Hand Of The Archon kt21
The warriors of the Drukhari Kabals lie at the heart of every Drukhari strike force, pirate fleet and slave raider assault. They are the cruelest members of their caste, hungry for power over their fellows and thirsty to taste the suffering of others.
Each warrior will have forged a fearsome reputation for himself in the war-torn halls of High Commorragh, and has proven himself in multiple battles to be a merciless combatant. The more vicious and ruthless a warrior is, the better his chances for advancement within the Kabal.
Kabalite Archsybarite
APL
2
MV
3⬤
GA
1
DF
3
SV
4+
WND
9
WEAPONS | ATK | HIT | DMG |
---|---|---|---|
Blast Pistol (Rng ⬟, AP2) | 4 | 3+ | 4/5 |
Splinter Pistol (Rng ⬟, Lethal 5+) | 4 | 2+ | 2/4 |
Splinter Rifle (Lethal 5+) | 4 | 2+ | 2/4 |
Agoniser (Brutal, Lethal 5+, Reap 1) | 4 | 2+ | 3/6 |
Array of Blades | 3 | 2+ | 3/4 |
Power Weapon (Lethal 5+) | 4 | 2+ | 4/6 |
Venom Blade (Lethal 4+) | 4 | 2+ | 4/4 |
ACTIONS
Take Aim (1 AP)
ABILITIES
Cunning
Power From Pain
HAND OF THE ARCHON, AELDARI, DRUKHARI, LEADER, KABALITE, ARCHSYBARITE
Kabalite Agent
APL
2
MV
3⬤
GA
1
DF
3
SV
4+
WND
8
WEAPONS | ATK | HIT | DMG |
---|---|---|---|
Splinter Rifle (Lethal 5+) | 4 | 3+ | 2/4 |
Array of Blades | 3 | 3+ | 3/4 |
ACTIONS
Take Aim (1 AP)
ABILITIES
Power From Pain
HAND OF THE ARCHON, AELDARI, DRUKHARI, KABALITE, AGENT
Kabalite Crimson Duellist
APL
2
MV
3⬤
GA
1
DF
3
SV
4+
WND
8
WEAPONS | ATK | HIT | DMG |
---|---|---|---|
Splinter Pistol (Rng ⬟, Lethal 5+) | 4 | 3+ | 2/4 |
Razorflail (Brutal, *Flail) | 4 | 2+ | 4/5 |
ACTIONS
Crimson Assault (1 AP)
ABILITIES
Brutal Display
*Flail
Power From Pain
HAND OF THE ARCHON, AELDARI, DRUKHARI, KABALITE, CRIMSON DUELLIST
Kabalite Disciple Of Yaelindra
APL
2
MV
3⬤
GA
1
DF
3
SV
4+
WND
8
WEAPONS | ATK | HIT | DMG |
---|---|---|---|
Stinger Pistol (Rng ⬟, *Stinger) | 5 | * | 0/0 |
Array of Blades | 3 | 3+ | 3/4 |
ACTIONS
Torment Grenade (1 AP)
ABILITIES
Power From Pain
*Stinger Pistol's BS
*Stinger
HAND OF THE ARCHON, AELDARI, DRUKHARI, KABALITE, DISCIPLE OF YAELINDRA
Kabalite Elixicant
APL
2
MV
3⬤
GA
1
DF
3
SV
4+
WND
8
WEAPONS | ATK | HIT | DMG |
---|---|---|---|
Splinter Rifle (Lethal 5+) | 4 | 3+ | 2/4 |
Stimm-Needler (Rng ◼, Lethal 3+, Stun) | 4 | 3+ | 0/0 |
Array of Blades | 3 | 3+ | 3/4 |
ACTIONS
Administer Drug (1 AP)
ABILITIES
Combat Drugs
Power From Pain
HAND OF THE ARCHON, AELDARI, DRUKHARI, KABALITE, ELIXICANT
Kabalite Flayer
APL
2
MV
3⬤
GA
1
DF
3
SV
4+
WND
8
WEAPONS | ATK | HIT | DMG |
---|---|---|---|
Pain Sculptors (Relentless, *Flay) | 4 | 3+ | 3/5 |
ABILITIES
*Flay
Insensible To Pain
Power From Pain
HAND OF THE ARCHON, AELDARI, DRUKHARI, KABALITE, FLAYER
Kabalite Gunner
APL
2
MV
3⬤
GA
1
DF
3
SV
4+
WND
8
WEAPONS | ATK | HIT | DMG |
---|---|---|---|
Blaster (AP2) | 4 | 3+ | 5/6 |
Shredder (Blast ⬤, Rending) | 5 | 3+ | 3/4 |
Array of Blades | 3 | 3+ | 3/4 |
ABILITIES
Power From Pain
HAND OF THE ARCHON, AELDARI, DRUKHARI, KABALITE, GUNNER
Kabalite Heavy Gunner
APL
2
MV
3⬤
GA
1
DF
3
SV
4+
WND
8
WEAPONS | ATK | HIT | DMG |
---|---|---|---|
Dark Lance (AP2, Heavy, Unwieldy, No Overwatch) | 4 | 3+ | 6/7 |
Splinter Cannon (Fus, Heavy, Lethal 5+) | 5 | 3+ | 3/5 |
Array of Blades | 3 | 3+ | 3/4 |
ABILITIES
Power From Pain
HAND OF THE ARCHON, AELDARI, DRUKHARI, KABALITE, HEAVY GUNNER
Kabalite Skysplinter Assassin
APL
2
MV
3⬤
GA
1
DF
3
SV
4+
WND
8
WEAPONS | ATK | HIT | DMG |
---|---|---|---|
Razorwing (Ind, No Cover, Silent) | 5 | 4+ | 1/2 |
Shardcarbine (Ceaseless, Lethal 5+, MW2) | 4 | 3+ | 2/2 |
Array of Blades | 3 | 3+ | 3/4 |
ACTIONS
Mark (1 AP)
ABILITIES
Hunter
Omen
Power From Pain
HAND OF THE ARCHON, AELDARI, DRUKHARI, KABALITE, SKYSPLINTER ASSASSIN
Strategic Ploys
Blade Artists
Rending: If you retain any critical hits, retain 1 normal hit as a critical hit instead.
Denizens Of Night
From Darkness, Death
Fleet Of Foot
Firefight Ploys
Cruel Deception
Devious Scheme
Heinous Arrogance
Prey On The Wounded
Equipment
Chain Snare
Chain Snare: While only one enemy operative is within Engagement Range of this operative, that enemy operative is snared. Each time a snared enemy operative would perform a Fall Back action, roll 1D6, subtracting 1 if that enemy operative has a higher Wounds characteristic than this operative, and adding 1 if that enemy operative is injured. On a 4+, that enemy operative cannot perform that action, but no Action Points are subtracted.
Wicked Blade
Toxic Coating
Toxic Coating (Array Of Blades)
Refined Poison (Shardcarbine/Splinter Cannon)
Refined Poison (Splinter Pistol/Rifle)
Plasma Grenade*
Name | A | BS | D |
---|---|---|---|
Plasma Grenade | 4 | 3+ | 3/4 |
Special Rules | |||
Rng ⬟, Blast ⬤, Indirect, Limited |
Phantasm Grenade Launcher*
Phantasm Grenade (1 AP): Select one point on the killzone within ⬟ of this operative. Roll 1D6 for each operative within ◼ of that point, subtracting 1 from the result if that operative is not Visible To this operative. On a 4+, subtract 1 from that operative's APL. This operative can only perform this action once, and cannot perform this action while within Engagement Range of an enemy operative.
Kabalite Banner*
Kabalite Banner: While a friendly HAND OF THE ARCHON operative is Visible To and within ◼ of this operative, when determining control of an objective marker, treat that friendly operative's APL characteristic as being 1 higher. Note that this is not a modifier.
Rare Equipment
Ghostplate Armour
Tormented Soulstone
Tormented Soulstone: Once during the battle, when the operative is activated, you can use this ability. If you do so, this operative regains 1D3 + 3 lost Wounds.
Clone Field
Clone Field: Once during the battle, when this operative is selected as the target of a combat or shooting attack, you can use this ability. If you do so, this operative can immediately perform a free Dash action as though it can FLY (and can do so even if it is in Engagement Range of an enemy operative). If it is no longer a valid target, that combat or shooting attack immediately ends (the action points subtracted are not refunded).
Pain Casket
Pain Casket: Each time a friendly HAND OF THE ARCHON operative within ⬟ of this operative would gain a Pain Token, you can select another friendly HAND OF THE ARCHON operative within ⬟ of this operative to gain it instead.
Living Trophy
Soul-Scent Barb
Soul-Scent Barb: When you select this item of equipment, also select one enemy operative. Until the end of the battle, each time this operative fights in combat with or makes a shooting against that enemy operative, in the Roll Attack Dice step of that combat or shooting attack, you can re-roll any or all of your Attack dice.
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.
Hand Of The Archon
Pay The Soul Debt
- If your Soul Debt tally is seven or more, you score 1VP.
- If your Soul Debt tally is nine or more, you score 1VP.
Slave Run
- If two or more of your Slave tokens are being carried by friendly HAND OF THE ARCHON operatives, you score 1VP.
- If four or more of your Slave tokens are being carried by friendly HAND OF THE ARCHON operatives, you score 1VP.
Contemptuous Slaughter
- At the end of any Turning Point, if one or more enemy operatives were incapacitated during that Turning Point and no friendly HAND OF THE ARCHON operatives were, you score 1VP.
- If you achieve the first condition at the end of any subsequent Turning Points, you score 1VP.
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.