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unit
Hand of the Archon

Drukhari

Keywords: Infantry • Kabal • Aeldari • Grenades • Hand of the Archon

Scouts 7"
Unit Profiles
ModelMTSvWLdOCInvuln
Kabalite Archsybarite7"34+17+16+
Kabalite Agents7"34+17+16+
Scouts 7"
Melee Weapons
ProfileKeywordsRangeAWSBSSAPD
Close combat weaponMelee23+301
Pain sculptors
Anti-infantry 4+Twin-linked
Melee33+4-11
Power weapon
Anti-infantry 3+
Melee43+3-21
RazorflailMelee43+4-21
Ranged Weapons
ProfileKeywordsRangeAWSBSSAPD
Blast pistol
Pistol
6"13+8-3D3
Blaster
Assault
18"13+8-4D6+1
Dark lance
Heavy
36"14+12-3D6+2
Shardcarbine
Anti-infantry 3+Assault
18"33+201
Shredder
AssaultTorrent
18"D6N/A601
Splinter cannon
Anti-infantry 3+HeavySustained Hits 1
36"34+3-12
Splinter pistol
Anti-infantry 3+AssaultPistol
12"13+201
Splinter rifle
Anti-infantry 3+Assault
24"23+201
Stinger pistol
Anti-infantry 2+Pistol
12"13+201

Unit Composition

1 Kabalite Archsybarite
9 Kabalite Agents

Every model is equipped with: splinter rifle; close combat weapon.

Unit Abilities
Power from Pain
View Army Rule

Pain Abilities

All DRUKHARI units have a Pain ability, tagged with the word ‘Pain’. Pain abilities only apply to a unit while it is Empowered. If your Army Faction is DRUKHARI, you can Empower units from your army with Pain abilities by spending Pain tokens (see below).

Designer’s Note: *You can also spend Pain tokens to activate additional effects in certain other rules such as Enhancements and Stratagems.*

Gaining Pain Tokens

If your Army Faction is DRUKHARI, you gain Pain tokens as follows:

1 Pain token at the start of your Command phase.
1 Pain token each time an enemy unit is destroyed.
1 Pain token each time an enemy unit fails a Battle‑shock test.

Each time you gain a Pain token, keep it to one side – this is your Pain token pool. Each time you spend a Pain token, reduce your Pain token pool by the same amount.

Empowered Through Pain

Each Pain ability will state when you can spend Pain tokens to Empower that unit. When you do, until the end of the phase, that unit is Empowered and all Pain abilities it has take effect. While an Attached unit is Empowered, the Pain abilities of all Leader and Bodyguard units in that unit take effect – you do not need to spend additional Pain tokens to activate each of those Pain abilities.

Assassins’ Poisons

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.

Core Abilities
Scouts 7"

Some units have ‘Scouts x"’ listed in their abilities. If every model in a unit has this ability, then at the start of the first battle round, before the first turn begins, it can make a Normal move of up to x" as if it were your Movement phase – as can any DEDICATED TRANSPORT model such a unit starts the battle embarked within (provided only models with this ability are embarked within that DEDICATED TRANSPORT model). A unit that moves using this ability must end that move more than 9" horizontally away from all enemy models. If both players have units that can do this, the player who is taking the first turn moves their units first.

Stratagems by Detachment

Symphony of Suffering
1 CP
epic Deed

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.


Connoisseurs of Pain
1 CP
battle Tactic

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.


Double-cross
1 CP
strategic Ploy

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.


Taken Alive
1 CP
battle Tactic

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.


Tailored Toxins
1 CP
epic Deed

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.


Enemies Without Number
1 CP
epic Deed

When: Your Command phase, just after you complete a Contract (see Murderous Agenda Detachment rule).

Target: One ARCHON WARLORD from your army.

Effect: Select one new Contract from those listed in the Murderous Agenda Detachment rule (this can be one you have already completed), then select one unit from your opponent’s army that is on the battlefield and matches the ‘Contract’ description in that Contract. Until that Contract is completed, that unit is your Contract unit and the Murderous Agenda Detachment rule applies as normal.


Making A Point
1 CP
battle Tactic

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.


Deadly Deceivers
1 CP
strategic Ploy

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".


Fighting Shadows
1 CP
battle Tactic

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.


Instinctive Spite
1 CP
battle Tactic

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.


Dark Harvest
1 CP
strategic Ploy

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.


Eager for the Kill
1 CP
battle Tactic

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).


Raid and Fade
2 CP
strategic Ploy

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.


Malicious Frenzy
1 CP
battle Tactic

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.


Fateful Role
1 CP
strategic Ploy

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.


Murderer’s Circus
1 CP
battle Tactic

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.


Shorten The Odds
1 CP
strategic Ploy

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.


Scintillating Tempo
1 CP
strategic Ploy

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.


Dance Macabre
2 CP
strategic Ploy

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.


Wraithlike Retreat
1 CP
strategic Ploy

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).


Pounce on the Prey
1 CP
strategic Ploy

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.


Skyborne Annihilation
1 CP
battle Tactic

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.


Swooping Mockery
1 CP
strategic Ploy

When: Your opponent’s Movement phase, just after an enemy unit ends a Normal, Advance or Fall Back move.

Target: One DRUKHARI TRANSPORT from your army that is within 9" of that enemy unit.

Effect: Your TRANSPORT can make a Normal move of up to 6".


Night Shield
1 CP
wargear

When: Your opponent’s Shooting phase, just after an enemy unit has selected its targets.

Target: One DRUKHARI VEHICLE 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, models in your unit have a 4+ invulnerable save.


Deadly Debut
1 CP
battle Tactic

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.


Feigned Weakness
1 CP
strategic Ploy

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.