Drukhari Kabalite Warrior
A poison-armed raider with disciplined cruelty.
Threat File — Drukhari Kabalite Warrior
TR 3 · DrukhariSaves: Agility +5
Proficiencies: Stealth +5, Awareness +3
Senses: Sees clearly in dim light and darkness within 60 feet
Raider's Eye. The kabalite warrior gains +1 to hit against Poisoned, Pinned, or bloodied targets. The kabal shoots the weak first on principle.
Slaver's Appraisal. When the kabalite warrior reduces a creature to 0 Vitality, it may leave the target unconscious instead of dying. Captives are the bonus.
Splinter Rifle. Ranged Attack: +5 to hit, range 80/240 ft., one target. Hit: 1d8 + 2 piercing damage, and the target makes a Toughness Save DC 12 or is Poisoned until the end of its next turn.
Suppress for the Take. The kabalite warrior lays fire across a 10-foot zone around a downed or isolated creature within splinter rifle range. Creatures that end their turn in the zone make a Willpower Save DC 12 or become Pinned while the raid's collectors close.
Fall Back Firing. The kabalite warrior makes one Splinter Rifle attack, then withdraws up to half its Movement. Poisoned creatures cannot make Reactive Fire against this movement.
Morale: Withdraws the moment the raid stops being profitable. Leaving allies behind is a business decision, not a moral one.
Tactics: Shoot to weaken, not to hold ground: poison the strong, suppress around the fallen, and screen the extraction. Every Poisoned or downed target becomes a capture opportunity, and any position that costs more than it takes is abandoned.
Loot / Evidence / Hooks: Splinter weapon toxin reservoirs, segmented kabalite plate, and a slaver's manifest listing targets the raid has not collected yet.
Enemy Dossier
GM ReferenceA Drukhari Kabalite Warrior is a raider of the Dark City — splinter rifle, segmented plate, and a professional's disinterest in whether the target dies or merely stops struggling. Cruelty is the pay; captives are the bonus.
Use this enemy as the baseline of any Drukhari raid: disciplined poison fire covering the wyches, the transports, and the taking of prisoners.
Threat Profile: Low durability, accurate poisoned ranged fire, high Initiative, raid discipline, capture-focused, withdraws when profit ends.
Splinter Toxins. Its ranged hits force Toughness Saves against poison; Poisoned targets are easier prey for everything else in the raid.
Raider's Eye. Gains +1 to hit against Poisoned, Pinned, or bloodied targets; the kabal shoots the weak first on principle.
Splinter Rifle. Ranged attack; on a failed Toughness Save the target is Poisoned until the end of its next turn.
Suppress for the Take. Suppresses a 10-foot zone around a downed or isolated target while wyches or a raider closes to collect.
Fall Back Firing. Withdraws half Movement while shooting, without provoking Reactive Fire from Poisoned targets.
Morale: Withdraws the moment the raid stops being profitable — leaving allies behind is a business decision, not a moral one.
Tactics: Fight them as raiders, not soldiers: they shoot to weaken, not to hold ground, and every Poisoned or downed target becomes a capture opportunity. They screen the extraction and abandon any position that costs more than it takes. Kill their profit margin and the whole line evaporates.
Full Stat Block Priority: Medium