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Killteam Teamrules Handofthearchon Eng 02.10.24

Killteam Teamrules Handofthearchon Eng 02.10.24

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100% found this document useful (1 vote)
68 views13 pages

Killteam Teamrules Handofthearchon Eng 02.10.24

Killteam Teamrules Handofthearchon Eng 02.10.24

Uploaded by

fierabrazz
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
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HAND OF THE ARCHON

DRUKHARI KABALITE HUNTING PARTY


HAND OF THE ARCHON
OPERATIVES
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,
2 torturers and worse wield an array of esoteric and macabre weapons to aid them in their diabolical missions.

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
‘CROSS THE LADY MALYS, HOWEVER
maintain authority. SLIGHT, AND YOU WOULD BE ADVISED TO
SLIT YOUR OWN THROAT WITH A BLUNT
KABALITE AGENT BLADE. IT IS MORE PREFERABLE – AND
Well equipped and with murderous talents honed by survival
FAR, FAR QUICKER – THAN THE REPRISALS
in Commorragh, Agents of Hand of the Archon kill teams are SHE CAN DREAM UP.’
malevolent enforcers. Any prey they cannot painfully cut down - A whisper heard in the slums of Commorragh
with their splinter rifles, they slice apart with graceful sweeps
of their numerous blades.

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.
3

KABALITE DISCIPLE OF YAELINDRA KABALITE GUNNER


Yaelindra founded an infamous cult of poisoners, said to From the darklight caress of blasters to the mesh of
concoct the most potent toxins known to the Dark City. Her monofilament barbs unleashed by shredders, specialist
adepts weaponise deadly venoms, lacing them into torment Gunners of the Kabals revel in unleashing torment on the
grenades or delivering them via hollow slivers fired by stinger move. Such warriors may earn these potent weapons through
pistols with horrific results. skill, or kill their way to the position.

KABALITE ELIXICANT KABALITE HEAVY GUNNER


Elixicants are expert applicators of the various products of Drukhari weapons technology is far in advance of most races’
their Kabal’s biochemical industries. Such stimulants, virulent capabilities, and Kabalite Heavy Gunners wield armaments
narcotics and arcane synthetic hormones invigorate their of hellish power. Dark lances fire midnight beams that can
fellow Kabalites in varying ways. To the enemy, however, they vaporise foes, while splinter cannons scythe through the
offer only slow and painful death. enemy with poisoned shards.

KABALITE FLAYER KABALITE SKYSPLINTER ASSASSIN


Drukhari hunger for others’ pain, and Flayers are gruesomely Used to scouting ahead, these operatives stand apart from
adept at generating it in their victims. Their murders their comrades and are seen as harbouring secret agendas.
are neither swift nor clean, and with every pleasing Such paranoia is a tool they know how to use in their favour,
scream they elicit from their foes, they unleash waves of and the ominous sight of their razorwings haunts both foes
empowering agony. and so-called ‘allies’ alike.
HAND OF THE ARCHON KILL TEAM
 elow you will find a list of the operatives that
B
ARCHSYBARITE
make up a HAND OF THE ARCHON kill team,
Blast pistol
including, where relevant, any weapons specified for
that operative.

4
Venom blade

OPERATIVES
HAND OF THE ARCHON » KILL TEAM SELECTION

↘ 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
Splinter rifle
• CRIMSON DUELLIST
• DISCIPLE OF YAELINDRA
• ELIXICANT
• FLAYER
• GUNNER with one of the following options:
Splinter pistol
○ Blaster; array of blades
○ Shredder; array of blades
• HEAVY GUNNER with one of the following options:
Agoniser
○ 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).

ARCHETYPES

‘W E ARE THE BARBS OF


SEEK &
MALICIOUS SPITE THAT COIL
RECON
DESTROY IN THE EAR; WE ARE THE
PATIENT LISTENER OFFERING
Archetypes are used in certain mission packs, e.g. Approved Ops. The game SAGE COUNSEL.’
sequence will specify how.
- a Hollow Truth of the
Kabal of the Poisoned Tongue
The newest version of these rules can be found online.
Scan the QR code or visit warhammer-community.com.

AGENT CRIMSON DUELLIST DISCIPLE OF YAELINDRA


Razorflail
Splinter rifle Stinger pistol
Splinter pistol

HAND OF THE ARCHON » KILL TEAM SELECTION


GUNNER HEAVY GUNNER
Shredder Blaster Splinter cannon Dark lance

ELIXICANT FLAYER SKYSPLINTER ASSASSIN


Razorwing
Stim-needler Pain sculptors

Splinter rifle

Shardcarbine
FACTION RULES
POWER FROM PAIN RIFLES
The Drukhari feed on the souls of their slain and tortured victims, The long-barrelled splinter rifles carried by Kabalite Warriors are
drawing sustenance from the terrible agonies they inflict. incredibly accurate in the hands of a skilled user.

After a friendly HAND OF THE ARCHON operative performs Whenever a friendly HAND OF THE ARCHON operative is
an action, it gains one of your Pain tokens if: shooting with a splinter rifle during an activation in which
6 it hasn’t performed the Charge, Fall Back or Reposition
• A n enemy operative was injured during that action, but was action, that weapon has the Accurate 1 weapon rule. Note
not incapacitated. that operative isn’t restricted from performing those actions
HAND OF THE ARCHON » FACTION RULES

• An enemy operative was incapacitated during that action. If after shooting.
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
in addition to other 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 any of your dice results of one result
(e.g. results of 2).
STRATEGY PLOYS FIREFIGHT PLOYS
BLADE ARTISTS CRUEL DECEPTION
The Drukhari have made a macabre art form of melee combat, The denizens of the Dark City are well versed in deceit and betrayal. In
slaughtering their victims with flensing strikes and heart- battle, they put these talents to good use, hitting their foes hard before
piercing thrusts. melting away into the shadows.

Friendly HAND OF THE ARCHON operatives’ melee weapons Use this firefight ploy during a friendly HAND OF THE
have the Rending weapon rule. ARCHON operative’s activation. During that activation, that 7
operative can perform the Fall Back action for 1 less AP.

HAND OF THE ARCHON » STRATEGY PLOYS » FIREFIGHT PLOYS


MERCILESS SADISTS
The Drukhari are sustained by the agony of others and are devoid of pity. DEVIOUS SCHEME
There is no act of depraved torture to which they will not stoop. Schemers all, the Drukhari are used to staying one step ahead of their
opponents and confounding their every move.
Whenever a friendly HAND OF THE ARCHON operative
is shooting against or fighting against a wounded enemy Use this firefight ploy after an opponent uses a firefight ploy
operative, that friendly operative’s weapons have the (excluding one that costs 0CP). The next time they would use
Balanced weapon rule. 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.
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. HEINOUS ARROGANCE
To the conceited Drukhari, all opponents are little more than vermin – to
Whenever a friendly HAND OF THE ARCHON operative is be ignored or exterminated.
activated, before you determine its order, you can select one
enemy operative that friendly operative isn’t a valid target Use this firefight ploy when it’s your turn to activate a friendly
for. Until the end of that activation, the first time that friendly operative. You can skip that activation.
operative is shooting against or fighting against that enemy
operative, you can retain one of your normal successes as a
critical success instead. PREY ON THE WOUNDED
Drukhari are drawn to agony, seeking out the injured to land a
killing blow.
DENIZENS OF NIGHT
Hailing from Commorragh – the Dark City – the Drukhari are born and Use this firefight ploy after rolling your attack dice for a
raised in shadow, and use it to conceal their movements. friendly HAND OF THE ARCHON operative, if it’s shooting
against or fighting against a wounded enemy operative. You
Whenever an enemy operative is shooting a friendly HAND can re-roll any of your attack dice.
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.
APL MOVE SAVE WOUNDS

KABALITE ARCHSYBARITE
2 7" 4+ 9
NAME ATK HIT DMG WR
Blast pistol 4 3+ 3/4 Range 8", Piercing 2
Splinter pistol 4 3+ 2/4 Range 8", Lethal 5+
Splinter rifle 4 3+ 2/4 Lethal 5+

8 Agoniser 4 3+ 3/5 Brutal, Lethal 5+, Shock


Array of blades 3 3+ 3/4 -
Power weapon 4 3+ 4/6 Lethal 5+
HAND OF THE ARCHON » DATACARDS

Venom blade 4 3+ 4/5 Lethal 4+

Cunning: In the Gambit step of each Strategy phase, if you pass at the first
opportunity, you gain 1CP.

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

APL MOVE SAVE WOUNDS

KABALITE AGENT
2 7" 4+ 8
NAME ATK HIT DMG WR
Splinter rifle 4 3+ 2/4 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


APL MOVE SAVE WOUNDS

KABALITE CRIMSON DUELLIST


2 7" 4+ 8
NAME ATK HIT DMG WR
Splinter pistol 4 3+ 2/4 Range 8", Lethal 5+
Razorflail 4 2+ 4/5 Brutal, Tangle*

Brutal Display: Once per turning point, when this operative incapacitates Crimson Duellist: The first time this operative performs the Fight action
an enemy operative within its control range, you can select one other enemy during each of its activations, if neither it nor the enemy operative in that 9
operative visible to and within 6" of either this operative or the incapacitated sequence is incapacitated, this operative can immediately perform a free
enemy operative. Until the start of the next turning point, that other enemy Fight action afterwards, but it can only fight against that enemy operative

HAND OF THE ARCHON » DATACARDS


operative cannot control markers or perform the Pick Up Marker or (and only if it’s still valid to fight against). This takes precedence over
mission actions. 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 25

APL MOVE SAVE WOUNDS

KABALITE DISCIPLE
OF YAELINDRA 2 7" 4+ 8
NAME ATK HIT DMG WR
Stinger pistol 4 3+ 3/5 Range 8", Lethal 5+, Stinger*
Array of blades 3 3+ 3/4 -

*Stinger: Whenever an enemy operative is incapacitated by this weapon, TORMENT GRENADE 1AP
before it’s removed from the killzone, inflict D3 damage on each other S elect one enemy operative visible to and within 6" of this operative. That
operative visible to and within 2" of it. Each operative subsequently operative and each other operative within 1" of it takes a poison test.
incapacitated as a result of this weapon rule will cause this to happen again.
F or 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.
T his operative cannot perform this action while within control range of an
enemy operative.

HAND OF THE ARCHON , AELDARI, DRUKHARI, DISCIPLE OF YAELINDRA 25


APL MOVE SAVE WOUNDS

KABALITE ELIXICANT
2 7" 4+ 8
NAME ATK HIT DMG WR
Splinter rifle 4 3+ 2/4 Lethal 5+
Stim-needler 4 3+ 0/0 Range 3", Lethal 3+, Stun
Array of blades 3 3+ 3/4 -

10 Combat Drugs: At the end of the Select Operatives step, if this operative is ADMINISTER DRUG 1AP
selected for deployment, select one of the following COMBAT DRUG rules S elect one friendly HAND OF THE ARCHON operative visible to
for friendly HAND OF THE ARCHON operatives to have for the battle: and within 3" of this operative, then select one of the following for that
HAND OF THE ARCHON » DATACARDS

• Painbringer: Whenever an attack dice inflicts damage of 3 or more on this friendly operative:
operative, roll one D6: on a 6, subtract 1 from that inflicted damage. • It regains 2D3 lost wounds.
• Adrenalight: STRATEGIC GAMBIT. Select one friendly operative that • Select a different COMBAT DRUG rule for it to have for the battle (this
has this COMBAT DRUG to gain one of your Pain tokens. replaces its previous one).
• Hypex: You can ignore any changes to this operative’s Move stat from
being injured. T his operative cannot perform this action while within control range of an
enemy operative.

HAND OF THE ARCHON , AELDARI, DRUKHARI, ELIXICANT 25

APL MOVE SAVE WOUNDS

KABALITE FLAYER
2 7" 4+ 8
NAME ATK HIT DMG WR
Pain sculptors 4 3+ 4/5 Ceaseless, Flay*

Insensible to Pain: Normal and Critical Dmg of 3 or more inflicts 1 less *Flay: Whenever this operative is using this weapon, the first time you strike
damage on this operative. 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


APL MOVE SAVE WOUNDS

KABALITE GUNNER
2 7" 4+ 8
NAME ATK HIT DMG WR
Blaster 4 3+ 4/5 Piercing 2
Shredder 4 3+ 4/5 Rending, Torrent 2"
Array of blades 3 3+ 3/4 -

11

HAND OF THE ARCHON » DATACARDS


HAND OF THE ARCHON , AELDARI, DRUKHARI, GUNNER 25

APL MOVE SAVE WOUNDS

KABALITE HEAVY GUNNER


2 7" 4+ 8
NAME ATK HIT DMG WR
Dark lance 4 3+ 6/7 Heavy (Dash only), Piercing 2
Splinter cannon (focused) 5 3+ 3/5 Heavy (Dash only), Lethal 5+
Splinter cannon (sweeping) 4 3+ 3/5 Heavy (Dash only), Lethal 5+, Torrent 1"
Array of blades 3 3+ 3/4 -

HAND OF THE ARCHON , AELDARI, DRUKHARI, HEAVY GUNNER 25


APL MOVE SAVE WOUNDS

KABALITE
SKYSPLINTER ASSASSIN 2 7" 4+ 8
NAME ATK HIT DMG WR
Razorwing 5 4+ 1/2 Saturate, Seek, Silent
Shardcarbine 4 2+ 2/2 Devastating 2, Lethal 5+
Array of blades 3 3+ 3/4 -

12 Omen: In the Select Operatives step, when you’re selecting equipment, MARK1AP
you can select one enemy operative or one other friendly HAND OF THE S elect one enemy operative visible to this operative. Until the end of the
ARCHON operative (reveal your selection when you reveal equipment). turning point, whenever this operative is shooting that enemy operative
HAND OF THE ARCHON » DATACARDS

Whenever attack or defence dice are rolled for that operative: you can use this effect. If you do:
• If it’s an enemy operative, your opponent must re-roll their dice results of 6. • This operative’s ranged weapons have the Seek Light weapon rule.
• If it’s a friendly operative, you can re-roll any of your dice results of 1. • That enemy operative cannot be obscured.
Merciless Hunter: If this operative doesn’t perform the Mark unique action T his operative cannot perform this action while within control range of an
(see right) during its activation, it can perform two Shoot actions during enemy operative.
its activation, but a razorwing must be selected for one (and only one) of
those actions.

HAND OF THE ARCHON , AELDARI, DRUKHARI, SKYSPLINTER ASSASSIN 25


FACTION 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.

CHAIN SNARE TOXIN COATING


Composed of hooked blades attached to a length of chain, this weapon Drukhari raiders are known to coat their blades in venom, ensuring that
bites into the flesh or armour of the wielder’s target, preventing them even the slightest nick of blade against flesh is fatal.
from fleeing. 13
Up to twice per turning point, whenever a friendly HAND OF
Whenever an enemy operative would perform the Fall Back THE ARCHON operative is fighting or retaliating and you’re

HAND OF THE ARCHON » FACTION EQUIPMENT » MARKER/TOKEN GUIDE


action while within control range of a friendly HAND OF THE selecting a melee weapon, you can use this rule. If you do,
ARCHON operative, if no other enemy operatives are within until the end of that sequence, that operative’s melee weapon
that friendly operative’s control range, you can use this rule. has the Lethal 5+ weapon 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 REFINED POISON
that activation or counteraction (no AP are spent on it). Splinter rounds are infused with exquisitely lethal concoctions distilled
from the potent venoms and toxins of deadly flora and fauna.

WICKED BLADES Up to twice per turning point, whenever a friendly HAND OF


Light yet deadly, the jagged edge of this blade has been crafted to THE ARCHON operative is performing the Shoot action and
ensure maximum agony as it’s plunged into the flesh of a victim. you select a shardcarbine, splinter cannon, splinter pistol,
splinter rifle or stinger pistol, you can use this rule. If you do,
Add 1 to the Atk stat of friendly HAND OF THE ARCHON until the end of that action, add 1 to the Normal Dmg stat of
operatives’ array of blades. that weapon.

MARKER/TOKEN GUIDE

PAIN TOKENS BRUTAL DISPLAY POISON TOKEN


(VALUES 1 & 2) TOKEN

OMEN TOKEN HYPEX TOKEN PAINBRINGER


TOKEN

TOXIN COATING REFINED POISON SADISTIC


TOKEN TOKEN COMPETITION
TOKEN

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