite Cartel, Spectacle of Spite, Skysplinter Assault and Covenite Coterie, cost 2 DP. Reaper’s Wager costs 3 DP, so at 1,000 points you can take it, but only on its own. Check each detachment’s DP cost in the app before finalising your list.

List 1: Realspace Raiders Starter (beginner)

This list is built around the current Drukhari Combat Patrol box, which contains a Haemonculus, 10 Wracks, a Talos and a Cronos. We’ve added an Archon with Kabalite Warriors, a Succubus with Wyches, two Raiders, a Ravager and some Reavers. Realspace Raiders is the detachment that rewards mixing Kabal, Wych Cult and Haemonculus Coven units, so it’s the natural home for a mixed starter army. It’s the best way to learn how all three halves of the faction work.

Army composition

  • Archon — ~75 pts
  • Haemonculus — ~60 pts
  • Succubus — ~50 pts
  • 10x Kabalite Warriors — ~110 pts
  • 10x Wyches — ~90 pts
  • 10x Wracks — ~100 pts
  • Talos — ~85 pts
  • Cronos — ~70 pts
  • Raider — ~85 pts
  • Raider — ~85 pts
  • Ravager — ~120 pts
  • 3x Reavers — ~60 pts

Detachment: Realspace Raiders

Approximate total: ~990 pts

Unit roles

Archon: your Warlord. Attach him to the Kabalite Warriors and keep them in a Raider until they’re ready to strike.

Haemonculus: leads the Wracks and makes them much harder to kill. Walk them up the middle of the board.

Succubus: leads the Wyches and makes them deadly in melee. Keep them in the second Raider and launch them at a key target on turn two or three.

10x Kabalite Warriors: your shooting infantry. They pour poisoned splinter fire into enemy infantry and can hold a backfield objective.

10x Wyches: fast, skilled fighters. They’re great at clearing enemy units off objectives.

10x Wracks: your toughest infantry. With the Haemonculus attached, they hold the central objective while the rest of the army raids.

Talos and Cronos: slow, sturdy pain engines that walk up with the Wracks. The Talos hits hard in melee, and the Cronos supports the units around it.

2x Raiders: the iconic Drukhari transports. Each carries a squad and has a dark lance for hunting tanks.

Ravager: your main anti-tank gun. Keep it back, behind cover, and shoot enemy vehicles and monsters.

3x Reavers: fast jetbikes for grabbing far-off objectives and harassing the enemy.

List 2: Kabalite Cartel Gunline (harder-hitting)

Kabalite Cartel is built around the Kabals, so this list leans into shooting. Two Ravagers, two Raiders and a Razorwing Jetfighter carry a lot of dark lances and disintegrators, while two squads of Kabalite Warriors and a unit of Incubi provide the infantry. It has fewer models than List 1 and hits much harder from range.

Army composition

  • Archon — ~75 pts
  • 10x Kabalite Warriors — ~110 pts
  • 10x Kabalite Warriors — ~110 pts
  • 5x Incubi — ~75 pts
  • Raider — ~85 pts
  • Raider — ~85 pts
  • Venom — ~70 pts
  • Ravager — ~120 pts
  • Ravager — ~120 pts
  • Razorwing Jetfighter — ~130 pts

Detachment: Kabalite Cartel

Approximate total: ~980 pts

Unit roles

Archon + 10 Kabalite Warriors: your main infantry squad. Ride in a Raider, then hop out to shoot and hold an objective.

10x Kabalite Warriors: a second squad in the other Raider. Take a flank objective and shoot anything that comes near it.

5x Incubi: elite melee infantry with a big punch for their points. Keep them in the Venom and send them at an enemy unit sitting on an objective.

2x Raiders and Venom: transports that also shoot. Keep them moving and use terrain to block line of sight.

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2x Ravagers: your anti-tank backbone. Between them they can bring down most vehicles and monsters in a turn or two.

Razorwing Jetfighter: a fast aircraft that hunts infantry and light vehicles anywhere on the board.

The trade-off is toughness. Almost everything in this list is a vehicle or fragile infantry, so stay in cover and avoid giving your opponent easy targets in the open.

List 3: Spectacle of Spite Wych Cult (themed)

If you like the arena fighters of Commorragh, this is your list. Spectacle of Spite is the Wych-focused detachment, so it’s built around three Wych squads led by Lelith Hesperax and a Succubus, with Reavers for speed and a small Coven contingent to hold the middle.

Army composition

  • Lelith Hesperax — ~75 pts
  • Succubus — ~50 pts
  • Haemonculus — ~60 pts
  • 10x Wyches — ~90 pts
  • 10x Wyches — ~90 pts
  • 10x Wyches — ~90 pts
  • 5x Wracks — ~50 pts
  • Talos — ~85 pts
  • Raider — ~85 pts
  • Raider — ~85 pts
  • Venom — ~70 pts
  • 6x Reavers — ~120 pts

Detachment: Spectacle of Spite

Approximate total: ~950 pts

Unit roles

Lelith Hesperax: the greatest arena fighter in Commorragh and your best melee character. Attach her to a Wych squad and send them at the enemy’s toughest infantry.

Succubus: leads a second Wych squad. Strike alongside Lelith so your opponent has two threats to deal with.

Haemonculus + 5 Wracks: a small, sturdy unit to hold your home or central objective.

3x 10 Wyches: your army. Two squads ride in Raiders; the third walks up through cover to take objectives.

Talos: a tough pain engine that walks up the middle and soaks fire.

2x Raiders: carry the Wych squads with Lelith and the Succubus.

Venom: a fast transport and gunboat. Use it to carry the Wracks to an objective, or to hunt enemy infantry on its own.

6x Reavers: fast jetbikes. Use them to grab objectives, block enemy movement and finish off weakened units.

General tactics at 1,000 points

Strike when you choose. Drukhari are fragile. Keep your units out of sight on turn one, then hit hard on turn two or three when you can reach the targets you want.

Use your transports well. Raiders and Venoms keep your infantry safe until they’re needed. Plan where each transport is going before the game starts.

Get into cover. With the new -1 to Hit cover rule, your infantry are much safer in terrain. Disembark next to ruins, not in the open.

Focus your firepower. Pick one target per turn and kill it. Drukhari don’t have the toughness to win a long, slow fight.

Keep something in reserve. A cheap unit on your home objective stops fast enemies scoring easy points while your raiders are busy.

What to buy first

Start with the Drukhari Combat Patrol. The current box gives you a Haemonculus, Wracks, a Talos and a Cronos, which is the Coven core of List 1. From there:

  1. Drukhari Combat Patrol — your Coven core.
  2. Raider — you’ll want at least two, and every list above uses them.
  3. Kabalite Warriors — cheap shooting infantry and objective holders.
  4. Wyches — fast melee infantry for Lists 1 and 3.
  5. Ravager — the anti-tank gun every Drukhari list needs.

Ready to start painting? Our how to paint Drukhari guide covers dark armour and bright, spiky highlights. Want to know more about the Wych Cults? Read our Lelith Hesperax lore.

Common mistakes

  • Leaving units in the open. Drukhari units die quickly. Never end a turn exposed if you can avoid it.
  • Striking too early. If you charge in on turn one, you’ll often lose the unit for nothing. Wait for the right moment.
  • Spreading damage around. Wounding three units and killing none helps your opponent. Finish what you start.
  • Forgetting the objectives. Raids are fun, but games are won on points. Make sure something is scoring each turn.

Frequently Asked Questions

How many models are in a 1,000-point Drukhari army?

Usually 30 to 50 models, including two to four vehicles. Wych and Kabalite Warrior squads push the number up, and vehicle-heavy lists bring it down.

Do Drukhari have an 11th Edition codex?

Not yet. They use their existing 10th Edition codex rules with the 11th Edition core rules until their new codex arrives. Games Workshop has said there won’t be any more codexes until 2027.

Is the Drukhari Combat Patrol enough for 1,000 points?

No. The current box is a Haemonculus Coven force, so you’ll need a few more units, such as Raiders, Kabalite Warriors and a Ravager, to reach 1,000 points.

Are Drukhari good for beginners?

They’re a challenge. The army is fragile, so mistakes cost you more. If you enjoy fast, tactical games and don’t mind losing a few to learn, they’re very rewarding.

What is the best detachment for a 1,000-point Drukhari list?

Realspace Raiders is a good place to start because it works with Kabal, Wych Cult and Coven units together. Once you know the army, try Kabalite Cartel or Spectacle of Spite for a more focused force.

Are Drukhari the same as Dark Eldar?

Yes. Drukhari is the current name for the army once called the Dark Eldar, in the same way the Eldar are now called the Aeldari. They’re the dark kin of the craftworld Aeldari, piratical raiders who live in Commorragh, a city hidden in the webway, and they have their own separate codex.

What are the three parts of a Drukhari army?

Kabals, Wych Cults and Haemonculus Covens. The Kabals are the political factions led by Archons, with Kabalite Warriors as shooting infantry. The Wych Cults are the arena fighters, led by Succubi and Lelith Hesperax. The Covens are the flesh-sculpting Haemonculi with their Wracks, Talos and Cronos pain engines.

Related guides

All our lists are collected on the Warhammer 40k army lists hub. For their craftworld cousins, see our Aeldari 1000 point army list, and to understand how the two races differ, read Eldar vs Dark Eldar.