Introducing the Hand of the Archon, a 9-model Drukhari kill team that excels in both melee and shooting with lethal precision. Their unique Power From Pain rule lets them earn Pain tokens by injuring enemies, which can be spent for invigorations like extra APL, healing, free Dashes, or re-rolls. They're fast with 7" move but fragile with 4+ save and 8-9 wounds. Strategy ploys like Blade Artists and Merciless Sadists enhance their melee and shooting against wounded foes, while firefight ploys offer tactical flexibility. With operatives like the Crimson Duellist for double fights and the Skysplinter Assassin for ranged assassination, they're a versatile, high-risk, high-reward force that thrives on inflicting pain and outmaneuvering enemies.
Core Abilities
Faction Rules
- Power From Pain: Gain Pain tokens for injuring or incapacitating enemies, spend on invigorations.
- Dark Animus: Spend Pain token to gain +1 APL until next activation.
- Accelerated Rejuvenation: Spend Pain token to regain up to D3+1 wounds.
- Vitalised Surge: Spend Pain token to perform free Dash after incapacitating enemy.
- Stimulated Senses: Spend Pain token to reroll dice of one result after rolling.
- Rifles: Splinter rifles gain Accurate 1 when not performing Charge, Fall Back, or Reposition.
Strategic Ploys
- Blade Artists: Melee weapons gain Rending rule.
- Merciless Sadists: Weapons gain Balanced rule against wounded enemies.
- From Darkness, Death: Retain one normal success as critical success.
- Denizens of Night: Reroll one defence dice in cover.
Firefight Ploys
- Cruel Deception: Fall Back for 1 less AP
- Devious Scheme: Opponent spends +1 CP on next ploy
- Heinous Arrogance: Skip your activation
- Prey on the Wounded: Re-roll attack dice vs wounded
Equipment
- Chain Snare: Prevents enemy fall back on 4+ roll
- Wicked Blades: +1 Atk for blades
- Toxin Coating: Melee weapons gain Lethal 5+ twice per turn
- Refined Poison: +1 Normal Dmg for splinter weapons twice per turn