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Aeldari

Hand Of The Archon

Recon/Seek And Destroy

The Archons of the Drukhari Kabals are forever plotting to expand their sprawling criminal empires. Should their

Faction Rules

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 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).

Operatives

Strategic Ploys

Blade Artists

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

Rending: If you retain any critical hits, retain 1 normal hit as a critical hit instead.

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.

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.

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.

Balanced: Can re-roll one Attack die.

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.

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.

Heinous Arrogance

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

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.

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), and you cannot use this rule again during this turning point.

Wicked Blades

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

Toxic 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.

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.

Ammo Cache (x1)

Before the battle, you can set up one of your Ammo Cache markers wholly within your territory. Friendly operatives can perform the following mission action during the battle:

AMMO RESUPPLY0AP

One of your Ammo Cache markers the active operative controls is used during this turning point.

Until the start of the next turning point, whenever this operative is shooting with a weapon from its datacard, you can re-roll one of your attack dice.

An operative cannot perform this action while within control range of an enemy operative, if that marker is not yours, or if that marker has been used this turning point.

Razor Wire (x1)

Razor wire is Exposed and Obstructing terrain. Before the battle, you can set it up wholly within your territory, on the killzone floor and more than 2" from other equipment terrain features, access points, and Accessible terrain.

Obstructing: Whenever an operative would cross over this terrain feature within 1" of it, treat the distance as an additional 1".

Comms Device (x1)

Before the battle, you can set up one of your Comms Device markers wholly within your territory.

While a friendly operative controls this marker, add 3" to the distance requirements of its SUPPORT rules that refer to friendly operatives

(e.g. ‘select one friendly operative within 6"’ would be 9" instead).

Note that you cannot benefit from your opponent's Comms Device markers.

Mines (x1)

Before the battle, you can set up one of your Mines markers wholly within your territory and more than 2" from other markers, access points, and Accessible terrain.

The first time that marker is within an operative's control range, remove that marker and inflict D3+3 damage on that operative.

Light Barricades (x2)

Light barricades are Light terrain, except the feet, which are Insignificant and Exposed. Before the battle, you can set up any of them wholly within your territory, on the killzone floor and more than 2" from other equipment terrain features, access points, and Accessible terrain.

Heavy Barricade (x1)

A heavy barricade is Heavy terrain. Before the battle, you can set it up wholly within 4" of your drop zone, on the killzone floor and more than 2" from other equipment terrain features, access points, and Accessible terrain.

Ladders (x2)

Ladders are Insignificant and Exposed terrain. Before the battle, you can set up any of them as follows:

  • Wholly within your territory.
  • Upright against terrain that’s at least 2" tall.
  • More than 2" from other equipment terrain features.
  • More than 1" from doors and access points.

Once per action, whenever an operative is climbing the terrain feature a ladder is placed against, treat the vertical distance as 1" if the ladder is within that operative’s control range during that entire climb.

Portable Barricade (x1)

A portable barricade is Light, Protective and Portable terrain, except the feet which are Insignificant and Exposed.

Before the battle, you can set it up wholly within your territory, on the killzone floor and more than 2" from other equipment terrain features, access points, and Accessible terrain.

Protective: While an operative is in cover from this terrain feature, improve its Save stat by 1 (to a maximum of 2+).

Portable: This terrain feature only provides cover while an operative is connected to it and if the shield is intervening (ignore its feet).

Operatives connected to the inside of it can perform the following unique action during the battle:

Move With Barricade1AP

The same as the Reposition action, except the active operative can move no more than its Move stat minus 2" and cannot climb, drop, jump, or use any killteam's rules that remove it and set it back up again (e.gh. HEARTHKYN SALVAGER Fly, MANDRAKE Shadow Passage).

Before this operative moves, remove the portable barricade it is connected to. After it moves, set up the portable barricade so it is connected again, but the portable barricade cannot be set up within 2" of

other equipment terrain features, access points or Accessible terrain. If this is not possible, the portable barricade is not set up again.

This action is treated as a Reposition action. An operative cannot perform this action while within control range of an enemy operative, or in the same activation in which it performed the Fall Back or Charge action.

Utility Grenade - Smoke (x1/2)

When you select this equipment, select two utility grenades (2 smoke, 2 stun, or 1 smoke and 1 stun).

Each selection is a unique action your operatives can perform, but your kill team can only perform that action a total number of times during the battle equal to your selection.

SMOKE GRENADE1AP

Place one of your Smoke Grenade markers within 6" of this operative. It must be visible to this operative,

or on Vantage terrain of a terrain feature that is visible to this operative. The marker creates an area of smoke 1" horizontally and unlimited height vertically from (but not below) it.

While an operative is wholly within an area of smoke, it is obscured to operatives more than 2" from it, and vice versa.

In addition, whenever an operative is shooting an enemy operative wholly within an area of smoke, weapons with the Piercing 2 or Piercing Crits 2 weapon rule have the Piercing 1 or Piercing Crits 1 weapon rule (respectively) instead, unless they’re within 2" of each other.

In the Ready step of the next Strategy phase, roll one D3. Remove that Smoke Grenade marker after a number of activations equal to that D3 have been completed

or at the end of the turning point (whichever comes first).

An operative cannot perform this action while within control range of an enemy operative, or if you have reached the total number of times your kill team can perform it.

Utility Grenade - Stun (x1/2)

When you select this equipment, select two utility grenades (2 smoke, 2 stun, or 1 smoke and 1 stun).

Each selection is a unique action your operatives can perform, but your kill team can only perform that action a total number of times during the battle equal to your selection.

STUN 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 stun test. For an operative to take a stun test, roll one D6: on a 3+, subtract 1 from its APL stat until the end of its next activation.

An operative cannot perform this action while within control range of an enemy operative, or if you have reached the total number of times your kill team can perform it.

Explosive Grenade - Frag (x1/2)

When you select this equipment, select two explosive grenades (2 frag, 2 krak, or 1 frag and 1 krak).

WeaponATKHITDMGSpecial
Frag Grenade44+2/4Rng 6", Blast 2", Saturate

Explosive Grenade - Krak (x1/2)

When you select this equipment, select two explosive grenades (2 frag, 2 krak, or 1 frag and 1 krak).

WeaponATKHITDMGSpecial
Krak Grenade44+4/5Rng 6", Piercing 1, Saturate

Breaching Charge

Once per battle, when a friendly operative performs the Breach action, you can use this rule. If you do, that operative can perform that action for 1 less AP (to a minimum of 1AP) as though it had the word "breach marker" on its datacard.

Building Your Roster

A HAND OF THE ARCHON KillTeam is composed of:

- 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).