Hand of the Archon

Model NameMTSvWLdOC
Hand of the Archon
25mm
7"34+ 6++17+1
Keywords:
Drukhari, Kabal, Aeldari, Hand of the Archon, Infantry, Grenades
Ranged WeaponsRangeABSSAPD
Blast pistol
pistol
6"138-3D3
Blaster
assault
18"138-4D6+1
Dark lance
heavy
36"1412-3D6+2
Shardcarbine
anti-infantry 3+, assault
18"33201
Shredder
assault, torrent
18"D6N/A601
Splinter cannon
anti-infantry 3+, heavy, sustained hits 1
36"343-12
Splinter pistol
anti-infantry 3+, assault, pistol
12"13201
Splinter rifle
anti-infantry 3+, assault
24"23201
Stinger pistol
anti-infantry 2+, pistol
12"13201
Melee WeaponsRangeABSSAPD
Close combat weapon
Melee23301
Pain sculptors
anti-infantry 4+, twin-linked
Melee334-11
Power weapon
anti-infantry 3+
Melee433-21
Razorflail
Melee434-21

Abilities

Assassins’ Poisons (Pain):In your Shooting phase or the Fight phase, when you select this unit to shoot or fight, you can spend 1 Pain token to Empower this unit. While Empowered, weapons equipped by models in this unit (excluding blast pistols, blasters and dark lances) have the [LETHAL HITS] and [PRECISION] abilities.
Archon’s Will:At the start of the first battle round, select one objective marker on the battlefield. Until the end of the battle, while this unit is within range of that objective marker, unless this unit is Battle-shocked, models in this unit have a 5+ invulnerable save and an Objective Control characteristic of 3.

Wargear Options

The Kabalite Archsybarite’s close combat weapon can be replaced with 1 power weapon.
The Kabalite Archsybarite’s splinter rifle can be replaced with one of the following:
  • 1 blast pistol
  • 1 splinter pistol
The Kabalite Archsybarite can be equipped with one of the following:
  • 1 Kabalite icon
  • 1 phantasm grenade launcher
1 Kabalite Agent's splinter rifle can be replaced with one of the following:
  • 1 blaster
  • 1 shredder
1 Kabalite Agent’s splinter rifle can be replaced with one of the following:
  • 1 dark lance
  • 1 splinter cannon
1 Kabalite Agent’s splinter rifle can be replaced with 1 stinger pistol.
1 Kabalite Agent’s splinter rifle can be replaced with 1 shardcarbine.
1 Kabalite Agent’s splinter rifle can be replaced with 1 pain sculptors.
1 Kabalite Agent’s splinter rifle can be replaced with 1 splinter pistol and 1 razorflail.
1 Kabalite Agent equipped with a splinter rifle can be equipped with 1 stimm-needler. This model’s splinter rifle cannot be replaced.

Wargear Abilities

Kabalite Icon:While the bearer’s unit is not Battle-shocked, add 1 to the bearer’s Objective Control characteristic.
Phantasm Grenade Launcher:The bearer’s unit has the Smoke keyword.
Stimm-needler:Once per turn, the first time a saving throw is failed for a model in the bearer’s unit, change the Damage characteristic of that attack to 0.

Unit Composition

1 Kabalite Archsybarite
9 Kabalite Agents
Every model is equipped with: splinter rifle; close combat weapon.

Costs

10 models - 125pts

Leader

Stratagems

NameDescription
1CP GRENADE
Detachment: Core
WHEN: Your Shooting phase.

TARGET: One GRENADES unit from your army (excluding units that Advanced, Fell Back or have shot this turn) that is not within Engagement Range of one or more enemy units.

EFFECT: Select one GRENADES model in your unit and one enemy unit that is not within Engagement Range of any units from your army and is within 8" of and visible to your GRENADES model. Roll six D6: for each 4+, that enemy unit suffers 1 mortal wound.
1CP INSANE BRAVERY
Detachment: Core
WHEN: Battle-shock step of your Command phase, just before you take a Battle-shock test for a unit from your army.

TARGET: That unit from your army.

EFFECT: Your unit automatically passes that Battle-shock test.

RESTRICTIONS: You cannot use this Stratagem more than once per battle.
1CP RAPID INGRESS
Detachment: Core
WHEN: End of your opponent’s Movement phase.

TARGET: One unit from your army that is in Reserves.

EFFECT: Your unit can arrive on the battlefield as if it were the Reinforcements step of your Movement phase, and if every model in that unit has the Deep Strike ability, you can set that unit up as described in the Deep Strike ability (even though it is not your Movement phase).

RESTRICTIONS: You cannot use this Stratagem to enable a unit to arrive on the battlefield during a battle round it would not normally be able to do so in.
1CP GO TO GROUND
Detachment: Core
WHEN: Your opponent’s Shooting phase, just after an enemy unit has selected its targets.

TARGET: One INFANTRY unit from your army that was selected as the target of one or more of the attacking unit’s attacks.

EFFECT: Until the end of the phase, all models in your unit have a 6+ invulnerable save and have the Benefit of Cover.
2CP COUNTER-OFFENSIVE
Detachment: Core
WHEN: Fight phase, just after an enemy unit has fought.

TARGET: One unit from your army that is within Engagement Range of one or more enemy units and that has not already been selected to fight this phase.

EFFECT: Your unit fights next.
1CP HEROIC INTERVENTION
Detachment: Core
WHEN: Your opponent’s Charge phase, just after an enemy unit ends a Charge move.

TARGET: One unit from your army that is within 6" of that enemy unit and would be eligible to declare a charge against that enemy unit if it were your Charge phase.

EFFECT: Your unit now declares a charge that targets only that enemy unit, and you resolve that charge as if it were your Charge phase.

RESTRICTIONS: You can only select a VEHICLE unit from your army if it is a WALKER. Note that even if this charge is successful, your unit does not receive any Charge bonus this turn.
1CP COMMAND RE-ROLL
Detachment: Core
WHEN: Any phase, just after you make an Advance roll, a Charge roll, a Desperate Escape test or a Hazardous test for a unit from your army, or a Hit roll, a Wound roll, a Damage roll or a saving throw for a model in that unit, or a roll to determine the number of attacks made with a weapon equipped by a model in that unit. If you are using fast dice rolling, this Stratagem can still be used after rolling multiple rolls or saving throws at once.

TARGET: That unit or model from your army.

EFFECT: You re-roll that roll, test or saving throw. If you are using fast dice rolling, select one of those rolls or saving throws to re-roll.
1CP FIRE OVERWATCH
Detachment: Core
WHEN: Your opponent’s Movement or Charge phase, just after an enemy unit is set up or when an enemy unit starts or ends a Normal, Advance or Fall Back move, or declares a charge.

TARGET: One unit from your army that is within 24" of that enemy unit and that would be eligible to shoot if it were your Shooting phase.

EFFECT: If that enemy unit is visible to your unit, your unit can shoot that enemy unit as if it were your Shooting phase.

RESTRICTIONS: You cannot target a TITANIC unit with this Stratagem. Until the end of the phase, each time a model in your unit makes a ranged attack, an unmodified Hit roll of 6 is required to score a hit, irrespective of the attacking weapon’s Ballistic Skill or any modifiers. You can only use this Stratagem once per turn.
1CP SYMPHONY OF SUFFERING
Detachment: Covenite Coterie
WHEN: Fight phase, just after a Drukhari unit from your army destroys an enemy unit.

TARGET: That DRUKHARI unit.

EFFECT: Each enemy unit within 9" of and visible to your unit must take a Battle-shock test, subtracting 1 from that test if your unit is a Haemonculus Covens unit.
1CP CONNOISSEURS OF PAIN
Detachment: Covenite Coterie
WHEN: Your opponent’s Shooting phase or the Fight phase, just after an enemy unit has selected its targets.

TARGET: One Drukhari unit from your army that was selected as the target of one or more of the attacking unit’s attacks.

EFFECT: Spend 1 Pain token. Until the attacking unit has finished making its attacks, each time an attack targets your unit, worsen the Armour Penetration characteristic of that attack by 1. At the end of the phase, if your unit is still on the battlefield and it is a Haemonculus Covens unit, you gain 1 Pain token.
1CP TAILORED TOXINS
Detachment: Kabalite Cartel
WHEN: Your Shooting phase or the Fight phase.

TARGET: One Kabal or Blades for Hire unit from your army that has not been selected to shoot or fight this phase.

EFFECT: Until the end of the phase, each time a model in your unit makes an attack that targets your Contract unit, an unmodified Hit roll of 5+ scores a Critical Hit.
1CP DEADLY DECEIVERS
Detachment: Kabalite Cartel
WHEN: Your opponent’s Shooting phase, just after an enemy unit has selected its targets.

TARGET: One Kabal or Blades for Hire unit from your army that was selected as the target of one or more of the attacking unit’s attacks.

EFFECT: Until the end of the phase, your unit can only be selected as the target of a ranged attack if the attacking model is within 18".
1CP MAKING A POINT
Detachment: Kabalite Cartel
WHEN: Your Shooting phase.

TARGET: One Kabalite Warriors or Hand of the Archon unit from your army that has not been selected to shoot this phase.

EFFECT: Until the end of the phase, improve the Ballistic Skill and Armour Penetration characteristics of ranged weapons equipped by models in your unit by 1.
1CP TAKEN ALIVE
Detachment: Kabalite Cartel
WHEN: Fight phase.

TARGET: One Drukhari unit from your army that has not been selected to fight this phase.

EFFECT: Until the end of the phase, each time a model in your unit makes an attack, add 1 to the Hit roll. If your Contract unit is destroyed as a result of those attacks, every unit in your opponent’s army must take a Battle-shock test. You cannot gain more than 3 Pain tokens as a result of failed Battle-shock tests caused by this Stratagem.
1CP DOUBLE-CROSS
Detachment: Kabalite Cartel
WHEN: Fight phase, just after an enemy unit has selected its targets.

TARGET: One Kabal or Blades for Hire unit from your army that was selected as the target of one or more of the attacking unit’s attacks, and one friendly Drukhari unit (excluding Vehicles).

EFFECT: Until the end of the phase, each time you would allocate an attack to a model in your KABAL or BLADES FOR HIRE unit, if your DRUKHARI unit is within Engagement Range of the attacking model, no saving throw is made for that attack; instead, your DRUKHARI unit suffers a number of mortal wounds equal to the Damage characteristic of that attack.
2CP RAID AND FADE
Detachment: Realspace Raiders
WHEN: End of your Shooting phase.

TARGET: Up to two Kabalite Warriors units from your army, or one other Drukhari unit from your army (excluding ScouRGES and Aircraft).

EFFECT: Each of those units can make a Normal move of up to 6".

RESTRICTIONS: You cannot select units that are within Engagement Range of one or more enemy units. Until the end of the turn, those units are not eligible to declare a charge.
1CP DARK HARVEST
Detachment: Realspace Raiders
WHEN: Start of the Fight phase.

TARGET: Up to two Wracks units from your army, or one other Drukhari unit from your army.

EFFECT: Until the end of the phase, melee weapons equipped by models in each of those units have the [LETHAL HITS] ability.
1CP FIGHTING SHADOWS
Detachment: Realspace Raiders
WHEN: Your opponent’s Shooting phase or the Fight phase, just after an enemy unit has selected its targets.

TARGET: One Drukhari unit from your army (excluding Haemonculus Covens units) that was selected as the target of one or more of the attacking unit’s attacks.

EFFECT: Until the end of the phase, each time an attack targets your unit, subtract 1 from the Hit roll.
1CP INSTINCTIVE SPITE
Detachment: Realspace Raiders
WHEN: Start of your Shooting phase or the start of the Fight phase.

TARGET: Up to two Drukhari Battleline units from your army, or one other Drukhari unit from your army.

EFFECT: You can spend 1 Pain token. Until the end of the phase, each time a model in each of those units makes an attack that targets an enemy unit that is Below Half-strength, add 1 to the Hit roll. If you spent 1 Pain token, add 1 to the Wound roll as well.
1CP EAGER FOR THE KILL
Detachment: Realspace Raiders
WHEN: Start of your Movement phase.

TARGET: Up to two Wyches units from your army, or one other Drukhari unit from your army, that have not been selected to move this phase.

EFFECT: Until the end of the phase, each time one of those units Advances, do not make an Advance roll for it. Instead, until the end of the phase, add 6" to the Move characteristic of models in that unit (this is not cumulative with the Reavers’ Matchless Swiftness ability).
2CP DANCE MACABRE
Detachment: Reaper’s Wager
WHEN: Your opponent’s Movement phase, just after an enemy unit ends a Normal, Advance or Fall Back move.

TARGET: One Drukhari Infantry or Harlequins Infantry unit from your army that is within 9" of that enemy unit.

EFFECT: Your unit can make a Normal move of up to D6". If your unit is currently losing the wager, it can make a Normal move of up to 6" instead.
1CP SHORTEN THE ODDS
Detachment: Reaper’s Wager
WHEN: Your Movement phase, just after a Drukhari or Harlequins unit from your army has Advanced.

TARGET: That unit.

EFFECT: Until the end of the turn, your unit is eligible to shoot and declare a charge in a turn in which it Advanced.
1CP MURDERER’S CIRCUS
Detachment: Reaper’s Wager
WHEN: Fight phase, just after an enemy unit has selected its targets.

TARGET: One Drukhari or Harlequins unit from your army that was selected as the target of one or more of the attacking unit’s attacks.

EFFECT: Until the end of the phase, each time an attack targets your unit, subtract 1 from the Hit roll.
1CP FATEFUL ROLE
Detachment: Reaper’s Wager
WHEN: Fight phase, just after an enemy unit has selected its targets.

TARGET: One Drukhari or Harlequins unit from your army that was selected as the target of one or more of the attacking unit’s attacks.

EFFECT: Until the end of the phase, each time a model in your unit is destroyed, if that model has not fought this phase, roll one D6, adding 1 to the result if that unit is losing the wager: on a 4+, do not remove it from play. That destroyed model can fight after the attacking model’s unit has finished making its attacks, and is then removed from play.
1CP MALICIOUS FRENZY
Detachment: Reaper’s Wager
WHEN: Your Shooting phase or the Fight phase.

TARGET: One Drukhari or Harlequins unit from your army that has not been selected to shoot or fight this phase.

EFFECT: Select [LETHAL HITS] or [SUSTAINED HITS 1]. Until the end of the phase, weapons equipped by models in your unit have the selected ability.
1CP SCINTILLATING TEMPO
Detachment: Reaper’s Wager
WHEN: Your Movement phase or your Charge phase, just after a Drukhari or Harlequins unit from your army is selected to make a Normal, Advance or Fall Back move, is set up on the battlefield, or declares a charge.

TARGET: That unit.

EFFECT: Until the end of the turn, enemy units cannot use the Fire Overwatch Stratagem to shoot at your unit.
1CP SKYBORNE ANNIHILATION
Detachment: Skysplinter Assault
WHEN: Your Shooting phase.

TARGET: One Drukhari unit from your army that has not been selected to shoot this phase and that disembarked from a Transport this turn.

EFFECT: Until the end of the phase, ranged weapons equipped by models in your unit have the [SUSTAINED HITS 1] ability, or the [SUSTAINED HITS 2] ability if your unit is a Kabalite Warriors or Hand of the Archon unit.
1CP WRAITHLIKE RETREAT
Detachment: Skysplinter Assault
WHEN: End of the Fight phase.

TARGET: One Drukhari Infantry unit from your army that fought this phase.

EFFECT: Your unit can make a Normal or Fall Back move, but unless it is a Wyches unit, it must end that move wholly within 3" horizontally and 5" vertically of a friendly Drukhari Transport and must embark within that TRANSPORT at the end of that move (otherwise, it cannot make that move).
1CP POUNCE ON THE PREY
Detachment: Skysplinter Assault
WHEN: Your Movement phase, just after a Drukhari Infantry unit from your army disembarks from a Transport that made a Normal move this phase.

TARGET: That INFANTRY unit.

EFFECT: Until the end of the turn, your unit is eligible to declare a charge.
1CP FEIGNED WEAKNESS
Detachment: Spectacle of Spite
WHEN: Your Movement phase, just after a Drukhari unit from your army Falls Back.

TARGET: That DRUKHARI unit.

EFFECT: Until the end of the turn, your unit is eligible to shoot and declare a charge in turn in which it Fell Back.
1CP DEADLY DEBUT
Detachment: Spectacle of Spite
WHEN: Fight phase.

TARGET: One DRUKHARI unit from your army that made a Charge move this turn and has not been selected to fight this phase.

EFFECT: Until the end of the phase, melee weapons equipped by models in your unit have the [LETHAL HITS] ability. If your unit is a Wyches unit, until the end of the phase, improve the Armour Penetration characteristic of melee weapons equipped by models in your unit by 1 as well.