Hand of the Archon

The Archons of the Drukhari Kabals are forever plotting to expand their sprawling criminal empires. Should their schemes require a subtle touch, they may turn to Hand of the Archon kill teams. These bands of assassins, thieves, torturers and worse wield an array of esoteric and macabre weapons to aid them in their diabolical missions.

Books

BookKindEditionVersionLast update
  Hand of the Archon
  Hand of the ArchonFaction31.1April 2025
Archetype: Seek & Destroy / Recon

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 weapons specified for that operative.

Operatives

  • 1 HAND OF THE ARCHON ARCHSYBARITE operative with one of the following options:
    • Blast pistol; venom blade
    • Splinter pistol; venom blade
    • Splinter pistol; agoniser
    • Splinter pistol; power weapon
    • Splinter rifle; array of blades
  • 8 HAND OF THE ARCHON operatives selected from the following list:

Other than AGENT operatives, your kill team can only include each operative on this list once. Your kill team can only include up to two darklight weapons (blast pistol, blaster and dark lance are darklight weapons).

Marker/Token Guide

Pain tokens (Values 1 & 2)

Omen token

Toxin Coating token

Brutal Display token

Hypex token

Refined Poison token

Poison token

Painbringer token

Sadistic Competition token

Faction Rules

Power From Pain

The Drukhari feed on the souls of their slain and tortured victims, drawing sustenance from the terrible agonies they inflict.

After a friendly HAND OF THE ARCHON operative performs an action, it gains one of your Pain tokens if:
  • An enemy operative was injured during that action, but was not incapacitated.
  • An enemy operative was incapacitated during that action. If that enemy operative had a Wounds stat of 12 or more, that friendly operative gains two of your Pain tokens instead.
You can spend friendly operatives’ Pain tokens on invigorations when the ‘when’ condition is met. You cannot use more than one invigoration per activation or counteraction, except Stimulated Senses, which can be used in addition to other invigorations.

INVIGORATIONS
Dark Animus
When: During the operative’s activation, before or after it performs an action.
Effect: Until the start of the operative’s next activation, add 1 to its APL stat.

Accelerated Rejuvenation
When: During the operative’s activation or counteraction, before or after it performs an action.
Effect: The operative regains D3+1 lost wounds.

Vitalised Surge
When: After the operative incapacitates an enemy operative and that enemy operative is removed from the killzone.
Effect: The operative can immediately perform a free Dash action, even if it’s performed an action that prevents it from performing the Dash action.

Stimulated Senses
When: After rolling your attack or defence dice for the operative.
Effect: You can re-roll one of your dice.

Rifles

The long-barrelled splinter rifles carried by Kabalite Warriors are incredibly accurate in the hands of a skilled user.

Whenever a friendly HAND OF THE ARCHON operative is shooting with a splinter rifle during an activation in which it hasn’t performed the Charge, Fall Back or Reposition action, that weapon has the Accurate 1 weapon rule. Note that operative isn’t restricted from performing those actions after shooting.

Strategy Ploys

BLADE ARTISTS

The Drukhari have made a macabre art form of melee combat, slaughtering their victims with flensing strikes and heart-piercing thrusts.

Friendly HAND OF THE ARCHON operatives’ melee weapons have the Rending weapon rule.
FROM DARKNESS, DEATH

Honour is an alien concept to the Drukhari. They make use of distraction and misdirection to butcher unsuspecting foes from the shadows.

Whenever a friendly HAND OF THE ARCHON operative is activated, before you determine its order, you can select one enemy operative that friendly operative isn’t a valid target for. Until the end of that activation, the first time that friendly operative is shooting against or fighting against that enemy operative, you can retain one of your normal successes as a critical success instead.
MERCILESS SADISTS

The Drukhari are sustained by the agony of others and are devoid of pity. There is no act of depraved torture to which they will not stoop.

Whenever a friendly HAND OF THE ARCHON operative is shooting against or fighting against a wounded enemy operative, that friendly operative’s weapons have the Balanced weapon rule.
DENIZENS OF NIGHT

Hailing from Commorragh – the Dark City – the Drukhari are born and raised in shadow, and use it to conceal their movements.

Whenever an enemy operative is shooting a friendly HAND OF THE ARCHON operative that’s more than 2" from enemy operatives, if Heavy terrain is intervening, or any part of that friendly operative’s base is underneath Vantage terrain, you can re-roll one of your defence dice.

Firefight Ploys

CRUEL DECEPTION

The denizens of the Dark City are well versed in deceit and betrayal. In battle, they put these talents to good use, hitting their foes hard before melting away into the shadows.

Use this firefight ploy during a friendly HAND OF THE ARCHON 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.
HEINOUS ARROGANCE

To the conceited Drukhari, all opponents are little more than vermin – to be ignored or exterminated.

Use this firefight ploy when it’s your turn to activate a friendly operative. You can skip that activation.
DEVIOUS SCHEME

Schemers all, the Drukhari are used to staying one step ahead of their opponents and confounding their every move.

Use this firefight ploy after an opponent uses a firefight ploy (excluding one that costs 0CP). The next time they would use that ploy, they must spend 1 additional CP to do so (at which point this effect ends). You cannot use this ploy again during the battle until its effect has ended.
PREY ON THE WOUNDED

Drukhari are drawn to agony, seeking out the injured to land a killing blow.

Use this firefight ploy after rolling your attack dice for a friendly HAND OF THE ARCHON operative, if it’s shooting against or fighting against a wounded enemy operative. You can re-roll any of your attack dice.

Faction Equipment

CHAIN SNARE

Composed of hooked blades attached to a length of chain, this weapon bites into the flesh or armour of the wielder’s target, preventing them from fleeing.

Whenever an enemy operative would perform the Fall Back action while within control range of a friendly HAND OF THE ARCHON operative, if no other enemy operatives are within that friendly operative’s control range, you can use this rule. If you do, roll two D6, or one D6 if that enemy operative has a higher Wounds stat than that friendly operative. If any result is a 4+, that enemy operative cannot perform that action during that activation/counteraction (no AP are spent on it).
TOXIN COATING

Drukhari raiders are known to coat their blades in venom, ensuring that even the slightest nick of blade against flesh is fatal.

Up to twice per turning point, whenever a friendly HAND OF THE ARCHON operative is fighting or retaliating and you’re selecting a melee weapon, you can use this rule. If you do, until the end of that sequence, that operative’s melee weapon has the Lethal 5+ weapon rule.
WICKED BLADES

Light yet deadly, the jagged edge of this blade has been crafted to ensure maximum agony as it’s plunged into the flesh of a victim.

Add 1 to the Atk stat of friendly HAND OF THE ARCHON operatives’ array of blades.
REFINED POISON

Splinter rounds are infused with exquisitely lethal concoctions distilled from the potent venoms and toxins of deadly flora and fauna.

Up to twice per turning point, whenever a friendly HAND OF THE ARCHON operative is performing the Shoot action and you select a shardcarbine, splinter cannon, splinter pistol, splinter rifle or stinger pistol, you can use this rule. If you do, until the end of that action, add 1 to the Normal Dmg stat of that weapon.

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.

APL
2
MOVE
7"
SAVE
4+
WOUNDS
9
 
NAME
ATK
HIT
DMG
WR
Blast pistol
Blast pistol
4
3+
3/4
Range 8", Piercing 2Range 8", Piercing 2
Splinter pistol
Splinter pistol
4
3+
2/4
Range 8", Lethal 5+Range 8", Lethal 5+
Splinter rifle
Splinter rifle
4
3+
2/4
Lethal 5+Lethal 5+
Agoniser
Agoniser
4
3+
3/5
Brutal, Lethal 5+, ShockBrutal, Lethal 5+, Shock
Array of blades
Array of blades
3
3+
3/4
-
Power weapon
Power weapon
4
3+
4/6
Lethal 5+Lethal 5+
Venom blade
Venom blade
4
3+
4/5
Lethal 4+Lethal 4+
Cunning: In the Gambit step of each Strategy phase, if you pass at the first opportunity, you gain 1CP. Ignore each STRATEGIC GAMBIT from the mission pack (if any) when determining this.
HAND OF THE ARCHON, AELDARI, DRUKHARI, LEADER, ARCHSYBARITE
⌀25mm


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.

APL
2
MOVE
7"
SAVE
4+
WOUNDS
8
 
NAME
ATK
HIT
DMG
WR
Splinter rifle
Splinter rifle
4
3+
2/4
Lethal 5+Lethal 5+
Array of blades
Array of blades
3
3+
3/4
-
Sadistic Competition: Once per turning point, when a friendly HAND OF THE ARCHON operative gains one of your Pain tokens, one friendly HAND OF THE ARCHON AGENT operative that doesn’t have one of your Pain tokens can also gain one.
HAND OF THE ARCHON, AELDARI, DRUKHARI, AGENT
⌀25mm


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.

APL
2
MOVE
7"
SAVE
4+
WOUNDS
8
 
NAME
ATK
HIT
DMG
WR
Splinter pistol
Splinter pistol
4
3+
2/4
Range 8", Lethal 5+Range 8", Lethal 5+
Razorflail
Razorflail
4
2+
4/5
Brutal, Tangle*Brutal, Tangle*
Brutal Display: Once per turning point, when this operative incapacitates an enemy operative within its control range, you can select one other enemy operative visible to and within 6" of either this operative or the incapacitated enemy operative. Until the start of the next turning point, that other enemy operative cannot control markers or perform the Pick Up Marker or mission actions.
Crimson Duellist: The first time this operative performs the Fight action during each of its activations, if neither it nor the enemy operative in that sequence is incapacitated, this operative can immediately perform a free Fight action afterwards, but you cannot select any other enemy operative to fight against during that action (and only if it’s still valid to fight against). This takes precedence over action restrictions.
*Tangle: Whenever this operative is fighting or retaliating with this weapon, each of your blocks can be allocated to block two unresolved successes (instead of one).
HAND OF THE ARCHON, AELDARI, DRUKHARI, CRIMSON DUELLIST
⌀25mm


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.

APL
2
MOVE
7"
SAVE
4+
WOUNDS
8
 
NAME
ATK
HIT
DMG
WR
Stinger pistol
Stinger pistol
4
3+
3/5
Range 8", Lethal 5+, Stinger*Range 8", Lethal 5+, Stinger*
Array of blades
Array of blades
3
3+
3/4
-
*Stinger: Whenever an enemy operative is incapacitated by this weapon, before it’s removed from the killzone, inflict D3 damage on each other operative visible to and within 2" of it. Each operative subsequently incapacitated as a result of this weapon rule will cause this to happen again.

TORMENT GRENADE1AP

Select one enemy operative visible to and within 6" of this operative. That operative and each other operative within 1" of it takes a poison test.

For an operative to take a poison test, roll one D6, adding 1 to the result if that operative has a Save stat of 4+ or worse: on a 3+, inflict D3 damage on that operative and it gains one of your Poison tokens (if it doesn’t already have one). Whenever an operative that has one of your Poison tokens is activated, inflict D3 damage on it.

This operative cannot perform this action while within control range of an enemy operative.
HAND OF THE ARCHON, AELDARI, DRUKHARI, DISCIPLE OF YAELINDRA
⌀25mm


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.

APL
2
MOVE
7"
SAVE
4+
WOUNDS
8
 
NAME
ATK
HIT
DMG
WR
Splinter rifle
Splinter rifle
4
3+
2/4
Lethal 5+Lethal 5+
Stim-needler
Stim-needler
4
3+
0/0
Range 3", Lethal 3+, StunRange 3", Lethal 3+, Stun
Array of blades
Array of blades
3
3+
3/4
-
Combat Drugs: At the end of the Select Operatives step, if this operative is selected for deployment, select one of the following COMBAT DRUG rules for friendly HAND OF THE ARCHON operatives to have for the battle:
  • Painbringer: Whenever an attack dice inflicts damage of 3 or more on this operative, roll one D6: on a 6, subtract 1 from that inflicted damage.
  • Adrenalight: STRATEGIC GAMBIT. Select one friendly operative that has this COMBAT DRUG to gain one of your Pain tokens.
  • Hypex: You can ignore any changes to this operative’s Move stat from being injured.

ADMINISTER DRUG1AP

Select one friendly HAND OF THE ARCHON operative visible to and within 3" of this operative, then select one of the following for that friendly operative:
  • It regains up to 2D3 lost wounds.
  • Select a different COMBAT DRUG rule for it to have for the battle (this replaces its previous one).

This operative cannot perform this action while within control range of an enemy operative.
HAND OF THE ARCHON, AELDARI, DRUKHARI, ELIXICANT
⌀25mm


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.

APL
2
MOVE
7"
SAVE
4+
WOUNDS
8
 
NAME
ATK
HIT
DMG
WR
Pain sculptors
Pain sculptors
4
3+
4/5
Ceaseless, Flay*Ceaseless, Flay*
Insensible to Pain: Normal and Critical Dmg of 3 or more inflicts 1 less damage on this operative.
*Flay: Whenever this operative is using this weapon, the first time you strike with a critical success during that sequence, you can select one friendly HAND OF THE ARCHON operative within 6" of it to gain one of your Pain tokens.
HAND OF THE ARCHON, AELDARI, DRUKHARI, FLAYER
⌀25mm


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.

APL
2
MOVE
7"
SAVE
4+
WOUNDS
8
 
NAME
ATK
HIT
DMG
WR
Blaster
Blaster
4
3+
4/5
Piercing 2Piercing 2
Shredder
Shredder
4
3+
4/5
Rending, Torrent 2"Rending, Torrent 2"
Array of blades
Array of blades
3
3+
3/4
-
HAND OF THE ARCHON, AELDARI, DRUKHARI, GUNNER
⌀25mm


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.

APL
2
MOVE
7"
SAVE
4+
WOUNDS
8
 
NAME
ATK
HIT
DMG
WR
Dark lance
Dark lance
4
3+
6/7
Heavy (Dash only), Piercing 2Heavy (Dash only), Piercing 2
Splinter cannon (focused)
Splinter cannon (focused)
5
3+
3/5
Heavy (Dash only), Lethal 5+Heavy (Dash only), Lethal 5+
Splinter cannon (sweeping)
Splinter cannon (sweeping)
4
3+
3/5
Heavy (Dash only), Lethal 5+, Torrent 1"Heavy (Dash only), Lethal 5+, Torrent 1"
Array of blades
Array of blades
3
3+
3/4
-
HAND OF THE ARCHON, AELDARI, DRUKHARI, HEAVY GUNNER
⌀25mm


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.

APL
2
MOVE
7"
SAVE
4+
WOUNDS
8
 
NAME
ATK
HIT
DMG
WR
Razorwing
Razorwing
4
4+
1/2
Saturate, Seek, SilentSaturate, Seek, Silent
Shardcarbine
Shardcarbine
4
2+
2/2
Devastating 2, Lethal 5+Devastating 2, Lethal 5+
Array of blades
Array of blades
3
3+
3/4
-
Merciless Hunter: If this operative doesn’t perform the Mark unique action (see other side of card) during its activation, it can perform two Shoot actions during its activation, but a razorwing must be selected for one (and only one) of those actions.
Omen: In the Select Operatives step, when you’re selecting equipment, you can select one enemy operative or one other friendly HAND OF THE ARCHON operative (reveal your selection when you reveal equipment). Whenever attack or defence dice are rolled for that operative:
  • If it’s an enemy operative, your opponent must re-roll their dice results of 6.
  • If it’s a friendly operative, you can re-roll any of your dice results of 1.

MARK1AP

Select one enemy operative visible to this operative. Until the end of the turning point, whenever this operative is shooting that enemy operative you can use this effect. If you do:
  • This operative’s ranged weapons have the Seek Light weapon rule.
  • That enemy operative cannot be obscured.

This operative cannot perform this action while within control range of an enemy operative.
HAND OF THE ARCHON, AELDARI, DRUKHARI, SKYSPLINTER ASSASSIN
⌀25mm
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.

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.

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.

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.

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.

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.
Accurate x
You can retain up to x attack dice as normal successes without rolling them. If a weapon has more than one instance of Accurate x, you can treat it as one instance of Accurate 2 instead (this takes precedence over x rules).
Rending
If you retain any critical successes, you can retain one of your normal successes as a Critical success instead.
Engage: The operative can perform actions as normal and can counteract.

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.
Conceal: The operative cannot perform Shoot and Charge actions, and it cannot counteract. However, it’s not a valid target while in cover.
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.
Balanced
You can re-roll one of your attack dice.

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.
Lethal x+
Your successes equal to or greater than x are critical successes, e.g. Lethal 5+.
Range x
Only operatives within x of the active operative can be valid targets, e.g. Range 9".
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.
Brutal
Your opponent can only block with critical successes.
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).
Power From Pain

The Drukhari feed on the souls of their slain and tortured victims, drawing sustenance from the terrible agonies they inflict.

After a friendly HAND OF THE ARCHON operative performs an action, it gains one of your Pain tokens if:
  • An enemy operative was injured during that action, but was not incapacitated.
  • An enemy operative was incapacitated during that action. If that enemy operative had a Wounds stat of 12 or more, that friendly operative gains two of your Pain tokens instead.
You can spend friendly operatives’ Pain tokens on invigorations when the ‘when’ condition is met. You cannot use more than one invigoration per activation or counteraction, except Stimulated Senses, which can be used in addition to other invigorations.

INVIGORATIONS
Dark Animus
When: During the operative’s activation, before or after it performs an action.
Effect: Until the start of the operative’s next activation, add 1 to its APL stat.

Accelerated Rejuvenation
When: During the operative’s activation or counteraction, before or after it performs an action.
Effect: The operative regains D3+1 lost wounds.

Vitalised Surge
When: After the operative incapacitates an enemy operative and that enemy operative is removed from the killzone.
Effect: The operative can immediately perform a free Dash action, even if it’s performed an action that prevents it from performing the Dash action.

Stimulated Senses
When: After rolling your attack or defence dice for the operative.
Effect: You can re-roll one of your dice.
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.

Pick Up Marker1AP

Remove a marker the active operative controls that the Pick Up Marker action can be performed upon. That operative is now carrying, contesting and controlling that marker.

An operative cannot perform this action while within control range of an enemy operative, or while it’s already carrying a marker.
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.
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.
Ceaseless
You can re-roll any of your attack dice results of one result (e.g. results of 2).
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).
Heavy
An operative cannot use this weapon in an activation or counteraction in which it moved, and it cannot move in an activation or counteraction in which it used this weapon. If the rule is Heavy (x only), where x is a move action, only that move is allowed, e.g. Heavy (Dash only). This weapon rule has no effect on preventing the Guard action.
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).
Silent
An operative can perform the Shoot action with this weapon while it has a Conceal order.
Devastating x
Each retained critical success immediately inflicts x damage on the operative this weapon is being used against, e.g. Devastating 3. If the rule starts with a distance (e.g. 1" Devastating x), inflict x damage on that operative and each other operative visible to and within that distance of it. Note that success isn’t discarded after doing so — it can still be resolved later in the sequence.
Equipment
Equipment are additional rules you can select before the battle, as specified in your game sequence. Universal equipment can be selected for any kill team whereas faction equipment is specific. Each player cannot select each equipment option more than once per game.

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