Drukhari Raider-Type
A cruel skimmer used for raids and abductions.
Threat File — Drukhari Raider-Type
TR 8 · Vehicles & War EnginesSaves: Agility +8
Proficiencies: Stealth +6 (night raids), Awareness +6
Paper and Razors. Any single attack that deals 20 or more damage wrecks the raider outright. The trick is hitting it: while it moved 40 or more feet this round, ranged attacks against it suffer Disadvantage.
Harvest Rig. Hooks, chains, and shard-nets line the hull. The raider can take a Pinned, Grappled, or unconscious creature aboard as part of its movement when it passes within 10 feet.
Aerial Insolence. The raider provokes no Reactive Fire from targets it Suppressed or Pinned this round.
Splinter Strafe. The raider moves up to its full Movement and rakes a 15-foot zone along its pass. Creatures in the zone make an Agility Save DC 14; on a failure they take 2d6 + 3 toxic damage and are Pinned until the start of the raider's next turn.
Snatch Pass. The raider sweeps past one downed, Pinned, or Grappled creature within 10 feet of its path. The target makes a Strength Save DC 14 or is hauled aboard, and the raid has what it came for.
Deck Assault Drop. The raider spills up to six wyches or kabalites into melee contact at any point along its movement, then continues moving to circle for the pickup.
Slavering Veer. When a creature within 30 feet drops to 0 Vitality or becomes Pinned, the raider may immediately move up to 20 feet toward it.
Morale: Withdraws when the raid stops being profitable, with whatever and whoever it has taken.
Tactics: A predator's tempo: strafe, drop raiders, circle, extract. Its objective is captives, so every downed party member or NPC becomes a countdown. The party wins by killing it during a pass, denying pickup, or making the raid cost more than flesh is worth.
Loot / Evidence / Hooks: Cages of prisoners who saw where the others were taken, splinter weapons that weep toxin, and a grav hull light enough to steal if anyone dares fly it.
Enemy Dossier
GM ReferenceA Drukhari Raider-Type is an open-decked skimmer built for the harvest — fast insertion, faster extraction, and a crew that regards the battlefield as a menu. It does not carry troops so much as unleash and re-collect them.
Use this vehicle for raid encounters where speed and abduction are the enemy's victory conditions, not ground held or kills scored.
Threat Profile: Fragile hull, extreme speed, open deck of poison-armed raiders, splinter suppression, capture equipment, withdraws with prisoners the moment profit is secured.
Harvest Rig. Hooks, chains, and shard-nets: it can take a Pinned or unconscious target aboard as it passes.
Aerial Insolence. Ignores terrain and provokes no Reactive Fire from targets it Suppressed this round.
Paper and Razors. Any solid anti-armor hit wrecks it; the trick is hitting it.
Splinter Strafe. Poisoned suppression along its pass; failed saves leave targets Poisoned and Pinned.
Snatch Pass. Sweeps past a downed or Pinned target; failed Strength Save and they are aboard, and the raid has what it came for.
Deck Assault Drop. Spills wyches or kabalites into contact mid-move, then circles for the pickup.
Morale: Withdraws when the raid stops being profitable — with whatever and whoever it has taken.
Tactics: Play it as a predator's tempo: strafe, drop raiders, circle, extract. Its objective is captives, so every downed party member or NPC becomes a countdown. The party wins by killing it during a pass, denying pickup, or making the raid cost more than flesh is worth.
Full Stat Block Priority: Medium