Blades Of Khaine kt21
The real military strength of the Eldar armies derives from their highly specialized Aspect Warriors. These Eldar are walking the Path of the Warrior. Once an Eldar has chosen to tread this path, they join a specific Aspect Shrine. There, Exarchs train them in a specific aspect of warfare.
Each Warrior Aspect represents one, very specific aspect of warfare. As Kaela Mensha Khaine is the god of war, each Aspect embodies a facet of the god. Each shrine was founded millennia ago by a single Phoenix Lord. It is impossible to say how many different Aspects there are. The most common Aspects have shrines on most Craftworlds, while some Aspects are unique to a particular Craftworld.
Dire Avenger Exarch
APL
3
MOVE
3⬤
SAVE
3+
WOUND
9
WEAPONS | ATK | HIT | DMG |
---|---|---|---|
Shuriken Catapult (Rending) | 4 | 2+ | 3/4 |
Shuriken Pistol (Rng ⬟, Rending) | 4 | 2+ | 3/4 |
Twin Shuriken Catapult (Relentless, Rending) | 4 | 3+ | 3/3 |
Diresword (Lethal 5+, Rending) | 5 | 2+ | 4/5 |
Fists | 3 | 2+ | 3/4 |
Gun Butts | 3 | 3+ | 2/3 |
Power Weapon (Lethal 5+) | 5 | 2+ | 4/6 |
ABILITIES
Dire Avenger Aspect
Defence Tactics
Exarch
Shimmershield
BLADES OF KHAINE, ALEDARI, ASURYANI, LEADER, DIRE AVENGER, EXARCH
Howling Banshee Exarch
APL
3
MOVE
3⬤
SAVE
3+
WOUND
9
WEAPONS | ATK | HIT | DMG |
---|---|---|---|
Shuriken Pistol (Rng ⬟, Rending) | 4 | 3+ | 3/4 |
Triskele (Rng ⬟, Tor ◼, Rending) | 4 | 3+ | 2/3 |
Executioner (Lethal 5+) | 5 | 2+ | 3/7 |
Mirrorswords (Lethal 5+, Relentless) | 5 | 2+ | 4/6 |
Power Weapon (Lethal 5+) | 5 | 2+ | 4/6 |
Triskele (Reap 2, Rending) | 6 | 2+ | 3/4 |
ABILITIES
Banshee Mask
Exarch
Howling Banshee Aspect
BLADES OF KHAINE, ALEDARI, ASURYANI, LEADER, HOWLING BANSHEE, EXARCH
Striking Scorpion Exarch
APL
3
MOVE
3⬤
SAVE
3+
WOUND
9
WEAPONS | ATK | HIT | DMG |
---|---|---|---|
Shuriken Pistol (Rng ⬟, Rending) | 4 | 3+ | 3/4 |
Twin Shuriken Pistols (Rng ⬟, Relentless, Rending) | 4 | 4+ | 3/4 |
Biting Blade (Rending) | 5 | 2+ | 5/6 |
Twin Chainswords (Relentless, Rending) | 5 | 2+ | 4/5 |
Scorpion's Claw and Chainsword (Brutal, Lethal 5+) | 5 | 2+ | 4/6 |
ABILITIES
Exarch
Mandiblasters
Striking Scorpion Aspect
BLADES OF KHAINE, ALEDARI, ASURYANI, LEADER, STRIKING SCORPION, EXARCH
Dire Avenger Warrior
APL
3
MOVE
3⬤
SAVE
4+
WOUND
8
WEAPONS | ATK | HIT | DMG |
---|---|---|---|
Shuriken Catapult (Rending) | 4 | 3+ | 3/4 |
Fists | 3 | 3+ | 3/4 |
ABILITIES
Dire Avenger Aspect
Defence Tactics
BLADES OF KHAINE, ALEDARI, ASURYANI, DIRE AVENGER, WARRIOR
Howling Banshee Warrior
APL
3
MOVE
3⬤
SAVE
4+
WOUND
8
WEAPONS | ATK | HIT | DMG |
---|---|---|---|
Shuriken Pistol (Rng ⬟, Rending) | 4 | 3+ | 3/4 |
Power Weapon (Lethal 5+) | 4 | 3+ | 4/6 |
ABILITIES
Banshee Mask
Howling Banshee Aspect
BLADES OF KHAINE, ALEDARI, ASURYANI, HOWLING BANSHEE, WARRIOR
Striking Scorpion Warrior
APL
3
MOVE
3⬤
SAVE
4+
WOUND
8
WEAPONS | ATK | HIT | DMG |
---|---|---|---|
Shuriken Pistol (Rng ⬟, Rending) | 4 | 3+ | 3/4 |
Chainsword (Rending) | 4 | 3+ | 4/5 |
ABILITIES
Mandiblasters
Striking Scorpion Aspect
BLADES OF KHAINE, ALEDARI, ASURYANI, STRIKING SCORPION, WARRIOR
Strategic Ploys
Eminent Grace
- Add ▲ to the Movement characteristic of friendly BLADES OF KHAINE operatives.
- Friendly BLADES OF KHAINE operatives can move around, across, and over other friendly BLADES OF KHAINE operatives (and their bases) as if they were not there, but cannot finish their move on top of them or their bases.
Forewarned
Khaine's Vengeance
Ruthless Poise
Firefight Ploys
Bladewind
Contempt
Fading Light
Starfall
Equipment
Plasma Grenade
Name | A | BS | D | |
---|---|---|---|---|
Plasma Grenade | 4 | 3+ | 3/4 | |
Special Rules | ||||
Rng ⬟, Blast ⬤, Indirect, Limited |
Rune Of Foresight*
Rune of Foresight: When you reveal this equipment, select one of your opponent's Strategic or Tactical Ploys (excluding Command Re-roll). The first time your opponent uses that ploy, you gain 1 CP.
Rune Of Prophecy*
Rune Of Prophecy: Once per battle, after rolling off to determine initiative, you can add or subtract 1 from your result.
Rune Of Shielding*
Rune of Shielding: Once per battle, when this operative fights in combat or a shooting attack is made against it, in the Resolve Successful Hits step of that combat or shooting attack, you can ignore the damage inflicted on it from one attack die.
Shadow-Wave Grenade
Shadow-Wave Grenade (1 AP):
Place the centre of one of your Shadow-Wave tokens within ⬟ of this operative. That token creates an area of smoke with a ⬤ radius and unlimited upward height (but not below). Until the end of the Turning Point, an operative is Obscured if every Cover line drawn to it crosses an area of smoke, This operative can only perform this action once, and cannot perform this action while within Engagement Range of an enemy operative.
Weaponised Panoply
Wraithbone Talisman
Wraithbone Talisman: Once per battle, when this operative fights in combat, makes a shooting attack, or a shooting attack is made against it, you can use the Command Re-roll Tactical Ploy without spending any Command Points.
Rare Equipment
Khaine's Arrow
Death Gaze of Morai-Heg
Death Gaze of Morai-Heg: While an enemy operative is within this operative's Engagement Range, subtract 1 from the Attacks characteristic of that enemy operative's weapons.
Sting Of The Deathstalker
Sting Of The Deathstalker: The target suffers 3 Mortal Wounds as a result of this operative's Mandiblasters ability.
Shimmerplate Of Efinir
Shimmerplate Of Efinir: Each time this operative fights in combat or a shooting attack is made against it, in the Roll Attack Dice step of that combat or shooting attack, you opponent cannot retain Attack Dice results of less than 6 as critical hits (e.g. as a result of the Lethal X or Rending rules).
Ynnari Spirit Stone
Ynnari Spirit Stone: Once per battle, at the start or end of this operative's activation, you can use this ability. If you do so, this operative regains 2D3 lost Wounds.
Healing Waters Of Eshariel
Auto-Loader
This ranged weapon gains the Ceaseless special rule.
Flux Capacitor
This ranged weapon gains the P1 critical hit rule.
Rending Rounds
This ranged weapon gains the Rending special rule.
Propulsion Amplifier
Add 1 to both Damage characteristics of this ranged weapon.
Thermal Sight
This ranged weapon gains the No Cover special rule.
Seeker Spirit
Each time a friendly operative makes a shooting attack with this ranged weapon, in the Roll Attack Dice step of that shooting attack, for each critical hit you retain, you can re-roll one of your attack dice.
Power Enhancer
Add 1 to both Damage characteristics of this melee weapon.
Inertia Displacer
This melee weapon gains the Brutal special rule.
Perfectly Weighted
This melee weapon gains the Balanced special rule.
Rending Blade
This melee weapon gains the Rending special rule.
Monomolecular Edge
This melee weapon gains the Lethal 5+ special rule.
Arc Unit
This melee weapon gains the Stun critical hit rule.
Blades Of Khaine
Aspect Warfare
- If a friendly DIRE AVENGER, friendly HOWLING BANSHEE, and friendly STRIKING SCORPION operative inflict damage on enemy operatives during the same Turning Point, you score 1 VP.
- If you achieve the first condition in any subsequent Turning Point, you score 1 VP.
Master Techniques
- If you use all five Aspect Techniques from an Aspect in any Turning Point (e.g. all five STRIKING SCORPION Aspect Techniques), you score 1 VP. Note that you must actually use each Aspect Technique, e.g. if you use Vigilance of the Avenger, you must make a shooting attack against an enemy operative in Cover.
- If you achieve the first condition in any subsequent Turning Point, you score 1 VP.
Martial Harmony
- At the end of a Turning Point, if at least two of the three criteria above are true, you score 1 VP.
- If you achieve the first condition in any subsequent Turning Point, you score 1 VP.
Infiltration
Stalk Target
Once you do so, at the end of each Target Reveal step, select one enemy operative to be stalked for that Turning Point.
- At the end of any Turning Point, if a friendly operative with a Conceal order is within ◼ but not within Engagement Range of the enemy operative you selected to be stalked for that Turning Point, you score 1 VP.
- If you achieve the first condition at the end of any subsequent Turning Points, you score 1 VP.
Gather Surveillance
Once you do so, at the end of each Target Reveal step, select one friendly operative to gather surveillance for that Turning Point.
- At the end of any Turning Point, if the friendly operative you selected to gather surveillance for that Turning Point has a Conceal order, is wholly within your opponent's territory and is more than ◼ from enemy operatives, you score 1VP.
- If you achieve the first condition at the end of any subsequent Turning Points, you score 1VP.
Implant
- Instead of inflicting damage on an enemy operative from that strike, you can implant that operative instead. That operative does not lose any wounds and you score 1 VP
- If two other enemy operatives are implanted, you score 1 VP
Seize Defences
- At the end of any Turning Point, if you control an opponent's barricade, you score 1VP.
- If you achieve the first condition at the end of any subsequent Turning Points, you score 1VP.
Install Device
- At the end of any Turning Point, if your Device token has been in the killzone for the whole of that Turning Point, you score 1VP.
- If you achieve the first condition at the end of any subsequent Turning Points, you score 1VP.
Install Device (1 AP):
An operative can perform this action while it controls an objective marker in your opponent's territory or on the centre line. Place your Device token on that objective marker. Remove it if an enemy operative controls that objective marker. An operative connot perform this action if your Device token is in the killzone.
Subversive Control
- At the end of the third Turning Point, if friendly operatives control an objective marker in your opponent's territory and not on the centre line, you score 1VP.
- At the end of the fourth Turning Point, if friendly operatives control an objective marker in your opponent's territory and not on the centre line, you score 1VP.
Recon
Outflank
- At the end of any Turning Point, if friendly operatives control both neutral killzone edges, you score 1VP.
- If you achieve the first condition at the end of any subsequent Turning Points, you score 1VP.
Courier
When you do so, select one friendly operative.
- At the end of any Turning Point, if that operative is within ⬟ of your opponent's drop zone, you score 1VP.
- If you achieve the first condition at the end of any subsequent Turning Points, you score 1VP.
Plant Transponder
- If a friendly operative performs the Plant Transponder mission action, you score 1 VP.
- If you achieve the first condition in any subsequent Turning Points, you score 1 VP.
An operative can perform this action while wholly within your opponent's territory and more than ⬤ from terrain features (barricades are terrain features; ignore terrain features that have the Insignificant trait). If it does so, place one of your Transponder tokens underneath the operative as close as possible to the centre of its base. An operative cannot perform this action while within Engagement Range of an enemy operative or ⬟ of your other Transponder tokens.
Secure Vantage
You can reveal this Tac Op in the Target Reveal step of any Turning Point after the first.
- At the end of any Turning Point, if you control a Vantage Point that is more than ◼ from your drop zone, you score 1VP.
- If you achieve the first condition with a different vantage point at the end of any subsequent Turning Points, you score 1VP.
Recover Item
Place one of your Item tokens within your opponent's territory. The Pick Up action can be performed by friendly operatives (but not enemy operatives) upon your Item token.
- At the end of any Turning Point, if a friendly operative controls your Item token, you score 1VP.
- If you achieve the first condition at the end of any subsequent Turning Points, you score 1VP.
Surge Forward
- At the end of any Turning Point, if the total APL of friendly operatives within ⬟ of your opponent's drop zone is 4 or more, you score 1VP.
- If you achieve the first condition at the end of any subsequent Turning Point, you score 1 VP
Secure Unexplored Rooms
You can reveal this Tac Op in the Target Reveal step of any Turning Point after the first.
- At the end of any Turning Point, if the total APL of friendly operatives within an Unexplored Room (see below) is greater than that of enemy operatives, you score 1VP.
- If you achieve the first condition with a different Unexplored Room (i.e. separated by access points) at the end of any subsequent Turning Points, you score 1VP.
Seek And Destroy
Headhunter
- You score 1 VP
- If it is the first or second Turning Point, you score 1 VP
Assassinate Target
Your opponent selects one of their operatives.
- If that operative is incapacitated, you score 2VPs.
- At the end of the battle, if that operative has not been incapacitated but has fewer than half of its wounds remaining, you score 1VP.
Rout
- If an enemy operative is incapacitated by a friendly operative, and that friendly operative is within ⬟ of your opponent's drop zone when it does so, you score 1 VP
- If you achieve the first condition in any subsequent Turning Point, you score 1 VP
Executioner
When you do so, select one friendly operative to be your executioner. At the end of each Target Reveal step, select one enemy operative to be executed for the Turning Point.
- If the enemy operative you selected to be executed for the Turning Point is incapacitated by your executioner during the same Turning Point, score 1VP.
- If you achieve the first condition in any subsequent Turning Points, you score 1VP.
Eliminate Guards
Once you do so, at the end of each Target Reveal step, select an objective marker on the centre line or within your opponent's territory, then select one enemy operative within ⬤ of it to be the guard for the Turning Point.
- If the enemy operative you selected to be the guard for the Turning Point is incapacitated during the same Turning Point, you score 1VP.
- If you achieve the first condition in any subsequent Turning Points, you score 1VP.
Rob And Ransack
- You score 1 VP
- At the end of the battle, if you achieved the first condition and that friendly operative has not been incapacitated, you score 1 VP
Security
Seize Ground
You must reveal this Tac Op in the Target Reveal step of the first turning point.
Select one terrain feature that is more than ◼ from your drop zone and includes any parts with the Heavy trait.
- At the end of the battle, if friendly operatives control that terrain feature, you score 1VP.
- If you achieve the first condition, there are no enemy operatives within ▲ of that terrain feature, and the total APL of the friendly operatives that control it is 4 or more, you score 1VP.
Hold Them Back
- At the end of any Turning Point, if there are no enemy operatives wholly within your territory, you score 1VP.
- If you achieve the first condition at the end of any subsequent Turning Points, you score 1VP.
Protect Assets
- At the end of any Turning Point, if two or more enemy operatives were incapacitated within ⬤ of an objective marker during that Turning Point, you score 1 VP
- If you achieve the first condition at the end of any subsequent Turning Point, you score 1 VP
Secure Centre Line
- At the end of any Turning Point, if the total APL of friendly operatives on the centre line and not on a Vantage Point is greater than that of the enemy operatives, you score 1VP.
- If you achieve the first condition at the end of any subsequent Turning Points, you score 1VP.
Escort Operative
Select one friendly operative.
At the end of the battle:
- If that friendly operative is wholly within your opponent's territory, you score 1VP.
- If that friendly operative is within ⬟ of your opponent's killzone edge, you score 1VP.
Central Control
- At the end of any Turning Point, if the total APL of friendly operatives within ◼ of the center and not on a Vantage Point is greater than that of enemy operatives, you score 1 VP
- If you achieve the first condition at the end of any subsequent Turning Point, you score 1 VP
Seize Access Point
You must reveal this Tac Op in the Target Reveal step of the first Turning Point.
Select one access point on the centre line or within your opponent’s territory.
- At the end of the battle, if the total APL of friendly operatives within ⬤ of that access point is greater than that of enemy operatives, you score 1VP.
- If you achieve the first condition, there are no enemy operatives within ⬤ of that access point, and the total APL of friendly operatives within ⬤ of it is 4 or more, you score 1VP.
Ferratonic Furnace Control
- At the end of any Turning Point, if the total APL of friendly operatives on the roof of the ferratonic furnace is greater than that of enemy operatives, you score 1VP.
- If you achieve the first condition at the end of any subsequent Turning Points, you score 1VP.