Hand of the Archon

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  Kill Team: Soulshackle (Hand of the Archon)
  Kill Team: Soulshackle (Hand of the Archon)Expansion21.1March 2024

FAQ

Expansion: Kill Team: Soulshackle (Hand of the Archon)

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.

Hand of the Archon Kill Team

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.

Operatives


Other than KABALITE AGENT operatives, your kill team can only include each operative above once.

Your kill team can only include up to two darklight weapons (blast pistol, blaster and dark lance).

Ability

Below, you will find a common ability of the HAND OF THE ARCHON kill team.

Power from Pain

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.

You can spend friendly operatives’ Pain tokens on the Invigorations below when the ‘When’ condition is met. For each Pain token you spend, remove it from the operative. With the exception of Stimulated Senses, each Invigoration can only be used once per activation.

InvigorationWhenEffect
Dark AnimusWhen the operative is activated.Add 1 to the operative’s APL.
Vitalised SurgeAfter incapacitating an enemy operative with the operative.Perform a free Dash action, even if it has performed a Charge action during the activation.
Stimulated SensesAfter rolling one of your attack or defence dice for a combat or shooting attack with the operative.Re-roll that dice.

Strategic Ploys

If your faction is HAND OF THE ARCHON, you can use the following Strategic Ploys during a game.

BLADE ARTISTS1CP
Strategic Ploy
Until the end of the Turning Point, melee weapons friendly HAND OF THE ARCHON operatives are equipped with gain the Rending critical hit rule.
FLEET OF FOOT1CP
Strategic Ploy
Until the end of the Turning Point, each time a friendly HAND OF THE ARCHON operative performs a Fall Back or Normal Move action, it can immediately perform a free Dash action after that action, or vice versa.
FROM DARKNESS, DEATH1CP
Strategic Ploy
Until the end of the Turning Point, each time a friendly HAND OF THE ARCHON operative is activated, you can select one enemy operative that friendly operative is not in Line of Sight of. Until the end of the activation, the first time that friendly operative fights in combat or makes a shooting attack against that enemy operative, in the Roll Attack Dice step of that combat or shooting attack, you can retain one successful normal hit as a critical hit instead.
DENIZENS OF NIGHT1CP
Strategic Ploy
Until the end of the Turning Point, while a friendly HAND OF THE ARCHON operative has a Conceal order, is within of your drop zone and is more than from the active operative, it’s always treated as having a Conceal order, regardless of any other rules (e.g. Vantage Point).

Tactical Ploys

If your faction is HAND OF THE ARCHON, you can use the following Tactical Ploys during a game.

CRUEL DECEPTION1CP
Tactical Ploy
Use this Tactical Ploy when a friendly HAND OF THE ARCHON operative is activated. Until the end of its activation, that operative can perform the Fall Back action for one less action point (to a minimum of 0AP).
DEVIOUS SCHEME1CP
Tactical Ploy
Use this Tactical Ploy after an opponent uses a Tactical Ploy or Strategic Ploy. The next time they would use that ploy, they must spend 1 additional Command point to do so (at which point this effect ends). You cannot use this Tactical Ploy again during the battle until its effect has ended.
HEINOUS ARROGANCE1CP
Tactical Ploy
Use this Tactical Ploy when it is your turn to activate a ready friendly operative. You can skip on that activation.
PREY ON THE WOUNDED1CP
Tactical Ploy
Use this Tactical Ploy after rolling attack dice for a combat or shooting attack made by a friendly HAND OF THE ARCHON operative. If the target of that attack has half or fewer of its wounds remaining, in the Roll Attack Dice step of that combat or shooting attack, you can re-roll any or all of your attack dice.

Tac Ops

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.

PAY THE SOUL DEBT
Hand of the Archon – Faction Tac Op 1
Reveal this Tac Op the first time a friendly HAND OF THE ARCHON operative gains a Pain token. Start a Soul Debt tally, adding one to the tally each time a friendly HAND OF THE ARCHON operative gains a Pain token (including the first time).
  • If your Soul Debt tally is seven or more, you score 1VP.
  • If your Soul Debt tally is nine or more, you score 1VP.
SLAVE RUN
Hand of the Archon – Faction Tac Op 2
Reveal this Tac Op the first time an enemy operative is incapacitated. Each time an enemy operative is incapacitated, before it is removed from the killzone, place one of your Slave tokens underneath the operative as close as possible to the centre of its base. Friendly HAND OF THE ARCHON operatives can perform the Pick Up action on that token while not within Engagement Range of an enemy operative. Subtract from their Movement characteristic while they are carrying it. At the end of the battle:
  • If two or more of your Slave tokens are being carried by friendly HAND OF THE ARCHON operatives, you score 1VP.
  • If four or more of your Slave tokens are being carried by friendly HAND OF THE ARCHON operatives, you score 1VP.
CONTEMPTUOUS SLAUGHTER
Hand of the Archon – Faction Tac Op 3
You can reveal this Tac Op at the end of any Turning Point.
  • At the end of any Turning Point, if one or more enemy operatives were incapacitated during that Turning Point and no friendly HAND OF THE ARCHON operatives were, you score 1VP.
  • If you achieve the first condition at the end of any subsequent Turning Points, you score 1VP.
You cannot score these conditions in a Turning Point in which no friendly HAND OF THE ARCHON operatives are in the killzone.

Spec Ops Rules

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.

Battle Honours

Each time a HAND OF THE ARCHON operative gains a Battle Honour, instead of determining one from its specialism, you can instead determine one from the Hand of the Archon Specialist table below. You can either roll one D6 to randomly determine the Battle Honour (re-rolling if it isn’t suitable), or you can select an appropriate one. As with any Battle Honour, an operative cannot have the same one more than once (if a duplicate result is rolled, roll again until a different result is rolled).

HAND OF THE ARCHON SPECIALIST
D6Battle Honour
1Epicurean of Suffering: The first time you would spend a Pain token to re-roll one of your attack or defence dice for this operative in each battle, the effect takes place but that Pain token is not spent.
2Pain Artist: If this operative incapacitates an enemy operative while fighting in combat, it gains 1 additional Pain token.
3Shadow Hunter: Each time a shooting attack is made against this operative, in the Roll Defence Dice step of that shooting attack, before rolling your defence dice, if it is in Cover and more than from the active operative, you can retain one additional dice as a successful normal save as a result of Cover.
4Spire Stalker: Each time this operative climbs, drops or traverses, you can ignore the first distance of it travels for that climb, drop or traverse.
5Conniving: Each time this operative is activated, you can use the Cruel Deception Tactical Ploy for it without spending any Command points.
6Patient Predator: Each time this operative fights in combat or makes a shooting attack against an enemy operative that is not ready, your opponent cannot re-roll their attack or defence dice.

Rare Equipment

Each time you would determine an item of rare equipment to add to your stash, if your faction is HAND OF THE ARCHON, you can determine one from the table below instead of determining one from another source. To do so, you can either roll one D6 to randomly determine the rare equipment (re-rolling if it isn’t suitable), or you can select an appropriate one. As with any item of rare equipment, your stash cannot include more than one of each item (if a duplicate result is rolled, roll again until a different result is rolled).

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:

Tormented Soulstone: Once during the battle, when this operative is activated, you can use this ability. If you do so, this operative regains D3+3 lost wounds.

3. CLONE FIELD [3EP]

The operative gains the following ability for the battle:

Clone Field: Once during the battle, when this operative is selected as the target of a combat or shooting attack, you can use this ability. If you do so, this operative can immediately perform a free Dash action as though it can FLY (and can do so even if it is within Engagement Range of an enemy operative). If it is no longer a valid target, that combat or shooting attack immediately ends (the action points subtracted are not refunded).

4. PAIN CASKET [2EP]

The operative gains the following ability for the battle:

Pain Casket: Each time a friendly HAND OF THE ARCHON operative within of this operative would gain a Pain token, you can select another friendly HAND OF THE ARCHON operative within of this operative to gain it instead.

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:

Soul-scent Barb: When you select this item of equipment, also select one enemy operative. Until the end of the battle, each time this operative fights in combat with or makes a shooting attack against that enemy operative, in the Roll Attack Dice step of that combat or shooting attack, you can re-roll any or all of your attack dice.


Strategic Assets

Each time you would add a strategic asset to your base of operations, if your faction is HAND OF THE ARCHON, you can select one from the list below instead of selecting one from another source. As with any strategic asset, you can never have more than one of each.

SHRINE OF SUFFERING

Hands 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 LABORATORY

This 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-DISTILLERY

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.

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).


Requisitions

In a Spec Ops campaign, if your faction is HAND OF THE ARCHON, you can use the following Requisitions in addition to those presented in other sources.

RUTHLESS COMPETITION1RP

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.

Purchase this Requisition before or after a game, if your kill team is currently conducting a Spec Op. Select two friendly HAND OF THE ARCHON operatives. Until that Spec Op ends:
  • You cannot purchase this Requisition again.
  • Keep an Ambition tally for each of those operatives, adding 1 to their tally each time they incapacitate an enemy operative.
  • At the end of the Select a Kill Team step, if the friendly operative with an Ambition tally lower than the other is selected for deployment, they gain 1 Pain token (pg 41) for the battle.
DARK REGENERATION2RP

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.

Purchase this Requisition when a friendly HAND OF THE ARCHON operative is slain. That operative is not slain, but must be Rested for the next two battles.
AMBITIOUS ADVANCEMENT1RP

Power amongst the Kabals is viciously fought for. Once gained, this superiority must be jealously defended.

Purchase this Requisition after a battle. Select one friendly HAND OF THE ARCHON operative that earned more experience points than another friendly HAND OF THE ARCHON operative of a higher rank from that battle. That selected friendly operative earns a number of experience points equal to the difference between those operatives in ranks. For example, if an operative of Adept rank earned more experience points than an operative of Ace rank, that first operative would earn 2XP.

Spec Ops

Each time you would select a Spec Op for your kill team to be assigned to, if your faction is HAND OF THE ARCHON, you can select one from those found below instead of selecting one from another source.

Slave Raid

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.

OPERATION 1: CORRAL FLESH-HARVEST

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.

OPERATION 2: DELIVERING THE QUARRY

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.

COMMENDATION

SPEC OPS BONUS
For the purposes of a mission’s Spec Ops bonus, this Spec Op is considered an ‘Extraction’ Spec Op.

Remove Rival

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.

OPERATION 1: EMBED RIVAL

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.

OPERATION 2: ‘ACCIDENTAL’ ELIMINATION

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.

COMMENDATION
  • The rival automatically fails a Casualty test and suffers the Slain Battle Scar (you cannot use the Dark Regeneration Requisition).
  • Your LEADER operative earns 5XP.
  • You can distribute up to 5XP across the other operatives on your dataslate.
  • You can add one item of rare equipment to your stash, or you can increase your asset capacity by one.
  • You can use the Operative Assigned Requisition once without spending any Requisition points.
Designer’s Note: A premature death will raise suspicion, therefore if the rival is removed from your dataslate before you complete operation 2 (e.g. if it suffers the Slain Battle Scar during operation 1), the Spec Op is aborted.

SPEC OPS BONUS
For the purposes of a mission’s Spec Ops bonus, this Spec Op is considered an ‘Honour-Bound’ Spec Op.

Equipment

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:

Chain Snare: While only one enemy operative is within Engagement Range of this operative, that enemy operative is snared. Each time a snared enemy operative would perform a Fall Back action, roll one D6, subtracting 1 if that enemy operative has a higher Wounds characteristic than this operative, and adding 1 if that enemy operative is injured. On a 4+, that enemy operative cannot perform that action, but no action points are subtracted.

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:

PHANTASM GRENADE1AP

Select one point on the killzone within of this operative. Roll one D6 for each operative within of that point, subtracting 1 from the result if that operative is not Visible to this operative. On a 4+, subtract 1 from that operative’s APL. This operative can only perform this action once, and cannot perform this action while within Engagement Range of an enemy operative.

KABALITE BANNER+ [2EP]

This operative gains the following ability for the battle:

Kabalite Banner: While a friendly HAND OF THE ARCHON operative is Visible to and within of this operative, when determining control of an objective marker, treat that friendly operative’s APL characteristic as being 1 higher. Note that this is not a modifier.


Datacards


Kabalite Archsybarite

Those who wield superiority among their Archon’s elite have risen to power through ruthlessness and manipulative scheming. They are also dread combatants, for expert bladework and athletic strength are required to maintain authority.

Kabalite Archsybarite

Those who wield superiority among their Archon’s elite have risen to power through ruthlessness and manipulative scheming. They are also dread combatants, for expert bladework and athletic strength are required to maintain authority.

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 , AP2Rng , 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 1Brutal, 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.
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.
ABILITIES
Cunning: In the Play Strategic Ploys step of each Strategy phase, if you pass at the first opportunity, you gain 1CP.
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.
DATACARD-RELATED
TOXIN CRYO-DISTILLERY , Wicked Blade , Refined Poison
HAND OF THE ARCHON, AELDARI, DRUKHARI, LEADER, KABALITE, ARCHSYBARITE
HAND OF THE ARCHON, AELDARI, DRUKHARI, LEADER, KABALITE, ARCHSYBARITE


Kabalite Agent

Well equipped and with murderous talents honed by survival in Commorragh, Agents of Hand of the Archon kill teams are malevolent enforcers. Any prey they cannot painfully cut down with their splinter rifles, they slice apart with graceful sweeps of their numerous blades.

Kabalite Agent

Well equipped and with murderous talents honed by survival in Commorragh, Agents of Hand of the Archon kill teams are malevolent enforcers. Any prey they cannot painfully cut down with their splinter rifles, they slice apart with graceful sweeps of their numerous blades.

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
-
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.
ABILITIES
-
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.
DATACARD-RELATED
TOXIN CRYO-DISTILLERY , Wicked Blade , Refined Poison
HAND OF THE ARCHON, AELDARI, DRUKHARI, KABALITE, AGENT
HAND OF THE ARCHON, AELDARI, DRUKHARI, KABALITE, AGENT


Kabalite Crimson Duellist

Crimson Duellists are vicious murder-artists who work with a gory palette of their enemies’ viscera. Masters of various weapons, many hunt with the ostentatious razorflail, performing signature kills when their Archon requires a highly visible display of power.

Kabalite Crimson Duellist

Crimson Duellists are vicious murder-artists who work with a gory palette of their enemies’ viscera. Masters of various weapons, many hunt with the ostentatious razorflail, performing signature kills when their Archon requires a highly visible display of power.

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).
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).
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).
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).
DATACARD-RELATED
TOXIN CRYO-DISTILLERY , Refined Poison
HAND OF THE ARCHON, AELDARI, DRUKHARI, KABALITE, CRIMSON DUELLIST
HAND OF THE ARCHON, AELDARI, DRUKHARI, KABALITE, CRIMSON DUELLIST


Kabalite Disciple of Yaelindra

Yaelindra founded an infamous cult of poisoners, said to concoct the most potent toxins known to the Dark City. Her adepts weaponise deadly venoms, lacing them into torment grenades or delivering them via hollow slivers fired by stinger pistols with horrific results.

Kabalite Disciple of Yaelindra

Yaelindra founded an infamous cult of poisoners, said to concoct the most potent toxins known to the Dark City. Her adepts weaponise deadly venoms, lacing them into torment grenades or delivering them via hollow slivers fired by stinger pistols with horrific results.

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:
  • Attack dice results (excluding 1) that are less than the target’s Save characteristic inflict 1 mortal wound on the target.
  • Attack dice results of 1 inflict 3 mortal wounds on the target instead.
  • At the end of the Roll Attack Dice step, that shooting attack ends (no defence dice are rolled and no further damage is inflicted).
Note that it is the target’s Save characteristic, not an invulnerable save.
*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.
Torment Grenade (1AP): Select one point in the killzone within of this operative. Roll one D6 for each other operative within of that point. For each roll:
  • Add 1 to the result if that other operative has a Save characteristic of 4+ or worse.
  • Subtract 1 from the result if that other operative is not Visible to this operative.
On a 3+, that other operative is poisoned until the end of the battle (operatives can only be poisoned once):
  • At the end of the Ready Operatives step of each Turning Point, poisoned operatives suffer 2 mortal wounds.
  • Poisoned operatives are treated as being injured, regardless of any rules that say they cannot be injured.
  • The effects of being poisoned remain, even if this operative is incapacitated.
This operative cannot perform this action while within Engagement Range of an enemy operative.
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:
  • Attack dice results (excluding 1) that are less than the target’s Save characteristic inflict 1 mortal wound on the target.
  • Attack dice results of 1 inflict 3 mortal wounds on the target instead.
  • At the end of the Roll Attack Dice step, that shooting attack ends (no defence dice are rolled and no further damage is inflicted).
Note that it is the target’s Save characteristic, not an invulnerable save.
*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.
UNIQUE ACTIONS
Torment Grenade (1AP): Select one point in the killzone within of this operative. Roll one D6 for each other operative within of that point. For each roll:
  • Add 1 to the result if that other operative has a Save characteristic of 4+ or worse.
  • Subtract 1 from the result if that other operative is not Visible to this operative.
On a 3+, that other operative is poisoned until the end of the battle (operatives can only be poisoned once):
  • At the end of the Ready Operatives step of each Turning Point, poisoned operatives suffer 2 mortal wounds.
  • Poisoned operatives are treated as being injured, regardless of any rules that say they cannot be injured.
  • The effects of being poisoned remain, even if this operative is incapacitated.
This operative cannot perform this action while within Engagement Range of an enemy operative.
DATACARD-RELATED
TOXIN CRYO-DISTILLERY , Wicked Blade , Refined Poison
HAND OF THE ARCHON, AELDARI, DRUKHARI, KABALITE, DISCIPLE OF YAELINDRA
HAND OF THE ARCHON, AELDARI, DRUKHARI, KABALITE, DISCIPLE OF YAELINDRA


Kabalite Elixicant

Elixicants are expert applicators of the various products of their Kabal’s biochemical industries. Such stimulants, virulent narcotics and arcane synthetic hormones invigorate their fellow Kabalites in varying ways. To the enemy, however, they offer only slow and painful death.

Kabalite Elixicant

Elixicants are expert applicators of the various products of their Kabal’s biochemical industries. Such stimulants, virulent narcotics and arcane synthetic hormones invigorate their fellow Kabalites in varying ways. To the enemy, however, they offer only slow and painful death.

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+. !StunRng , 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:
  • Painbringer: Each time this operative would lose a wound as a result of an attack dice that inflicts damage, roll one D6: on a 6, that wound is not lost.
  • Hypex: Add to this operative’s Movement characteristic.
Administer Drug (1AP): Select one friendly HAND OF THE ARCHON operative Visible to and within of this operative. Then select one of the following:
  • That operative regains D3+1 lost wounds.
  • Select a different Combat Drugs ability (see above) for that operative to gain until the end of the battle (this replaces its previous Combat Drugs ability).
This operative cannot perform this action while within Engagement Range of an enemy operative.
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:
  • Painbringer: Each time this operative would lose a wound as a result of an attack dice that inflicts damage, roll one D6: on a 6, that wound is not lost.
  • Hypex: Add to this operative’s Movement characteristic.
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:
  • That operative regains D3+1 lost wounds.
  • Select a different Combat Drugs ability (see above) for that operative to gain until the end of the battle (this replaces its previous Combat Drugs ability).
This operative cannot perform this action while within Engagement Range of an enemy operative.
DATACARD-RELATED
TOXIN CRYO-DISTILLERY , Wicked Blade , Refined Poison
HAND OF THE ARCHON, AELDARI, DRUKHARI, KABALITE, ELIXICANT
HAND OF THE ARCHON, AELDARI, DRUKHARI, KABALITE, ELIXICANT


Kabalite Flayer

Drukhari hunger for others’ pain, and Flayers are gruesomely adept at generating it in their victims. Their murders are neither swift nor clean, and with every pleasing scream they elicit from their foes, they unleash waves of empowering agony.

Kabalite Flayer

Drukhari hunger for others’ pain, and Flayers are gruesomely adept at generating it in their victims. Their murders are neither swift nor clean, and with every pleasing scream they elicit from their foes, they unleash waves of empowering agony.

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*RelentlessFlay*
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.
-
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.
UNIQUE ACTIONS
-
HAND OF THE ARCHON, AELDARI, DRUKHARI, KABALITE, FLAYER
HAND OF THE ARCHON, AELDARI, DRUKHARI, KABALITE, FLAYER


Kabalite Gunner

From the darklight caress of blasters to the mesh of monofilament barbs unleashed by shredders, specialist Gunners of the Kabals revel in unleashing torment on the move. Such warriors may earn these potent weapons through skill, or kill their way to the position.

Kabalite Gunner

From the darklight caress of blasters to the mesh of monofilament barbs unleashed by shredders, specialist Gunners of the Kabals revel in unleashing torment on the move. Such warriors may earn these potent weapons through skill, or kill their way to the position.

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
AP2AP2-
Shredder
Shredder
5
3+
3/4
Blast . !RendingBlast Rending
Array of blades
Array of blades
3
3+
3/4
--
ABILITIES UNIQUE ACTIONS
-
-
ABILITIES
-
UNIQUE ACTIONS
-
DATACARD-RELATED
Wicked Blade
HAND OF THE ARCHON, AELDARI, DRUKHARI, KABALITE, GUNNER
HAND OF THE ARCHON, AELDARI, DRUKHARI, KABALITE, GUNNER


Kabalite Heavy Gunner

Drukhari weapons technology is far in advance of most races’ capabilities, and Kabalite Heavy Gunners wield armaments of hellish power. Dark lances fire midnight beams that can vaporise foes, while splinter cannons scythe through the enemy with poisoned shards.

Kabalite Heavy Gunner

Drukhari weapons technology is far in advance of most races’ capabilities, and Kabalite Heavy Gunners wield armaments of hellish power. Dark lances fire midnight beams that can vaporise foes, while splinter cannons scythe through the enemy with poisoned shards.

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, UnwieldyAP2, 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
-
-
ABILITIES
-
UNIQUE ACTIONS
-
DATACARD-RELATED
TOXIN CRYO-DISTILLERY , Wicked Blade , Refined Poison
HAND OF THE ARCHON, AELDARI, DRUKHARI, KABALITE, HEAVY GUNNER
HAND OF THE ARCHON, AELDARI, DRUKHARI, KABALITE, HEAVY GUNNER


Kabalite Skysplinter Assassin

Used to scouting ahead, these operatives stand apart from their comrades and are seen as harbouring secret agendas. Such paranoia is a tool they know how to use in their favour, and the ominous sight of their razorwings haunts both foes and so-called ’allies’ alike.

Kabalite Skysplinter Assassin

Used to scouting ahead, these operatives stand apart from their comrades and are seen as harbouring secret agendas. Such paranoia is a tool they know how to use in their favour, and the ominous sight of their razorwings haunts both foes and so-called ’allies’ alike.

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, SilentIndirect, No Cover, Silent-
Shardcarbine
Shardcarbine
4
3+
2/2
Ceaseless, Lethal 5+. !MW2Ceaseless, 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:
  • If it is an enemy operative, your opponent must re-roll dice results of 6.
  • If it is a friendly operative, you can re-roll dice results of 1.
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.
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.
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:
  • If it is an enemy operative, your opponent must re-roll dice results of 6.
  • If it is a friendly operative, you can re-roll dice results of 1.
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.
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.
DATACARD-RELATED
TOXIN CRYO-DISTILLERY , Wicked Blade , Refined Poison
HAND OF THE ARCHON, AELDARI, DRUKHARI, KABALITE, SKYSPLINTER ASSASSIN
HAND OF THE ARCHON, AELDARI, DRUKHARI, KABALITE, SKYSPLINTER ASSASSIN
Power from Pain

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.

You can spend friendly operatives’ Pain tokens on the Invigorations below when the ‘When’ condition is met. For each Pain token you spend, remove it from the operative. With the exception of Stimulated Senses, each Invigoration can only be used once per activation.

InvigorationWhenEffect
Dark AnimusWhen the operative is activated.Add 1 to the operative’s APL.
Vitalised SurgeAfter incapacitating an enemy operative with the operative.Perform a free Dash action, even if it has performed a Charge action during the activation.
Stimulated SensesAfter rolling one of your attack or defence dice for a combat or shooting attack with the operative.Re-roll that dice.
FROM DARKNESS, DEATH1CP
Strategic Ploy
Until the end of the Turning Point, each time a friendly HAND OF THE ARCHON operative is activated, you can select one enemy operative that friendly operative is not in Line of Sight of. Until the end of the activation, the first time that friendly operative fights in combat or makes a shooting attack against that enemy operative, in the Roll Attack Dice step of that combat or shooting attack, you can retain one successful normal hit as a critical hit instead.
FLEET OF FOOT1CP
Strategic Ploy
Until the end of the Turning Point, each time a friendly HAND OF THE ARCHON operative performs a Fall Back or Normal Move action, it can immediately perform a free Dash action after that action, or vice versa.
Actions
Actions are categorised as follows:
  • Universal actions can be performed by all operatives. They are detailed below.
  • Unique actions are actions detailed on an operative’s datacard that only they can perform, such as the Dakka Dash action found on the example datacard.
  • Mission actions are specific to the mission you are playing, and will be detailed by that mission’s briefing. Missions can be found here (Open Play mission) and here (Spec Ops Narrative missions).
  • Free actions can only be performed when another rule specifies. Each time an operative would perform a free action, the following rules apply.
    • The operative can perform the action, so long as the requirements of the action are met.
    • The player does not subtract any additional AP to perform the action.
    • The operative would still count as performing the action for all rules purposes. For example, if it performed it during its activation, it would not be able to perform the action again during that activation.

For example, when a KOMMANDO DAKKA BOY performs a Dakka Dash action (see unique actions, above), it can perform a free Dash and free Shoot action without subtracting any additional AP (other than the AP spent on the Dakka Dash action). However, it is subject to those actions’ requirements, therefore it cannot perform the free Dash action if it is within Engagement Range of enemy operatives, and cannot perform the free Shoot action if it is within Engagement Range of enemy operatives or has a Conceal order. In addition, for each of the free actions it performs, it cannot perform them again during its activation.
Engagement Range
Engagement Range is the zone of threat that operatives present to their enemies. Many rules in the game use Engagement Range, such as when moving and fighting. Engagement Range is mutual, therefore operatives are within each other’s Engagement Range if one of them is Visible to and within of the other.
DEVIOUS SCHEME1CP
Tactical Ploy
Use this Tactical Ploy after an opponent uses a Tactical Ploy or Strategic Ploy. The next time they would use that ploy, they must spend 1 additional Command point to do so (at which point this effect ends). You cannot use this Tactical Ploy again during the battle until its effect has ended.
Rending
Each time a friendly operative fights in combat or makes a shooting attack with this weapon, in the Roll Attack Dice step of that combat or shooting attack, if you retain any critical hits you can retain one normal hit as a critical hit.
Cover
If an operative positions themselves in Cover, they will use it for protection while they have an Engage order, or hide behind it while they have a Conceal order. For an intended target to be in Cover, both of the following must be true:
  • The intended target is more than from the active operative.
  • The intended target is within of a point at which a Cover line crosses another operative’s base (unless that other operative is not itself in the active operative’s LoS), or a terrain feature that provides Cover (see Terrain Traits).

Note that an intended target that has an Engage order can gain a defensive benefit for being in Cover as specified in the shooting sequence.

To establish Cover lines, the active operative’s controlling player draws imaginary straight lines, 1mm wide, from any part of the active operative’s base to every part of the intended target’s base.
CRUEL DECEPTION1CP
Tactical Ploy
Use this Tactical Ploy when a friendly HAND OF THE ARCHON operative is activated. Until the end of its activation, that operative can perform the Fall Back action for one less action point (to a minimum of 0AP).
Fly
Each time an operative makes any kind of move, if it has the FLY keyword, it can move around, across and over other operatives (and their bases) as if they were not there, but must finish its move following all requirements specified by that move, and cannot finish its move on top of other operatives (or their bases).
SLAVE RUN
Hand of the Archon – Faction Tac Op 2
Reveal this Tac Op the first time an enemy operative is incapacitated. Each time an enemy operative is incapacitated, before it is removed from the killzone, place one of your Slave tokens underneath the operative as close as possible to the centre of its base. Friendly HAND OF THE ARCHON operatives can perform the Pick Up action on that token while not within Engagement Range of an enemy operative. Subtract from their Movement characteristic while they are carrying it. At the end of the battle:
  • If two or more of your Slave tokens are being carried by friendly HAND OF THE ARCHON operatives, you score 1VP.
  • If four or more of your Slave tokens are being carried by friendly HAND OF THE ARCHON operatives, you score 1VP.
ROB AND RANSACK
Seek & Destroy – Tac Op
You can reveal this Tac Op when an enemy operative is incapacitated by a friendly operative within of it, and that friendly operative is more than from other enemy operatives.
  • You score 1VP.
  • At the end of the battle, if you achieved the first condition and that friendly operative has not been incapacitated, you score 1VP.
CAPTURE HOSTAGE & INFILTRATE
Infiltration – Tac Op
You can reveal this Tac Op when an enemy operative is incapacitated by a friendly operative within of it, and that friendly operative is more than from other enemy operatives.
  • Remove that friendly operative from the killzone and you score 1VP.
  • If you achieve the first condition and it is the third or fourth Turning Point, you score 1VP.
Actions
Actions are categorised as follows:
  • Universal actions can be performed by all operatives. They are detailed below.
  • Unique actions are actions detailed on an operative’s datacard that only they can perform, such as the Dakka Dash action found on the example datacard.
  • Mission actions are specific to the mission you are playing, and will be detailed by that mission’s briefing. Missions can be found here (Open Play mission) and here (Spec Ops Narrative missions).
  • Free actions can only be performed when another rule specifies. Each time an operative would perform a free action, the following rules apply.
    • The operative can perform the action, so long as the requirements of the action are met.
    • The player does not subtract any additional AP to perform the action.
    • The operative would still count as performing the action for all rules purposes. For example, if it performed it during its activation, it would not be able to perform the action again during that activation.

For example, when a KOMMANDO DAKKA BOY performs a Dakka Dash action (see unique actions, above), it can perform a free Dash and free Shoot action without subtracting any additional AP (other than the AP spent on the Dakka Dash action). However, it is subject to those actions’ requirements, therefore it cannot perform the free Dash action if it is within Engagement Range of enemy operatives, and cannot perform the free Shoot action if it is within Engagement Range of enemy operatives or has a Conceal order. In addition, for each of the free actions it performs, it cannot perform them again during its activation.
PLANT SIGNAL BEACON
Recon – Tac Op
You must reveal this Tac Op when a friendly operative performs the Plant Signal Beacon action.
  • At the end of the battle, if your signal beacon token is within of your opponent's drop zone, you score 2VPs.
Once per battle, a friendly operative can perform the following mission action:

PLANT SIGNAL BEACON2AP

Place a signal beacon token within of this operative. An operative cannot perform this action while within of enemy operatives. If any enemy operatives finish a move within of the centre of your signal beacon token and more than from friendly operatives, remove that signal beacon token.
DARK REGENERATION2RP

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.

Purchase this Requisition when a friendly HAND OF THE ARCHON operative is slain. That operative is not slain, but must be Rested for the next two battles.
OPERATIVE ASSIGNED1RP

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.

Purchase this Requisition before or after a game. Add one operative to your dataslate. This must be an operative from your faction.
Lethal x
Each time a friendly operative fights in combat or makes a shooting attack with this weapon, in the Roll Attack Dice step of that combat or shooting attack, your attack dice results of equal to or greater than x that are successful hits are critical hits, x is the number after the weapon’s Lethal, e.g. Lethal 5+.
Rng x
Range. Each time a friendly operative makes a shooting attack with this weapon, only operatives within x are a valid target, x is the distance after the weapon’s Rng, e.g. Rng . All other rules for selecting a valid target still apply.
Visible
For an intended target to be Visible, the following must be true:
  • You can draw an imaginary, unobstructed straight line (known as a Visibility line) 1 mm wide from the head of the active operative’s miniature to any part of the miniature of the intended target (not its base).
In the rare instance that bases prevent an intended target from being Visible to the active operative, such as when the active operative is directly below or above the intended target, treat those bases as being invisible.

Some rare rules will require you to select a point that is Visible (e.g. a point on the killzone). In such circumstances, you must be able to draw an imaginary, unobstructed straight line 1mm wide from the head of the active operative’s miniature to the point you would select.
Blast x
Each time a friendly operative performs a Shoot action and selects this weapon (or, in the case of profiles, this weapon’s profile), after making the shooting attack against the target, make a shooting attack with this weapon (using the same profile) against each other operative Visible to and within X of the original target – each of them is a valid target and cannot be in Cover. X is the distance after the weapon’s Blast, e.g. Blast . An operative cannot make a shooting attack with this weapon by performing an Overwatch action.

  1. An operative performs a Shoot action, selects a ranged weapon with the Blast special rule, and selects operative A as the target.
  2. After making the shooting attack against operative A, it makes a shooting attack against operative B, determining if it is a valid target as if operative A was making the shooting attack.
  3. It cannot make a shooting attack against operative C, as when determining if it is a valid target in this manner, operative C is not Visible to operative A due to the terrain feature between them.
Indirect
Each time a friendly operative makes a shooting attack with this weapon, in the select valid target step of that shooting attack, enemy operatives are not in Cover.
Limited
This weapon can only be selected for use once per battle. If the weapon has a special rule that would allow it to make more than one shooting attack for an action (e.g. Blast), make each of those attacks as normal.
Modifying Characteristics
Some rules will modify the characteristics of an operative and/or their weapons. All modifiers to a characteristic are cumulative.

If a characteristic refers to the result required when rolling a D6 (i.e. Save, Ballistic Skill and Weapon Skill), the modifier will specify to improve or worsen the characteristic. As a lower result is a better characteristic, the modifier should be applied accordingly. For example, if a Ballistic Skill of 4+ is worsened by 1, it would be modified to a 5+.

If an operative’s APL is modified, it lasts until the end of its current or next activation (whichever comes first). Regardless of how many APL modifiers an operative is affected by, the total modification can never be more than -1 or +1 from its normal APL. For example, if an operative has an APL of 2, and two rules say to add 1 to the operative’s APL, until the end of its next activation it would have an APL of 3.
APx
Armour Penetration. Each time a friendly operative makes a shooting attack with this weapon, subtract x from the Defence of the target for that shooting attack, x is the number after the weapon’s AP, e.g. AP1. If two different APx special rules would be in effect for a shooting attack, they are not cumulative - the attacker selects which one to use.
Brutal
Each time a friendly operative fights in combat with this weapon, in the Resolve Successful Hits step of that combat, your opponent can only parry with critical hits.
Reap x
Each time a friendly operative fights in combat with this weapon, in the Resolve Successful Hits step of that combat, if you strike with a critical hit, inflict x mortal wounds on each other enemy operative Visible to the friendly operative and within of it or the target operative, x is the number after the weapon’s Reap (e.g. Reap 1).
Balanced
Each time a friendly operative fights in combat or makes a shooting attack with this weapon, in the Roll Attack Dice step of that combat or shooting attack, you can re-roll one of your attack dice.
TOXIN CRYO-DISTILLERY
Strategic Asset

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.

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).

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.
Invulnerable Save x+
Each time a shooting attack is made against an operative, the defender can use its invulnerable save instead of its normal Save characteristic. An invulnerable save is used like a normal Save characteristic, except that it cannot be modified in any way, and is not affected by any APx special rules (meaning the defender would use their normal Defence characteristic). x of the invulnerable save is the dice roll required for the defence dice to be successful, e.g. 4+.
Stun
Each time a friendly operative makes a shooting attack with this weapon, in the Roll Attack Dice step of that shooting attack, if you retain any critical hits, subtract 1 from the target’s APL. Each time a friendly operative fights in combat with this weapon, in the Resolve Successful Hits step of that combat:
  • The first time you strike with a critical hit, select one of your opponent’s normal hits from that combat to be discarded
  • The second time you strike with a critical hit, subtract 1 from the target’s APL.
Relentless
Each time a friendly operative fights in combat or makes a shooting attack with this weapon, in the Roll Attack Dice step of that combat or shooting attack, you can re-roll any or all of your attack dice.
Heavy
An operative cannot perform a Charge, Fall Back or Normal Move action in the same activation in which it performs a Shoot action with this ranged weapon.
Unwieldy
An operative can only make a shooting attack with this weapon if an extra AP is subtracted to perform a Shoot action. It cannot make a shooting attack with this weapon by performing an Overwatch action.
Fusillade
Each time a friendly operative performs a Shoot action and selects this weapon, after selecting a valid target, you can select any number of other valid targets within of the original target. Distribute your attack dice between the targets you have selected. Make a shooting attack with this weapon (using the same profile) against each of the targets you have selected using the attack dice you have distributed to each of them.
No Cover
Each time a friendly operative makes a shooting attack with this weapon, for that shooting attack, defence dice cannot be automatically retained as a result of Cover (they must be rolled instead).
Silent
While an operative has a Conceal order, it can perform Shoot actions if this is the ranged weapon (or weapon profile) that is selected for the shooting attack(s).
Ceaseless
Each time a friendly operative fights in combat or makes a shooting attack with this weapon, in the Roll Attack Dice step of that combat or shooting attack, you can re-roll any or all of your attack dice results of 1.
MWx
Mortal wounds. Each time a friendly operative makes a shooting attack with this weapon, in the roll attack dice step of that shooting attack, for each critical hit retained, inflict x mortal wounds on the target, x is the number after the weapon’s MW, e.g. MW3.

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