Blades of Khaine

Athletic, graceful and utterly lethal, the Aeldari warriors that comprise Blades of Khaine kill teams come together to undertake missions of utmost importance on behalf of their craftworlds. They are dispatched to sever specific strands of fate, ensuring that terrible events they have foreseen never come to pass.

Books

BookKindEditionVersionLast update
  Blades of Khaine
  Blades of KhaineFaction31.2April 2025

FAQ

Blades of Khaine

Q:If an operative is able to perform two Shoot actions in an activation and uses the Slicing Hurricane Dire Avenger ASPECT TECHNIQUE, can it perform both Shoot actions during the same Reposition action?
A:
Yes.
Archetype: *

Blades Of Khaine Kill Team

Operatives

  • 1 BLADES OF KHAINE operative selected from the following list:
    • DIRE AVENGER EXARCH equipped with one of the following options:
      • Shuriken catapult; fists
      • Twin shuriken catapult; gun butts
      • Or one option from each of the following:
      • Diresword or power weapon
      • Shimmershield or shuriken pistol
    • HOWLING BANSHEE EXARCH equipped with one of the following options:
      • Mirrorswords
      • Shuriken pistol; executioner
      • Shuriken pistol; power weapon
      • Shuriken pistol; triskele
      • Triskele; power weapon
    • STRIKING SCORPION EXARCH equipped with one of the following options:
      • Shuriken pistol; biting blade
      • Shuriken pistol; scorpion’s claw and chainsword
      • Twin shuriken pistols; twin chainswords

* Archetypes

Seek & Destroy, or the associated archetype of the most common Aspect keyword in your kill team (if two keywords are equally most common, you can choose one of those keywords). Aspect keywords and their associated archetypes are as follows:

  • DIRE AVENGER: Security
  • HOWLING BANSHEE: Recon
  • STRIKING SCORPION: Infiltration

Marker/Token Guide

Wraithbone Talisman token

Rune of Shielding token

Rune of Prophecy token

Faction Rules

Aspect Techniques

Aspect Warriors are trained in myriad killing techniques, parrying blows and acrobatic movements. These are as breathtaking to behold as they are lethal to their foes.

Each ASPECT TECHNIQUE is in a category: Dire Avenger, Howling Banshee and Striking Scorpion. Each ASPECT TECHNIQUE can only be used with a friendly operative that has the matching Aspect keyword, and each will specify when it can be used and what its effects are. In addition:
  • You cannot use more than one ASPECT TECHNIQUE per activation or counteraction.
  • You cannot use each ASPECT TECHNIQUE more than once per turning point.
  • If every friendly BLADES OF KHAINE operative selected for deployment has the same Aspect keyword (e.g. STRIKING SCORPION), you cannot use each ASPECT TECHNIQUE more than twice per turning point (instead of once).

Dire Avenger Aspect Techniques

THE SLICING HURRICANE

Trained to embrace supreme tactical flexibility, Dire Avengers are capable of unleashing clouds of razor-sharp shuriken while moving to secure ground or slipping out of reach of the foe.

Use this ASPECT TECHNIQUE when a friendly DIRE AVENGER operative is performing the Reposition action. That operative can perform the Shoot action during that action (it must do so in a location it can be placed, and any remaining move distance it had from that Reposition action can be used after it does so). You must select its shuriken catapult, shuriken pistol or twin shuriken catapult for that Shoot action.
DEATH OF A THOUSAND BLADES

Dire Avengers can unleash great deluges of monomolecular shuriken from their weapons. These lethal volleys echo the Death of a Thousand Blades – the punishment that Khaine meted out upon traitors, cheats and others he deemed unworthy of a clean kill.

Use this ASPECT TECHNIQUE when a friendly DIRE AVENGER operative is performing the Shoot action and you select a shuriken catapult or twin shuriken catapult. Until the end of that action, that weapon has the Torrent 2" weapon rule, but you cannot select more than one secondary target.
VIGILANCE OF THE AVENGER

The noble warrior who is tasked with punishing the unjust and the criminal must be ever vigilant. Their eyes must be keen and their aim must be true.

Use this ASPECT TECHNIQUE when a friendly DIRE AVENGER operative is performing the Shoot action and you select a shuriken catapult or twin shuriken catapult. Until the end of that action, that weapon has the Lethal 5+ weapon rule.
UNSTINTING, IMMOVABLE

Dire Avengers wear armour fashioned from psycho-sensitive thermoplas scales that are reactive to impact. When suffering a blow, the armour stiffens to spread the energy across the wearer. On top of this flexible suit, these Aspect Warriors wear bone-like plates over the most vulnerable areas of their body.

Use this ASPECT TECHNIQUE when an operative is shooting a friendly DIRE AVENGER operative, and you’ve rolled two or more fails. You can discard one of them to retain the other as a normal success instead.
RAGING HEAT OF THE DYING FLAME

The flames upon shrines of Asuryan possess a searing heat and never burn out, even if they dwindle. Thus does the Dire Avenger strive to imitate these flames, equally dangerous to the foe regardless of the injuries they sustain.

Use this ASPECT TECHNIQUE during a friendly DIRE AVENGER operative’s activation. Until the start of that operative’s next activation, you can ignore any changes to its stats from being injured (including its weapons’ stats).

Howling Banshee Aspect Techniques

THE WOE

Howling Banshees are woe given form. Emitting sonic screeches from their helms, they hurl themselves into the stunned foe, the lightning speed of their swordplay cutting through the enemy before a blow can be landed in return.

Use this ASPECT TECHNIQUE during a friendly HOWLING BANSHEE operative’s activation, after it’s performed the Charge action and incapacitated an enemy operative during the Fight action, and is no longer within control range of enemy operatives. That friendly operative can immediately perform a free Charge action using any remaining move distance it had from that first Charge action. That operative can perform two Charge actions during its activation to do so. The operative cannot have performed any other actions during this activation (but can do so after resolving this ASPECT TECHNIQUE).
RAIN OF TEARS

Howling Banshees dive in and out of combat with infuriating speed and agility, making it almost impossible for those few who survive their most brutal attacks to strike in return.

Use this ASPECT TECHNIQUE when a friendly HOWLING BANSHEE operative is fighting, after you strike with a critical success. End that sequence (any remaining attack dice are discarded) and immediately perform a free Dash or Fall Back action up to 3" with that operative (then the Fight action ends). That operative can do so even if it’s performed an action that prevents it from performing the Dash or Fall Back action.
ACROBATIC

When Howling Banshees traverse the battlefield, little slows them down. With effortless grace they leap and flip over intervening obstacles, landing with peerless poise and balance to drive their blades into the foe.

Use this ASPECT TECHNIQUE when a friendly HOWLING BANSHEE operative performs an action in which it moves. Until the end of the action, that operative:
  • Can ignore all vertical distances whenever it drops and climbs.
  • Can move through enemy operatives, move within control range of them, and during the Charge action can leave their control range (it must still end the move following all requirements for that move).
  • Cannot move more than its Move stat if it’s the Charge action.
SCREAM-THAT-STEALS

Any hope the foe has of retaining the upper hand over a Howling Banshee is lost the moment the leaping Aspect Warrior activates their Banshee mask. Their senses overwhelmed, the enemy are all but helpless against the merciless melee attacks that follow.

Use this ASPECT TECHNIQUE when a friendly HOWLING BANSHEE operative is fighting or retaliating, at the start of the Resolve Attack Dice step. You can resolve one of your successes before the normal order. If you do, that success must be used to block.
SHRIEK-THAT-KILLS

Those Howling Banshees who have learned how to focus their vocal chords correctly can emit a shriek so piercing and deafening that it can not only stun a foe, but liquefy their brain.

Use this ASPECT TECHNIQUE when a friendly HOWLING BANSHEE operative is performing the Shoot action. Until the end of that action, that operative can use the following ranged weapon:

 
NAME
ATK
HIT
DMG
Shriek-that-kills
6
3+
1/2

WR
Range 6", Saturate, Seek Light, Stun, Torrent 1"

Striking Scorpion Aspect Techniques

PATIENT STALK, SUDDEN BLOW

Carefully concealed in cover or in shadows, Striking Scorpions stalk their oblivious prey, manoeuvring around their targets in complete silence to select the optimum position to launch their killing strike.

Use this ASPECT TECHNIQUE when a friendly STRIKING SCORPION operative that has a Conceal order performs the Reposition action. During that action, that operative can move within control range of enemy operatives (it cannot end the move there), and you can inflict D3+2 damage on one enemy operative it moved within control range of after it’s moved.
STRIKE AND FADE

Masters of the hit and run attack, Striking Scorpions withdraw from combat as suddenly as they strike, disappearing into shadow like murderous spirits.

Use this ASPECT TECHNIQUE when a friendly STRIKING SCORPION operative incapacitates an enemy operative during the Fight action, and is no longer within 3" of enemy operatives. Change that friendly operative’s order to Conceal and it can immediately perform a free Dash action, even if it’s performed an action that prevents it from performing the Dash action.
SCORPION’S EYE

A Striking Scorpion’s shuriken pistol has a viewfinder psychically linked to its bearer. With it, the Aspect Warrior can see through multiple spectra as well as swiftly identify friend from foe.

Use this ASPECT TECHNIQUE when a friendly STRIKING SCORPION operative is performing the Shoot action and you select a shuriken pistol. Until the end of that action, that weapon has the Seek Light weapon rule.
MERCILESS STRIKES

When Striking Scorpions launch their assault, they attack with relentless ferocity, landing blow after blow to grant the enemy no moment or reprieve.

Use this ASPECT TECHNIQUE when a friendly STRIKING SCORPION operative is fighting, the first time you strike with a critical success during that sequence. Until the end of that sequence, that operative’s melee weapon has the Shock weapon rule.
ONE WITH THE GLOOM

Years of strict training render Striking Scorpions capable of blending uncannily with the shadows, waiting for the perfect moment to attack their unsuspecting foes with terrifying accuracy.

Use this ASPECT TECHNIQUE during a friendly STRIKING SCORPION operative’s activation. Until the start of its next activation, while that operative has a Conceal order and is in cover, it cannot be selected as a valid target, taking precedence over all other rules (e.g. Seek, Vantage terrain) except being within 2".

Strategy Ploys

FOREWARNED

Aspect Warriors go to battle armed with the foresight of their Craftworld’s seers.

Whenever an operative is shooting a ready friendly BLADES OF KHAINE operative, you can re-roll any of your defence dice results of one result (e.g. results of 2).
RUTHLESS POISE

Centuries of combat experience coupled with lightning reactions and exceptional grace render Aspect Warriors utterly lethal.

Whenever a friendly BLADES OF KHAINE operative is fighting a ready enemy operative, that friendly operative’s melee weapons have the Ceaseless weapon rule.
KHAINE'S VENGEANCE

The Aspect Warriors draw upon the Bloody-Handed God’s merciless example to dispatch their foes.

Whenever a friendly BLADES OF KHAINE operative is shooting an expended enemy operative, that friendly operative’s ranged weapons have the Ceaseless weapon rule.
DANCE OF DEATH

Lithe, acrobatic and utterly deadly, Aeldari Aspect Warriors exchange tactical positions with flawless grace.

Select two friendly BLADES OF KHAINE operatives visible to and within 6" of each other. Remove them both from the killzone and set them back up in each other’s previous locations (in other words, swap their positions).

Firefight Ploys

BLADEWIND1CP

Aspect Warriors strike with speed and precision, their shining blades scything through the foe in a storm of steel.

Use this firefight ploy during a friendly BLADES OF KHAINE operative’s activation. During that activation, that operative can perform two Fight actions.
STARFALL1CP

With punishing fusillades of accurate shuriken fire do the Aspect Warriors fell their enemies.

Use this firefight ploy during a friendly BLADES OF KHAINE operative’s activation. During that activation, that operative can perform two Shoot actions.
FADING LIGHT1CP

The Aspect Warrior slips away into darkness, leaving their foe striking at nothing but shadow.

Use this firefight ploy during a friendly BLADES OF KHAINE operative’s activation, before or after it performs an action. During that activation, that operative can perform the Fall Back action for 1 less AP.
CONTEMPT1CP

The martial superiority of the Aeldari species is expressed by their Aspect Warriors, who dance through incoming fire and heavy strikes with contemptuous ease.

Use this firefight ploy when a friendly BLADES OF KHAINE operative is retaliating or an enemy operative is shooting it, after your opponent rolls their attack dice, but before re-rolls. Until the end of the sequence, your opponent cannot re-roll their attack dice (if your opponent declared the use of any firefight ploys during that sequence that would allow them to re-roll, that ploy is cancelled and the CP spent on it is refunded).

Faction Equipment

RUNE OF SHIELDING

Shimmering with empyric energy, this rune flares brightly when it suffers impact from an enemy weapon, turning aside bullet, bolt or blade.

Once per battle, when an attack dice inflicts Normal Dmg on a friendly BLADES OF KHAINE operative, you can ignore that inflicted damage.
RUNE OF FORESIGHT

The bearer foresees the battle to come, anticipating the movements of the foe and positioning their warriors with uncanny guile.

When this equipment is revealed, roll one D3. In the Strategy phase of the turning point equal to the result, you gain 1 additional CP.
WRAITHBONE TALISMAN

Grown from living wraithbone material, this talisman lends the bearer strength and determination in the midst of battle.

Once per turning point, when a friendly BLADES OF KHAINE operative is shooting, fighting or retaliating, if you roll two or more fails, you can discard one of them to retain another as a normal success instead.

Datacards


Dire Avenger Exarch

These warriors are masters of their Aspect and devoted to their craftworld. In keeping with the tactical flexibility of their Aspect, all are master marksmen and bladesmen, as at ease shredding foes with volleys of razor-sharp shuriken as they are duelling enemy heroes in single combat.

Dire Avenger Exarch

These warriors are masters of their Aspect and devoted to their craftworld. In keeping with the tactical flexibility of their Aspect, all are master marksmen and bladesmen, as at ease shredding foes with volleys of razor-sharp shuriken as they are duelling enemy heroes in single combat.

APL
3
MOVE
7"
SAVE
3+
WOUNDS
9
 
NAME
ATK
HIT
DMG
WR
Shuriken catapult
Shuriken catapult
4
3+
3/4
RendingRending
Shuriken pistol
Shuriken pistol
4
3+
3/4
Range 8", RendingRange 8", Rending
Twin shuriken catapult
Twin shuriken catapult
4
3+
3/4
Ceaseless, RendingCeaseless, Rending
Diresword
Diresword
5
3+
4/5
Lethal 5+, RendingLethal 5+, Rending
Fists
Fists
4
3+
2/4
-
Gun butts
Gun butts
3
4+
2/3
-
Power weapon
Power weapon
5
3+
4/6
Lethal 5+Lethal 5+
Defence Tactics: Whenever this operative contests an objective marker or one of your mission markers, or whenever it’s shooting an enemy operative that does, this operative’s weapons have the Balanced weapon rule.
Exarch: This operative can perform two Shoot or two Fight actions during its activation.
Shimmershield: Whenever an operative is shooting a friendly BLADES OF KHAINE operative that’s visible to and within 2" of this operative, ignore the Piercing weapon rule. This operative only has this rule if you select the shimmershield weapon option.
BLADES OF KHAINE, AELDARI, ASURYANI, LEADER, DIRE AVENGER, EXARCH
⌀28mm


Dire Avenger Warrior

These operatives are famed for being as deadly on the attack as they are immovable in the defence, and are regarded as being the most tactically flexible of all the Aspects. They use their shuriken catapults to create an impenetrable storm of monomolecular blades.

Dire Avenger Warrior

These operatives are famed for being as deadly on the attack as they are immovable in the defence, and are regarded as being the most tactically flexible of all the Aspects. They use their shuriken catapults to create an impenetrable storm of monomolecular blades.

APL
3
MOVE
7"
SAVE
4+
WOUNDS
8
 
NAME
ATK
HIT
DMG
WR
Shuriken catapult
Shuriken catapult
4
3+
3/4
RendingRending
Fists
Fists
4
3+
2/4
-
Defence Tactics: Whenever this operative contests an objective marker or one of your mission markers, or whenever it’s shooting an enemy operative that does, this operative’s weapons have the Balanced weapon rule.
BLADES OF KHAINE, AELDARI, ASURYANI, DIRE AVENGER, WARRIOR
⌀28mm


Howling Banshee Exarch

Not only do the skills in elegant swordplay displayed by a Howling Banshee Exarch exceed those of the warriors she leads, but so harrowing and biting are her cries that their echoing reverberations haunt those who hear them long after the screams have died away

Howling Banshee Exarch

Not only do the skills in elegant swordplay displayed by a Howling Banshee Exarch exceed those of the warriors she leads, but so harrowing and biting are her cries that their echoing reverberations haunt those who hear them long after the screams have died away

APL
3
MOVE
7"
SAVE
3+
WOUNDS
9
 
NAME
ATK
HIT
DMG
WR
Shuriken pistol
Shuriken pistol
4
3+
3/4
Range 8", RendingRange 8", Rending
Triskele (throw)
Triskele (throw)
4
3+
2/3
Range 8", Rending, Torrent 2"Range 8", Rending, Torrent 2"
Executioner
Executioner
5
3+
3/7
Lethal 5+Lethal 5+
Mirrorswords
Mirrorswords
5
3+
4/6
Ceaseless, Lethal 5+Ceaseless, Lethal 5+
Power weapon
Power weapon
5
3+
4/6
Lethal 5+Lethal 5+
Triskele (slice)
Triskele (slice)
5
3+
4/5
RendingRending
Banshee Mask: Whenever this operative is fighting, worsen the Hit stat of the enemy operative’s melee weapons by 1. This isn’t cumulative with being injured.
Exarch: This operative can perform two Shoot or two Fight actions during its activation.
BLADES OF KHAINE, AELDARI, ASURYANI, LEADER, HOWLING BANSHEE, EXARCH
⌀28mm


Howling Banshee Warrior

The piercing, psychosonic scream that precedes the assault of these bone-armoured operatives renders those who hear it all but helpless. These shock waves buy the Howling Banshees time enough to strike, each one taking a head with a sweep of their glittering power weapon.

Howling Banshee Warrior

The piercing, psychosonic scream that precedes the assault of these bone-armoured operatives renders those who hear it all but helpless. These shock waves buy the Howling Banshees time enough to strike, each one taking a head with a sweep of their glittering power weapon.

APL
3
MOVE
7"
SAVE
4+
WOUNDS
8
 
NAME
ATK
HIT
DMG
WR
Shuriken pistol
Shuriken pistol
4
3+
3/4
Range 8", RendingRange 8", Rending
Power weapon
Power weapon
4
3+
4/6
Lethal 5+Lethal 5+
Banshee Mask: Whenever this operative is fighting, worsen the Hit stat of the enemy operative’s melee weapons by 1. This isn’t cumulative with being injured.
BLADES OF KHAINE, AELDARI, ASURYANI, HOWLING BANSHEE, WARRIOR
⌀28mm


Striking Scorpion Exarch

These sinister figures are even more skilled than the Aspect Warriors they lead. With the gigantic chainsword known as the biting blade, a Striking Scorpion Exarch can cleave their foes in two with a single swing, and use their scorpion’s claw to tear open Space Marine power armour with ease.

Striking Scorpion Exarch

These sinister figures are even more skilled than the Aspect Warriors they lead. With the gigantic chainsword known as the biting blade, a Striking Scorpion Exarch can cleave their foes in two with a single swing, and use their scorpion’s claw to tear open Space Marine power armour with ease.

APL
3
MOVE
7"
SAVE
3+
WOUNDS
9
 
NAME
ATK
HIT
DMG
WR
Shuriken pistol
Shuriken pistol
4
3+
3/4
Range 8", RendingRange 8", Rending
Twin shuriken pistols
Twin shuriken pistols
4
4+
3/4
Range 8", Ceaseless, RendingRange 8", Ceaseless, Rending
Biting blade
Biting blade
5
3+
5/6
RendingRending
Scorpion's claw and chainsword
Scorpion's claw and chainsword
5
3+
4/6
Brutal, Lethal 5+Brutal, Lethal 5+
Twin chainswords
Twin chainswords
5
3+
4/5
Ceaseless, RendingCeaseless, Rending
Mandiblasters: Whenever this operative performs the Fight action, at the start of the Roll Attack Dice step, you can use this rule. If you do, inflict 2 damage on the enemy operative in that sequence.
Exarch: This operative can perform two Shoot or two Fight actions during its activation.
BLADES OF KHAINE, AELDARI, ASURYANI, LEADER, STRIKING SCORPION, EXARCH
⌀28mm


Striking Scorpion Warrior

With limitless patience, after stalking their prey for hours or waiting in position for days, Striking Scorpions burst from concealment. With chainswords whirring and mandiblasters spitting needles of white fire, the Aspect Warriors’ emerald green armour is soon streaked red.

Striking Scorpion Warrior

With limitless patience, after stalking their prey for hours or waiting in position for days, Striking Scorpions burst from concealment. With chainswords whirring and mandiblasters spitting needles of white fire, the Aspect Warriors’ emerald green armour is soon streaked red.

APL
3
MOVE
7"
SAVE
4+
WOUNDS
8
 
NAME
ATK
HIT
DMG
WR
Shuriken pistol
Shuriken pistol
4
3+
3/4
Range 8", RendingRange 8", Rending
Chainsword
Chainsword
4
3+
4/5
RendingRending
Mandiblasters: Whenever this operative performs the Fight action, at the start of the Roll Attack Dice step, you can use this rule. If you do, inflict 2 damage on the enemy operative in that sequence.
BLADES OF KHAINE, AELDARI, ASURYANI, STRIKING SCORPION, WARRIOR
⌀28mm

Shoot1AP

Shoot with the active operative by following the sequence below. The active operative’s player is the attacker. The selected enemy operative’s player is the defender.

An operative cannot perform this action while it has a Conceal order, or while within control range of an enemy operative.

The DIRE AVENGER keyword is used in the following Blades of Khaine datacards:

Reposition1AP

Move the active operative up to its Move stat to a location it can be placed. This must be done in one or more straight-line increments, and increments are always rounded up to the nearest inch.

It cannot move within control range of an enemy operative, unless one or more other friendly operatives are already within control range of that enemy operative, in which case it can move within control range of that enemy operative but cannot finish the move there.

An operative cannot perform this action while within control range of an enemy operative, or during the same activation in which it performed the Fall Back or Charge action.
THE SLICING HURRICANE

Trained to embrace supreme tactical flexibility, Dire Avengers are capable of unleashing clouds of razor-sharp shuriken while moving to secure ground or slipping out of reach of the foe.

Use this ASPECT TECHNIQUE when a friendly DIRE AVENGER operative is performing the Reposition action. That operative can perform the Shoot action during that action (it must do so in a location it can be placed, and any remaining move distance it had from that Reposition action can be used after it does so). You must select its shuriken catapult, shuriken pistol or twin shuriken catapult for that Shoot action.

The HOWLING BANSHEE keyword is used in the following Blades of Khaine datacards:

The STRIKING SCORPION keyword is used in the following Blades of Khaine datacards:

Counteract
When you would activate a ready friendly operative, if all your operatives are expended but your opponent still has ready operatives, you can select an expended friendly operative with an Engage order to perform a 1AP action (excluding Guard) for free. Each operative can only counteract once per turning point. That operative cannot move more than 2", or must be set up wholly within 2" if it’s removed and set up again, while counteracting (this is not a change to its Move stat, and takes precedence over all other rules). Counteracting is optional, so you can choose not to. In either case, activation alternates back to your opponent afterwards.

Counteracting isn’t an activation, it’s instead of activating. This difference is important; for instance, it means action restrictions won't apply.
Torrent x
Select a valid target as normal as the primary target, then select any number of other valid targets within x of the first valid target as secondary targets, e.g. Torrent 2". Shoot with this weapon against all of them in an order of your choice (roll each sequence separately).
Lethal x+
Your successes equal to or greater than x are critical successes, e.g. Lethal 5+.
Damage
When damage is inflicted on an operative, reduce their wounds by that amount. An operative’s starting number of wounds is determined by its Wounds stat (see datacards). If an operative’s wounds are reduced to 0 or less, it’s incapacitated, then removed from the killzone. Some rules allow an incapacitated operative to perform a free action before being removed from the killzone. Such an operative cannot perform more than one free action (excluding Place Marker) in this instance, and that operative’s player decides the order of any of its rules that occur before it’s removed from the killzone (taking precedence over the player with initiative deciding).

While an operative has fewer than its starting wounds remaining, it’s wounded. While it has fewer than half its starting wounds remaining, it’s also injured. Subtract 2" from the Move stat of injured operatives and worsen the Hit stat of their weapons by 1.

Keep track of each operative’s remaining wounds with dice, tokens or by writing it down.

‘Incapacitated’ and ‘removed from the killzone’ are separate. Some rules take effect when an operative is incapacitated, but before it’s removed.

Charge1AP

The same as the Reposition action, except the active operative can move an additional 2".

It can move, and must finish the move, within control range of an enemy operative. If it moves within control range of an enemy operative that no other friendly operatives are within control range of, it cannot leave that operative’s control range.

An operative cannot perform this action while it has a Conceal order, if it’s already within control range of an enemy operative, or during the same activation in which it performed the Reposition, Dash or Fall Back action.

Fight1AP

Fight with the active operative by following the sequence below. The active operative’s player is the attacker. The selected enemy operative’s player is the defender.

An operative cannot perform this action unless an enemy operative is within its control range.
Control Range
Many rules relate to control range such as moving, fighting and using cover. Something is within an operative’s control range if it’s visible to and within 1" of that operative.

Control range between operatives is mutual, therefore operatives are within each other’s control range if one of them is visible to and within 1" of the other.

Operatives A and B are within each other’s control range.

The terrain is within both operative B and C’s control range.

Because of the terrain, operative B is not visible to operative C, and vice versa, therefore they are not within each other’s control range.


Imagine control range as an area of interaction the operative has with things close to it.

Dash1AP

The same as the Reposition action, except don’t use the active operative’s Move stat — it can move up to 3" instead. In addition, it cannot climb during this move, but it can drop and jump.

An operative cannot perform this action while within control range of an enemy operative, or during the same activation in which it performed the Charge action.

Fall Back2AP

The same as the Reposition action, except the active operative can move within control range of an enemy operative, but cannot finish the move there.

An operative cannot perform this action unless an enemy operative is within its control range. It cannot perform this action during the same activation in which it performed the Reposition or Charge action.
Dropping
Operatives drop down when they move off terrain or after they’ve jumped. Ignore 2" of vertical distance that they drop during each action. This means a vertical drop of 2" or less is ignored. If they drop multiple times during an action, only 2" total is ignored, not 2" from each drop.
Climbing
An operative must be within 1" horizontally and 3" vertically of terrain that’s visible to them to climb it. Each climb is treated as a minimum of 2" vertically (e.g. a 1" distance is treated as 2").
Range x
Only operatives within x of the active operative can be valid targets, e.g. Range 9".
Saturate
The defender cannot retain cover saves.
Seek
When selecting a valid target, operatives cannot use terrain for cover. If the rule is Seek Light, operatives cannot use Light terrain for cover. Whilst this can allow such operatives to be targeted (assuming they’re visible), it doesn’t remove their cover save (if any).
Stun
If you retain any critical successes, subtract 1 from the APL stat of the operative this weapon is being used against until the end of its next activation.
Conceal: The operative cannot perform Shoot and Charge actions, and it cannot counteract. However, it’s not a valid target while in cover.
Shock
The first time you strike with a critical success in each sequence, also discard one of your opponent’s unresolved normal successes (or a critical success if there are none).
Engage: The operative can perform actions as normal and can counteract.
Valid Target
Some rules require you to select a valid target for an operative. This is most common when an operative is shooting, but some rare rules require it too.

If the intended target has an Engage order, it’s a valid target if it’s visible to the active operative.
If the intended target has a Conceal order, it’s a valid target if it’s visible to the active operative and not in cover.
Precedence
Some rare rules will conflict with each other, so it must be established which takes precedence. In order of priority, a rule takes precedence if:

1
It specifically says so.

2
The online designer’s commentary says so.

3
It’s not found in the core book (i.e. other rules take precedence over core book rules).

4
It says ‘cannot’.

5
The player with initiative decides.

If a rule on a datacard says ‘this operative can perform two Shoot actions during its activation’, this takes precedence over the core rules for action restrictions, as per precedence priority 3.
Ceaseless
You can re-roll any of your attack dice results of one result (e.g. results of 2).
Expended
  • When you’ve finished with your operative’s activation, that operative is expended. While expended, an operative is not ready.
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 or parts of the active operative’s miniature 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 and parts 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.
Rending
If you retain any critical successes, you can retain one of your normal successes as a Critical success instead.
Balanced
You can re-roll one of your attack dice.
Piercing x
The defender collects x less defence dice, e.g. Piercing 1. If the rule is Piercing Crits x, this only comes into effect if you retain any critical successes.

The AELDARI keyword is used in the following Blades of Khaine datacards:

The ASURYANI keyword is used in the following Blades of Khaine datacards:

The LEADER keyword is used in the following Blades of Khaine datacards:

The DIRE AVENGER keyword is used in the following Blades of Khaine datacards:

The EXARCH keyword is used in the following Blades of Khaine datacards:

The WARRIOR keyword is used in the following Blades of Khaine datacards:

The HOWLING BANSHEE keyword is used in the following Blades of Khaine datacards:

Brutal
Your opponent can only block with critical successes.

The STRIKING SCORPION keyword is used in the following Blades of Khaine datacards:

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