Fr

Killteam

Hand of Archon

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.

Archetype : Reconnaissance / Recherche et destruction
Fire Team Hand of the Archon

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:

  • AGENT
  • CRIMSON DUELLIST
  • DISCIPLE OF YAELINDRA
  • ELIXICANT
  • FLAYER
  • GUNNER with one of the following options:
    • Blaster; array of blades
    • Shredder; array of blades
  • HEAVY GUNNER with one of the following options:
    • Dark lance; array of blades
    • Splinter cannon; array of blades
  • SKYSPLINTER ASSASSIN

 

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).

Operatives

Kabalite Archsybarite

LPA
2
M
7"
SVG
4+
PV
9
Nom A T D Règles
Blast pistol 4 3+ 3/4 Piercing 2, Range 8"
Piercing 2, Range 8"
Splinter pistol 4 3+ 2/4 Lethal 5+, Range 8"
Lethal 5+, Range 8"
Splinter rifle 4 3+ 2/4 Lethal 5+
Lethal 5+
Agoniser 4 3+ 3/5 Brutal, Shock, Lethal 5+
Brutal, Shock, Lethal 5+
Array of blades 3 3+ 3/4
Power weapon 4 3+ 4/6 Lethal 5+
Lethal 5+
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.

HAND OF THE ARCHON , AELDARI, DRUKHARI, LEADER, ARCHSYBARITE
25

Kabalite Archsybarite

LPA
2
M
7"
SVG
4+
PV
9
Nom A T D Règles
Blast pistol 4 3+ 3/4 Piercing 2, Range 8"
Piercing 2, Range 8"
Splinter pistol 4 3+ 2/4 Lethal 5+, Range 8"
Lethal 5+, Range 8"
Splinter rifle 4 3+ 2/4 Lethal 5+
Lethal 5+
Agoniser 4 3+ 3/5 Brutal, Shock, Lethal 5+
Brutal, Shock, Lethal 5+
Array of blades 3 3+ 3/4
Power weapon 4 3+ 4/6 Lethal 5+
Lethal 5+
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.

HAND OF THE ARCHON , AELDARI, DRUKHARI, LEADER, ARCHSYBARITE
25

Kabalite agent

LPA
2
M
7"
SVG
4+
PV
8
Nom A T D Règles
Splinter rifle 4 3+ 2/4 Lethal 5+
Lethal 5+
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
25

Kabalite agent

LPA
2
M
7"
SVG
4+
PV
8
Nom A T D Règles
Splinter rifle 4 3+ 2/4 Lethal 5+
Lethal 5+
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
25

Kabalite Crimson Duellist

LPA
2
M
7"
SVG
4+
PV
8
Nom A T D Règles
Splinter pistol 4 3+ 2/4 Lethal 5+, Range 8"
Lethal 5+, Range 8"
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).

HAND OF THE ARCHON , AELDARI, DRUKHARI, CRIMSON DUELLIST
25

Kabalite Crimson Duellist

LPA
2
M
7"
SVG
4+
PV
8
Nom A T D Règles
Splinter pistol 4 3+ 2/4 Lethal 5+, Range 8"
Lethal 5+, Range 8"
Razorflail 4 2+ 4/5 Brutal, Tangle*
Brutal, Tangle*
Aptitudes : Brutal Display, Crimson Duellist, *Tangle
HAND OF THE ARCHON , AELDARI, DRUKHARI, CRIMSON DUELLIST
25
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).

Kabalite Disciple of Yaelindra

LPA
2
M
7"
SVG
4+
PV
8
Nom A T D Règles
Stinger pistol 4 3+ 3/5 Lethal 5+, Range 8", Stinger*
Lethal 5+, Range 8", Stinger*
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 Grenade 1PA

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
25

Kabalite Disciple of Yaelindra

LPA
2
M
7"
SVG
4+
PV
8
Nom A T D Règles
Stinger pistol 4 3+ 3/5 Lethal 5+, Range 8", Stinger*
Lethal 5+, Range 8", Stinger*
Array of blades 3 3+ 3/4
Aptitudes : *Stinger
HAND OF THE ARCHON , AELDARI, DRUKHARI, DISCIPLE OF YAELINDRA
25
*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 Grenade 1PA

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.

Kabalite elixicant

LPA
2
M
7"
SVG
4+
PV
8
Nom A T D Règles
Splinter rifle 4 3+ 2/4 Lethal 5+
Lethal 5+
Stim-needler 4 3+ 0/0 Stun, Lethal 3+, Range 3"
Stun, Lethal 3+, Range 3"
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 Drug 1PA

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 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
25

Kabalite elixicant

LPA
2
M
7"
SVG
4+
PV
8
Nom A T D Règles
Splinter rifle 4 3+ 2/4 Lethal 5+
Lethal 5+
Stim-needler 4 3+ 0/0 Stun, Lethal 3+, Range 3"
Stun, Lethal 3+, Range 3"
Array of blades 3 3+ 3/4
Aptitudes : Combat Drugs
HAND OF THE ARCHON , AELDARI, DRUKHARI, ELIXICANT
25
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 Drug 1PA

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 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.

Kabalite Flayer

LPA
2
M
7"
SVG
4+
PV
8
Nom A T D Règles
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
25

Kabalite Flayer

LPA
2
M
7"
SVG
4+
PV
8
Nom A T D Règles
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
25

Kabalite Gunner

LPA
2
M
7"
SVG
4+
PV
8
Nom A T D Règles
Blaster 4 3+ 4/5 Piercing 2
Piercing 2
Shredder 4 3+ 4/5 Rending, Torrent 2"
Rending, Torrent 2"
Array of blades 3 3+ 3/4
HAND OF THE ARCHON , AELDARI, DRUKHARI, GUNNER
25

Kabalite Gunner

LPA
2
M
7"
SVG
4+
PV
8
Nom A T D Règles
Blaster 4 3+ 4/5 Piercing 2
Piercing 2
Shredder 4 3+ 4/5 Rending, Torrent 2"
Rending, Torrent 2"
Array of blades 3 3+ 3/4
HAND OF THE ARCHON , AELDARI, DRUKHARI, GUNNER
25

Kabalite Heavy Gunner

LPA
2
M
7"
SVG
4+
PV
8
Nom A T D Règles
Dark lance 4 3+ 6/7 Heavy (Dash only), Piercing 2
Heavy (Dash only), Piercing 2
Splinter cannon (focused) 5 3+ 3/5 Lethal 5+, Heavy (Dash only)
Lethal 5+, Heavy (Dash only)
Splinter cannon (sweeping) 4 3+ 3/5 Lethal 5+, Heavy (Dash only), Torrent 1"
Lethal 5+, Heavy (Dash only), Torrent 1"
Array of blades 3 3+ 3/4
HAND OF THE ARCHON , AELDARI, DRUKHARI, HEAVY GUNNER
25

Kabalite Heavy Gunner

LPA
2
M
7"
SVG
4+
PV
8
Nom A T D Règles
Dark lance 4 3+ 6/7 Heavy (Dash only), Piercing 2
Heavy (Dash only), Piercing 2
Splinter cannon (focused) 5 3+ 3/5 Lethal 5+, Heavy (Dash only)
Lethal 5+, Heavy (Dash only)
Splinter cannon (sweeping) 4 3+ 3/5 Lethal 5+, Heavy (Dash only), Torrent 1"
Lethal 5+, Heavy (Dash only), Torrent 1"
Array of blades 3 3+ 3/4
HAND OF THE ARCHON , AELDARI, DRUKHARI, HEAVY GUNNER
25

Kabalite Skysplinter Assassin

LPA
2
M
7"
SVG
4+
PV
8
Nom A T D Règles
Razorwing 4 4+ 1/2 Saturate, Silent, Seek
Saturate, Silent, Seek
Shardcarbine 4 2+ 2/2 Devastating 2, Lethal 5+
Devastating 2, Lethal 5+
Array of blades 3 3+ 3/4
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.
Merciless Hunter:

If this operative doesn’t perform the Mark unique action (see right) 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.

Mark 1PA

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
25

Kabalite Skysplinter Assassin

LPA
2
M
7"
SVG
4+
PV
8
Nom A T D Règles
Razorwing 4 4+ 1/2 Saturate, Silent, Seek
Saturate, Silent, Seek
Shardcarbine 4 2+ 2/2 Devastating 2, Lethal 5+
Devastating 2, Lethal 5+
Array of blades 3 3+ 3/4
Aptitudes : Omen, Merciless Hunter
HAND OF THE ARCHON , AELDARI, DRUKHARI, SKYSPLINTER ASSASSIN
25
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.
Merciless Hunter:

If this operative doesn’t perform the Mark unique action (see right) 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.

Mark 1PA

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.

Faction rules

Faction rules

Rifles

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

Strategy ploys

Blade artists

Friendly HAND OF THE ARCHON operatives’ melee weapons have the Rending weapon rule.

Strategy ploys

Denizens of night

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.

Strategy ploys

From darkness, death

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.

Strategy ploys

Merciless Sadists

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.

Firefight ploys

Firefight ploys

Cruel deception

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.

Firefight ploys

Devious scheme

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.

Firefight ploys

Heinous arrogance

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

Firefight ploys

Prey on the wounded

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

Equipment

The following equipment options are available to HAND OF THE ARCHON kill teams, alongside the universal equipment online. You cannot select each option more than once per battle.

Faction equipment

Chain snare

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 or counteraction (no AP are spent on it).

Faction equipment

Wicked blades

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

Faction equipment

Toxin coating

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.

Faction equipment

Refined poison

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.

Power from Pain

Power from Pain

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 the invigorations below 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 invigoration.

Power from Pain

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.

Power from Pain

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.

Power from Pain

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.

Power from Pain

Stimulated Senses

When: 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).