Hand of the Archon

(Unit)
Type: upgrade
Category: Infantry
Categories: Infantry, Kabal, Aeldari, Grenades, Hand of the Archon, Faction: Drukhari
EntryId: 76ab-197c-bd41-181b
Hidden: false
Costs: 125 pts
Options (3)
Crusade:
Battle Honours:
Battle Traits:
Crusade Relics:
Pariah Nexus Blackstone Upgrades:
Weapon Modifications:
Kabalite Archsybarite:
Rules (2)
Power from Pain
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).

**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.
Scouts
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", with the exception that, while making that move, the distance moved by each model in that unit can be greater than that model's Move characteristic, as long as it is not greater than x". 

DEDICATED TRANSPORT models can make use of any Scouts x" ability listed in their abilities, or a Scouts x" ability that a unit that starts the battle embarked within that DEDICATED TRANSPORT  model has (provided only models with this ability are embarked within that Dedicated Transport model), regardless of how that embarked unit gained this ability (e.g. listed in their abilities, conferred by an Enhancement or by an attached Character, etc.). 

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.

Profiles:

Abilities
Invulnerable Save:

This unit has a 6+ Invulnerable save

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.

Archon's Retinue:

If this unit has a Leader unit attached to it during the Declare Battle Formations step, that Leader unit gains the Scouts 7" ability.

Used By (1)
Xenos - Drukhari(Catalogue)