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
| Book | Kind | Edition | Version | Last update |
Hand of the Archon |
Hand of the Archon | Faction | 3 | January ’26 | January 2026 |
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
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 once per activation or counteraction in addition to another invigorations.
Invigorations
Dark AnimusWhen: 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 RejuvenationWhen: During the operative’s activation or
counteraction, before or after it performs an action.
Effect: The operative regains D3+1 lost wounds.
Vitalised SurgeWhen: 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 SensesWhen: After rolling your attack or
defence dice for the operative.
Effect: You can re-roll any of your dice results of one result (e.g. results of 2).
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.
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.
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.
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.
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 or
Light 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.
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.
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.
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.
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.
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), and you cannot use this rule again during this turning point.
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.
| NAME | ATK | HIT | DMG | WR |
| Blast pistol |
| | Blast pistol | 4 | 3+ | 3/4 | Range 8", Piercing 2 | Range 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+, Shock | Brutal, 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 this operative is in the killzone and you pass at the first opportunity, you gain 1CP. Ignore each
STRATEGIC GAMBIT from the mission pack (if any) when determining this.
Torturous Vision: Once during each of this operative’s
activations, if it doesn’t have any of your
Pain tokens when it performs either the
Fight or
Shoot action, it can gain one of your Pain tokens when you select a
valid target or an enemy operative to fight against.
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HAND OF THE ARCHON, AELDARI, DRUKHARI, LEADER, ARCHSYBARITE
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⌀25mm |
| 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.
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HAND OF THE ARCHON, AELDARI, DRUKHARI, AGENT
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⌀25mm |
| 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: This operative can perform two
Fight actions during its
activation.
*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).
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HAND OF THE ARCHON, AELDARI, DRUKHARI, CRIMSON DUELLIST
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⌀25mm |
| 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.
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HAND OF THE ARCHON, AELDARI, DRUKHARI, DISCIPLE OF YAELINDRA
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⌀25mm |
| 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+, Stun | Range 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: In the Ready step of each Strategy phase, you can 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.
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HAND OF THE ARCHON, AELDARI, DRUKHARI, ELIXICANT
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⌀25mm |
| 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.
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HAND OF THE ARCHON, AELDARI, DRUKHARI, FLAYER
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⌀25mm |
| NAME | ATK | HIT | DMG | WR |
| Blaster |
| | Blaster | 4 | 3+ | 4/5 | Piercing 2 | Piercing 2 |
| Shredder |
| | Shredder | 4 | 3+ | 4/5 | Rending, Torrent 2" | Rending, Torrent 2" |
| Array of blades |
| | Array of blades | 3 | 3+ | 3/4 | - |
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HAND OF THE ARCHON, AELDARI, DRUKHARI, GUNNER
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⌀25mm |
| NAME | ATK | HIT | DMG | WR |
| Dark lance |
| | Dark lance | 4 | 3+ | 6/7 | Heavy (Dash only), Piercing 2 | Heavy (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 | - |
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HAND OF THE ARCHON, AELDARI, DRUKHARI, HEAVY GUNNER
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⌀25mm |
| NAME | ATK | HIT | DMG | WR |
| Razorwing |
| | Razorwing | 4 | 4+ | 1/2 | Saturate, Seek, Silent | Saturate, 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
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HAND OF THE ARCHON, AELDARI, DRUKHARI, SKYSPLINTER ASSASSIN
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⌀25mm |