Book | Kind | Edition | Version | Last update |
Kill Team: Soulshackle (Hand of the Archon) | ||||
Kill Team: Soulshackle (Hand of the Archon) | Expansion | 2 | 1.2 | May 2024 |
Q: | If an operative is incapacitated as a result of being poisoned (Torment Grenade unique action), does the friendly DISCIPLE OF YAELINDRA gain a Pain token? |
A: | Yes, so long as that friendly DISCIPLE OF YAELINDRA operative hasn’t been incapacitated. |
Q: | When using the From Darkness, Death Strategic Ploy, do you select the enemy operative before determining the friendly operative’s order for that activation? |
A: | Yes. |
Q: | When making a shooting attack with the DISCIPLE OF YAELINDRA’s stinger pistol, at what point do you determine the mortal wounds? |
A: | After all re-rolls (if any). |
Q: | For the Fleet of Foot Strategic Ploy, what does vice versa mean? |
A: | You can perform the actions in either order – Normal Move/ Fall Back and free Dash, or free Dash and Normal Move (but not Fall Back in this order, as the operative wouldn’t be within Engagement Range). |
Q: | If my opponent can use a ploy for free, but I use the Devious Scheme Tactical Ploy, which takes precedence? |
A: | The former – it’s still free. |
Q: | If a DISCIPLE OF YAELINDRA gains any Pain tokens in the Initiative phase as a result of enemy operatives being incapacitated from the Torment Grenade action’s poison, can I spend them on Vitalised Surge in the same phase? |
A: | Yes, but you cannot use Vitalised Surge more than once in that phase. |
Q: | Does Painbringer from the ELIXICANT operative’s Combat Drug ability allow operatives to ignore lost wounds from mortal wounds as a result of the MWx critical hit rule? |
A: | No. |
Q: | Does the Hatchway Fight action qualify for the CRIMSON DUELLIST operative’s Crimson Assault action? For example, could it Fight then Hatchway Fight, or Hatchway Fight twice (if those actions are possible) to fulfil the Crimson Assault action? |
A: | Yes. |
Below you will find a list of the operatives that make up a HAND OF THE ARCHON kill team, including, where relevant, any wargear those models must be equipped with.
Below, you will find a common ability of the HAND OF THE ARCHON kill team.
Inflicting physical pain, sowing misery and witnessing the terror in their victims’ eyes first hand invigorates the withered soul of a Drukhari. Thus renewed, they are made potent and vital, already hungering for more and filled with a dark energy.
Each time a friendly HAND OF THE ARCHON operative incapacitates an enemy operative with a Wounds characteristic of 5 or more, it gains a Pain token. If that enemy operative had a Wounds characteristic of 11 or more, it gains two pain tokens instead.
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If your faction is HAND OF THE ARCHON, you can use the Hand of the Archon Tac Ops listed below, as specified in the mission sequence.
Below you will find a selection of rules for Spec Ops campaigns in which you have selected HAND OF THE ARCHON as your faction keyword.
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1. GHOSTPLATE ARMOUR [2EP] The operative has a Save characteristic of 3+ for the battle. |
2. TORMENTED SOULSTONE [2EP] The operative gains the following ability for the battle: |
3. CLONE FIELD [3EP] The operative gains the following ability for the battle: |
4. PAIN CASKET [2EP] The operative gains the following ability for the battle: |
5. LIVING TROPHY [3EP] The operative gains 1 Pain token for the battle. |
6. SOUL-SCENT BARB [2EP] The operative gains the following ability for the battle: |
SHRINE OF SUFFERINGHands of the Archon may be forced to endure extended missions beyond Commorragh, where prey can be scarce. To revitalise their waning souls, such kill teams may acquire one of these small Engines of Pain. Forced into the embrace of its nest of metal and flesh appendages - tipped with all manner of blades, drills, toxin injectors and psychotropic brain-barbs - even a single captive can provide hours of invigorating suffering. In the Select a Kill Team step, you can select one friendly HAND OF THE ARCHON operative to gain 1 Pain token for the battle. |
PAIN-ADEPT LABORATORYThis kill team’s patron has negotiated the skills of an agent of a Haemonculus Coven. In exchange for access to specimens taken captive by the Hand, the Haemonculus’ ministrations of arcane fleshcraft serve to reknit the Kabalites’ wounds and resculpt their damaged forms. Where eldritch surgery ends and experimentation begins, however, is an oft-blurred line... Once after each battle, you can select one friendly HAND OF THE ARCHON operative that has a Battle Scar. Remove one Battle Scar from that operative (you can remove one it gained from that battle), but it must be Rested in your next game. |
TOXIN CRYO-DISTILLERYThough dwarfed in scale by the vast complexes controlled by their Kabal in Commorragh, this kill team operates a compact bio-alchemical facility. Its endothermic lattice converts a variety of lethal venoms into enough crystalline slivers to make the Hand's arsenal of splinter weapons even more potent. Each time a friendly operative makes a shooting attack with a shardcarbine, splinter cannon, splinter pistol or splinter rifle, at the end of the Roll Attack Dice step of that shooting attack, if you did not retain any critical hits, you can change one of your retained normal hits to a critical hit instead (resolve critical hit rules accordingly). |
Drukhari are self-serving schemers, developing rivalries that many a Kabalite leader is happy to let play out. Such contests not only allow the Archsybarite to assess the ambitions of potential usurpers to their own position, but also serve to elicit greater acts of ruthless violence amongst their underlings.
If the fell price can be paid, a Haemonulus can employ its eldritch science to fully regenerate a fallen Drukhari from just a single piece of flesh.
Power amongst the Kabals is viciously fought for. Once gained, this superiority must be jealously defended.
Commorragh demands endless slaves for use in its gladiatorial arenas, as ingredients in sickening narcotics or as playthings for the powerful. Securing them is one of a Kabal’s key routes to power and wealth. The kill team has been deployed to capture what the Dark City demands and escape with its bounty.
Suitably terrified captives must be secured alive, although they need not be unspoiled.
Complete five games in which you scored victory points from the ‘Slave Run’, ‘Rob and Ransack’ and/or ‘Capture Hostage & Infiltrate’ Tac Op.Their living bounty captured, the team must signal the sinister barques that will extract both them and their quarry.
Complete a game in which you scored victory points from the ‘Plant Signal Beacon’ Tac Op.A rival to one in power is rising to prominence within the Kabal. After ensuring their assignment to a Hand of the Archon, a devious plot is prepared — to take the rival on a daring mission, but ensure they never return.
The premature fall of the rival will invite suspicion. The marked operative must be embedded into the kill team so their eventual demise isn’t questioned.
Select one friendly HAND OF THE ARCHON operative (excluding a LEADER or SKYSPLINTER ASSASSIN operative) on your dataslate to be the rival. Complete five games with the rival.Through good fortune, courtesy of the enemy and a medical mishap after the battle, the rival is permanently removed.
Complete one game in which the rival is incapacitated.HAND OF THE ARCHON operatives in your kill team can be equipped with equipment from this list, as specified in the mission sequence. Any equipment marked with a + can be selected a maximum of once, and each operative can be equipped with no more than one of each item.
CHAIN SNARE [1EP]
The operative gains the following ability for the battle:WICKED BLADE [1EP]
Operative equipped with an array of blades only. Add 1 to that weapon’s Attacks characteristic for the battle.TOXIN COATING [1/2EP]
Select one melee weapon the operative is equipped with. That weapon gains the Lethal 5+ special rule for the battle. If you selected array of blades, this equipment costs 1EP; otherwise, it costs 2EP.REFINED POISON [2/3EP]
Select one shardcarbine, splinter cannon, splinter pistol or splinter rifle the operative is equipped with. Add 1 to the Normal Damage characteristic of that weapon for the battle. If you selected a splinter pistol or splinter rifle, this equipment costs 2EP; otherwise, it costs 3EP.PLASMA GRENADE [3EP]
The operative is equipped with the following ranged weapon for the battle:Name | A | BS/WS | D | |||
Plasma grenade | 4 | 3+ | 3/4 | |||
Special Rules | ! | |||||
Rng , Blast , Indirect, Limited | - |
PHANTASM GRENADE LAUNCHER+ [3EP]
The operative can perform the following action during the battle:KABALITE BANNER+ [2EP]
This operative gains the following ability for the battle:M | APL | GA | DF | SV | W | Base | |
3 | 2 | 1 | 3 | 4+ | 9 | 25mm |
Name | A | BS/WS | D | SR Special Rules | ! | ||||
Blast pistol | |||||||||
Blast pistol | 4 | 3+ | 4/5 | Rng , AP2 | Rng , AP2 | - | |||
Splinter pistol | |||||||||
Splinter pistol | 4 | 2+ | 2/4 | Rng , Lethal 5+ | Rng , Lethal 5+ | - | |||
Splinter rifle | |||||||||
Splinter rifle | 4 | 2+ | 2/4 | Lethal 5+ | Lethal 5+ | - | |||
Agoniser | |||||||||
Agoniser | 4 | 2+ | 3/6 | Brutal, Lethal 5+. !Reap 1 | Brutal, Lethal 5+ | Reap 1 | |||
Array of blades | |||||||||
Array of blades | 3 | 2+ | 3/4 | - | - | ||||
Power weapon | |||||||||
Power weapon | 4 | 2+ | 4/6 | Lethal 5+ | Lethal 5+ | - | |||
Venom blade | |||||||||
Venom blade | 4 | 2+ | 4/4 | Lethal 4+ | Lethal 4+ | - |
ABILITIES | UNIQUE ACTIONS |
Cunning: In the Play Strategic Ploys step of each Strategy phase, if you pass at the first opportunity, you gain 1CP.
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Take Aim (1AP): Until the end of the activation, the splinter rifle this operative is equipped with (if any) gains the Balanced special rule. This operative cannot perform this action while within of an enemy operative.
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ABILITIES |
Cunning: In the Play Strategic Ploys step of each Strategy phase, if you pass at the first opportunity, you gain 1CP.
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UNIQUE ACTIONS |
Take Aim (1AP): Until the end of the activation, the splinter rifle this operative is equipped with (if any) gains the Balanced special rule. This operative cannot perform this action while within of an enemy operative.
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HAND OF THE ARCHON, AELDARI, DRUKHARI, LEADER, KABALITE, ARCHSYBARITE
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M | APL | GA | DF | SV | W | Base | |
3 | 2 | 1 | 3 | 4+ | 8 | 25mm |
Name | A | BS/WS | D | SR Special Rules | ! | ||||
Splinter rifle | |||||||||
Splinter rifle | 4 | 3+ | 2/4 | Lethal 5+ | Lethal 5+ | - | |||
Array of blades | |||||||||
Array of blades | 3 | 3+ | 3/4 | - | - |
ABILITIES | UNIQUE ACTIONS |
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Take Aim (1AP): Until the end of the activation, the splinter rifle this operative is equipped with (if any) gains the Balanced special rule. This operative cannot perform this action while within of an enemy operative.
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ABILITIES |
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UNIQUE ACTIONS |
Take Aim (1AP): Until the end of the activation, the splinter rifle this operative is equipped with (if any) gains the Balanced special rule. This operative cannot perform this action while within of an enemy operative.
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HAND OF THE ARCHON, AELDARI, DRUKHARI, KABALITE, AGENT
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M | APL | GA | DF | SV | W | Base | |
3 | 2 | 1 | 3 | 4+ | 8 | 25mm |
Name | A | BS/WS | D | SR Special Rules | ! | ||||
Splinter pistol | |||||||||
Splinter pistol | 4 | 3+ | 2/4 | Rng , Lethal 5+ | Rng , Lethal 5+ | - | |||
Razorflails | |||||||||
Razorflails | 4 | 2+ | 4/5 | Brutal, Flail* | Brutal, Flail* | - |
ABILITIES | UNIQUE ACTIONS |
Brutal Display: Each time this operative incapacitates an enemy operative in combat, select one other enemy operative Visible to and within of this operative or the incapacitated enemy operative. Until the start of the next Turning Point, that other enemy operative cannot perform mission actions or the Pick Up action, or control objective markers. *Flail: Each time this operative fights in combat with this weapon, in the Resolve Successful Hits step of that combat, each time it parries, two of your opponent’s successful hits are discarded (instead of one).
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Crimson Assault (1AP): Perform a free Fight action with this operative. After completing that action’s fight sequence, if this operative is still within Engagement Range of an enemy operative, you can immediately fight in combat with this operative again (you do not have to select the same target).
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ABILITIES |
Brutal Display: Each time this operative incapacitates an enemy operative in combat, select one other enemy operative Visible to and within of this operative or the incapacitated enemy operative. Until the start of the next Turning Point, that other enemy operative cannot perform mission actions or the Pick Up action, or control objective markers. *Flail: Each time this operative fights in combat with this weapon, in the Resolve Successful Hits step of that combat, each time it parries, two of your opponent’s successful hits are discarded (instead of one).
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UNIQUE ACTIONS |
Crimson Assault (1AP): Perform a free Fight action with this operative. After completing that action’s fight sequence, if this operative is still within Engagement Range of an enemy operative, you can immediately fight in combat with this operative again (you do not have to select the same target).
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HAND OF THE ARCHON, AELDARI, DRUKHARI, KABALITE, CRIMSON DUELLIST
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M | APL | GA | DF | SV | W | Base | |
3 | 2 | 1 | 3 | 4+ | 8 | 25mm |
Name | A | BS/WS | D | SR Special Rules | ! | ||||
Stinger pistol | |||||||||
Stinger pistol | 5 | * | 0/0 | Rng , Stinger* | Rng , Stinger* | - | |||
Array of blades | |||||||||
Array of blades | 3 | 3+ | 3/4 | - | - |
ABILITIES | UNIQUE ACTIONS |
*Stinger Pistol’s BS: Each time this operative makes a shooting attack with this weapon, in the Roll Attack Dice step of that shooting attack:
*Stinger: Each time an enemy operative is incapacitated by this weapon, before it is removed from the killzone, each operative Visible to and within of it suffers D3 mortal wounds. Note that each operative subsequently incapacitated as a result of this special rule will cause this to happen again.
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Torment Grenade (1AP): Select one point on the killzone floor or a Vantage Point in the killzone within of this operative. Roll one D6 for each other operative within of that point. For each roll:
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ABILITIES |
*Stinger Pistol’s BS: Each time this operative makes a shooting attack with this weapon, in the Roll Attack Dice step of that shooting attack:
*Stinger: Each time an enemy operative is incapacitated by this weapon, before it is removed from the killzone, each operative Visible to and within of it suffers D3 mortal wounds. Note that each operative subsequently incapacitated as a result of this special rule will cause this to happen again.
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UNIQUE ACTIONS |
Torment Grenade (1AP): Select one point on the killzone floor or a Vantage Point in the killzone within of this operative. Roll one D6 for each other operative within of that point. For each roll:
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HAND OF THE ARCHON, AELDARI, DRUKHARI, KABALITE, DISCIPLE OF YAELINDRA
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M | APL | GA | DF | SV | W | Base | |
3 | 2 | 1 | 3 | 4+ | 8 | 25mm |
Name | A | BS/WS | D | SR Special Rules | ! | ||||
Splinter rifle | |||||||||
Splinter rifle | 4 | 3+ | 2/4 | Lethal 5+ | Lethal 5+ | - | |||
Stimm-needler | |||||||||
Stimm-needler | 4 | 3+ | 0/0 | Rng , Lethal 3+. !Stun | Rng , Lethal 3+ | Stun | |||
Array of blades | |||||||||
Array of blades | 3 | 3+ | 3/4 | - | - |
ABILITIES | UNIQUE ACTIONS |
Combat Drugs: If this operative is selected for deployment, select one of the following abilities for friendly HAND OF THE ARCHON operatives to gain until the end of the battle:
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Administer Drug (1AP): Select one friendly HAND OF THE ARCHON operative Visible to and within of this operative. Then select one of the following:
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ABILITIES |
Combat Drugs: If this operative is selected for deployment, select one of the following abilities for friendly HAND OF THE ARCHON operatives to gain until the end of the battle:
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UNIQUE ACTIONS |
Administer Drug (1AP): Select one friendly HAND OF THE ARCHON operative Visible to and within of this operative. Then select one of the following:
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HAND OF THE ARCHON, AELDARI, DRUKHARI, KABALITE, ELIXICANT
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M | APL | GA | DF | SV | W | Base | |
3 | 2 | 1 | 3 | 4+ | 8 | 25mm |
Name | A | BS/WS | D | SR Special Rules | ! | ||||
Pain sculptors | |||||||||
Pain sculptors | 4 | 3+ | 3/5 | Relentless. !Flay* | Relentless | Flay* |
ABILITIES | UNIQUE ACTIONS |
Insensible to Pain: Each time this operative fights in combat or a shooting attack is made against it, subtract 1 from both Damage characteristics of weapons the enemy operative is equipped with for that combat or shooting attack (to a minimum of 1). *Flay: Each time this operative fights in combat with this weapon, in the Resolve Successful Hits step of that combat, the first time it strikes with a critical hit, you can select one friendly HAND OF THE ARCHON operative within of this operative to gain 1 Pain token.
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ABILITIES |
Insensible to Pain: Each time this operative fights in combat or a shooting attack is made against it, subtract 1 from both Damage characteristics of weapons the enemy operative is equipped with for that combat or shooting attack (to a minimum of 1). *Flay: Each time this operative fights in combat with this weapon, in the Resolve Successful Hits step of that combat, the first time it strikes with a critical hit, you can select one friendly HAND OF THE ARCHON operative within of this operative to gain 1 Pain token.
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UNIQUE ACTIONS |
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HAND OF THE ARCHON, AELDARI, DRUKHARI, KABALITE, FLAYER
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M | APL | GA | DF | SV | W | Base | |
3 | 2 | 1 | 3 | 4+ | 8 | 25mm |
Name | A | BS/WS | D | SR Special Rules | ! | ||||
Blaster | |||||||||
Blaster | 4 | 3+ | 5/6 | AP2 | AP2 | - | |||
Shredder | |||||||||
Shredder | 5 | 3+ | 3/4 | Blast . !Rending | Blast | Rending | |||
Array of blades | |||||||||
Array of blades | 3 | 3+ | 3/4 | - | - |
ABILITIES | UNIQUE ACTIONS |
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ABILITIES |
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UNIQUE ACTIONS |
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HAND OF THE ARCHON, AELDARI, DRUKHARI, KABALITE, GUNNER
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M | APL | GA | DF | SV | W | Base | |
3 | 2 | 1 | 3 | 4+ | 8 | 25mm |
Name | A | BS/WS | D | SR Special Rules | ! | ||||
Dark lance | |||||||||
Dark lance | 4 | 3+ | 6/7 | AP2, Heavy, Unwieldy | AP2, Heavy, Unwieldy | - | |||
Splinter cannon | |||||||||
Splinter cannon | 5 | 3+ | 3/5 | Fusillade, Heavy, Lethal 5+ | Fusillade, Heavy, Lethal 5+ | - | |||
Array of blades | |||||||||
Array of blades | 3 | 3+ | 3/4 | - | - |
ABILITIES | UNIQUE ACTIONS |
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ABILITIES |
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UNIQUE ACTIONS |
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HAND OF THE ARCHON, AELDARI, DRUKHARI, KABALITE, HEAVY GUNNER
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M | APL | GA | DF | SV | W | Base | |
3 | 2 | 1 | 3 | 4+ | 8 | 25mm |
Name | A | BS/WS | D | SR Special Rules | ! | ||||
Razorwing | |||||||||
Razorwing | 5 | 4+ | 1/2 | Indirect, No Cover, Silent | Indirect, No Cover, Silent | - | |||
Shardcarbine | |||||||||
Shardcarbine | 4 | 3+ | 2/2 | Ceaseless, Lethal 5+. !MW2 | Ceaseless, Lethal 5+ | MW2 | |||
Array of blades | |||||||||
Array of blades | 3 | 3+ | 3/4 | - | - |
ABILITIES | UNIQUE ACTIONS |
Omen: In the Select Equipment step, you can select one enemy operative or one other friendly HAND OF THE ARCHON operative (reveal your selection when you reveal equipment). Each time attack or defence dice are rolled for that operative:
Hunter: So long as this operative does not perform a Mark action (see below) during its activation, it can perform two Shoot actions during its activation if a razorwing is selected for one (and only one) of those shooting attacks.
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Mark (1AP): Select one enemy operative Visible to this operative that is not more than higher than them. Until the end of the Turning Point, while that enemy operative is not in Cover from Heavy terrain, this operative treats it as having an Engage order. This operative cannot perform this action while within Engagement Range of an enemy operative, or in an activation in which it makes a shooting attack with a razorwing.
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ABILITIES |
Omen: In the Select Equipment step, you can select one enemy operative or one other friendly HAND OF THE ARCHON operative (reveal your selection when you reveal equipment). Each time attack or defence dice are rolled for that operative:
Hunter: So long as this operative does not perform a Mark action (see below) during its activation, it can perform two Shoot actions during its activation if a razorwing is selected for one (and only one) of those shooting attacks.
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UNIQUE ACTIONS |
Mark (1AP): Select one enemy operative Visible to this operative that is not more than higher than them. Until the end of the Turning Point, while that enemy operative is not in Cover from Heavy terrain, this operative treats it as having an Engage order. This operative cannot perform this action while within Engagement Range of an enemy operative, or in an activation in which it makes a shooting attack with a razorwing.
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HAND OF THE ARCHON, AELDARI, DRUKHARI, KABALITE, SKYSPLINTER ASSASSIN
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Inflicting physical pain, sowing misery and witnessing the terror in their victims’ eyes first hand invigorates the withered soul of a Drukhari. Thus renewed, they are made potent and vital, already hungering for more and filled with a dark energy.
Each time a friendly HAND OF THE ARCHON operative incapacitates an enemy operative with a Wounds characteristic of 5 or more, it gains a Pain token. If that enemy operative had a Wounds characteristic of 11 or more, it gains two pain tokens instead.
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If the fell price can be paid, a Haemonulus can employ its eldritch science to fully regenerate a fallen Drukhari from just a single piece of flesh.
Kill teams grow in size in all manner of ways. High command might assign new soldiers. The kill team's boss might bully a lesser warrior into joining its mob. A new creature may daw and bite its way out of an amniotic sac, or a lone survivor might be found on the battlefield.
Though dwarfed in scale by the vast complexes controlled by their Kabal in Commorragh, this kill team operates a compact bio-alchemical facility. Its endothermic lattice converts a variety of lethal venoms into enough crystalline slivers to make the Hand's arsenal of splinter weapons even more potent.
WICKED BLADE [1EP]
Operative equipped with an array of blades only. Add 1 to that weapon’s Attacks characteristic for the battle.REFINED POISON [2/3EP]
Select one shardcarbine, splinter cannon, splinter pistol or splinter rifle the operative is equipped with. Add 1 to the Normal Damage characteristic of that weapon for the battle. If you selected a splinter pistol or splinter rifle, this equipment costs 2EP; otherwise, it costs 3EP.The HAND OF THE ARCHON keyword is used in the following Hand of the Archon datacards:
The AELDARI keyword is used in the following Hand of the Archon datacards:
The DRUKHARI keyword is used in the following Hand of the Archon datacards:
The KABALITE keyword is used in the following Hand of the Archon datacards: