The Hand of the Archon are sadistic raiders who grow stronger from inflicting pain, gaining Pain tokens when they wound or kill enemies that can be spent for powerful invigorations like extra movement, healing, or stat boosts.
Core Abilities
Unusual Shooting
Skysplinter Assassin: Razorwing [Seek]Skysplinter Assassin: Mark: grants Seek Light and ignores obscuring
Unusual Melee
Super Conceal
Out of Order Movement
POWER FROM PAIN: Vitalised Surge: free Dash after incapacitating enemy
Activation Manipulation
Firefight Ploy: Heinous Arrogance: skip a friendly operative's activation.
APL Modifiers
KABALITE ELIXICANT: Stim-needler [Stun]POWER FROM PAIN: Dark Animus: +1 APL to operative
Bitter Demise
Block Rerolls
Damage Reduction
Operative: Painbringer: subtract 1 damage on a 6 when damage is 3+Operative: Insensible to Pain: damage of 3+ inflicts 1 less
Faction Rules
- POWER FROM PAIN: Gain Pain tokens for injuring or incapacitating enemies, spent on invigorations.
- RIFLES: Splinter rifles gain Accurate 1 if no Charge, Fall Back, or Reposition performed.
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 for next ploy
- HEINOUS ARROGANCE: Skip your activation
- PREY ON THE WOUNDED: Re-roll attack dice vs wounded
Equipment
- CHAIN SNARE: May prevent enemy Fall Back action on dice roll.
- WICKED BLADES: Adds 1 to Atk stat for blades.
- TOXIN COATING: Grants Lethal 5+ to melee weapon twice per turning point.
- REFINED POISON: Adds 1 to Normal Dmg for certain ranged weapons twice per turning point.
No rules commentary available for this faction yet.
Check the full faction rules for complete details.