Playing versus Hand of the Archon
Key mechanics: Power from Pain, Rifles, Combat Drugs.
Operatives
- Kabalite Archsybarite — +1 CP each Strategy phase if opponent passes first on Gambits; Can self-generate a Pain token when attacking without one
- Kabalite Crimson Duellist — Can Fight twice per activation. Melee weapon blocks two hits per success; On kill: locks a nearby enemy out of objectives and mission actions for the TP
- Kabalite Disciple of Yaelindra — 1 AP: Torment Grenade -- D3 dmg + ongoing Poison (D3 dmg each activation) on target and nearby operatives; Stinger pistol: on kill, splashes D3 dmg to operatives within 2" (can chain)
- Kabalite Elixicant — 1 AP: heal 2D3 on a friendly or swap their Combat Drug
- Kabalite Flayer — Melee only. Incoming damage of 3+ reduced by 1; Crit in melee generates a Pain token for a nearby friendly
- Kabalite Skysplinter Assassin — Double Shoot (one must be Razorwing: Seek, Saturate, Silent) OR use Mark action instead; Mark: target loses obscured and operative gains Seek Light against them; Omen: pre-game pick -- an enemy re-rolls 6s, or a friendly re-rolls 1s