Select your leader and 7 warriors above, then hit Deploy
Aspect Techniques — General Rules
Each ASPECT TECHNIQUE belongs to one of three categories: Dire Avenger, Howling Banshee, or Striking Scorpion, and can only be used with a friendly operative that has the matching Aspect keyword. In addition:
You cannot use more than one ASPECT TECHNIQUE per activation or counteraction.
You cannot use each ASPECT TECHNIQUE more than once per turning point.
If every friendly BLADES OF KHAINE operative selected for deployment has the same Aspect keyword, you cannot use each ASPECT TECHNIQUE more than twice per turning point instead of once.
✦ Howling Banshee Aspect Techniques
Howling Banshee
The Woe
Use during a friendly HOWLING BANSHEE operative's activation, after it's performed the Charge action and incapacitated an enemy operative during the Fight action, and is no longer within control range. That operative can immediately perform a free Charge action using any remaining move distance from the first Charge. It can perform two Charge actions during its activation to do so. It cannot have performed any other actions during this activation.
Howling Banshee
Rain of Tears
Use when a friendly HOWLING BANSHEE operative is fighting, after you strike with a critical success, if the enemy operative isn't incapacitated. End that sequence (remaining attack dice are discarded) and immediately perform a free Fall Back action up to 3" (then the Fight action ends). That operative can do so even if it's performed an action that prevents the Fall Back action.
Howling Banshee
Acrobatic
Use when a friendly HOWLING BANSHEE operative performs an action in which it moves. Until the end of the action, that operative: can ignore all vertical distances when dropping and climbing; can move through enemy operatives and within control range of them; during Charge can leave their control range; cannot move more than its Move stat if it's the Charge action.
Howling Banshee
Scream-That-Steals
Use when a friendly HOWLING BANSHEE operative is fighting or retaliating, at the start of the Resolve Attack Dice step. You can resolve one of your successes before the normal order. If you do, that success must be used to block.
Howling Banshee
Shriek-That-Kills
Use when a friendly HOWLING BANSHEE operative is performing the Shoot action. Until the end of that action, that operative can use the following ranged weapon:
Name
ATK
HIT
DMG
◐◐◐ Shriek-that-kills
5
3+
1/2
Range 6", Saturate, Seek Light, Stun, Torrent 1"
✦ Dire Avenger Aspect Techniques
Dire Avenger
The Slicing Hurricane
Use when a friendly DIRE AVENGER operative is performing the Reposition action. That operative can perform the Shoot action during that action (in a location it can be placed; any remaining move distance can be used after). You must select its shuriken catapult, shuriken pistol or twin shuriken catapult for that Shoot action.
Dire Avenger
Death of a Thousand Blades
Use when a friendly DIRE AVENGER operative is performing the Shoot action with a shuriken catapult or twin shuriken catapult. Until the end of that action, that weapon has the Torrent 2" weapon rule, but you cannot select more than one secondary target.
Dire Avenger
Vigilance of the Avenger
Use when a friendly DIRE AVENGER operative is performing the Shoot action with a shuriken catapult or twin shuriken catapult. Until the end of that action, that weapon has the Lethal 5+ weapon rule.
Dire Avenger
Unstinting, Immovable
Use when an operative is shooting a friendly DIRE AVENGER operative, and you've rolled two or more fails. You can discard one of them to retain the other as a normal success instead.
Dire Avenger
Raging Heat of the Dying Flame
Use during a friendly DIRE AVENGER operative's activation. Until the start of that operative's next activation, you can ignore any changes to its stats from being injured (including its weapons' stats).
✦ Striking Scorpion Aspect Techniques
Striking Scorpion
Patient Stalk, Sudden Blow
Use when a friendly STRIKING SCORPION operative with a Conceal order performs the Reposition action. During that action, that operative can move within control range of enemy operatives (cannot end there), and you can inflict D3+2 damage on one enemy operative it moved within control range of.
Striking Scorpion
Strike and Fade
Use when a friendly STRIKING SCORPION operative incapacitates an enemy operative while fighting or retaliating, and is no longer within 3" of enemy operatives. Change that operative's order to Conceal and immediately perform a free Dash action.
Striking Scorpion
Scorpion's Eye
Use when a friendly STRIKING SCORPION operative is performing the Shoot action and you select a shuriken pistol. Until the end of that action, that weapon has the Seek Light weapon rule.
Striking Scorpion
Merciless Strikes
Use when a friendly STRIKING SCORPION operative is fighting, the first time you strike with a critical success during that sequence. Until the end of that sequence, that operative's melee weapon has the Shock weapon rule.
Striking Scorpion
One with the Gloom
Use during a friendly STRIKING SCORPION operative's activation. Until the start of its next activation, while that operative has a Conceal order and is in cover, it cannot be selected as a valid target, taking precedence over all other rules (e.g. Seek, Vantage terrain) except being within 2".
Strategy Ploys
Strategy Ploy
Forewarned
Whenever an operative is shooting a ready friendly BLADES OF KHAINE operative, you can re-roll any of your defence dice results of one result (e.g. results of 2).
Strategy Ploy
Ruthless Poise
Whenever a friendly BLADES OF KHAINE operative is fighting a ready enemy operative, that friendly operative's melee weapons have the Ceaseless weapon rule.
Strategy Ploy
Khaine's Vengeance
Whenever a friendly BLADES OF KHAINE operative is shooting an expended enemy operative, that friendly operative's ranged weapons have the Ceaseless weapon rule.
Strategy Ploy
Dance of Death
Select two friendly BLADES OF KHAINE operatives visible to and within 6" of each other. Remove them both and set them back up in each other's previous locations (swap positions).
Firefight Ploys
Firefight Ploy
Bladewind
Use during a friendly BLADES OF KHAINE operative's activation. During that activation, that operative can perform two Fight actions.
Firefight Ploy
Starfall
Use during a friendly BLADES OF KHAINE operative's activation. During that activation, that operative can perform two Shoot actions.
Firefight Ploy
Fading Light
Use during a friendly BLADES OF KHAINE operative's activation, before or after it performs an action. During that activation, that operative can perform the Fall Back action for 1 less AP.
Firefight Ploy
Contempt
Use when a friendly BLADES OF KHAINE operative is retaliating or an enemy operative is shooting it, after your opponent rolls their attack dice, but before re-rolls. Until the end of the sequence, your opponent cannot re-roll their attack dice (if your opponent declared firefight ploys to re-roll, those ploys are cancelled and CP refunded).
Faction Equipment
Rune of Prophecy
Faction
›
Once per battle, after rolling off to decide initiative, you can add D3 to, or subtract D3 from, your result.
Rune of Shielding
Faction
›
Once per battle, when an attack dice inflicts Normal Dmg on a friendly BLADES OF KHAINE operative, you can ignore that inflicted damage.
Rune of Foresight
Faction
›
When this equipment is revealed, roll one D3. In the Strategy phase of the turning point equal to the result, you gain 1 additional CP.
Wraithbone Talisman
Faction
›
Once per turning point, when a friendly BLADES OF KHAINE operative is shooting, fighting or retaliating, if you roll two or more fails, you can discard one of them to retain another as a normal success instead.
Universal Equipment
Portable Barricade
1×
›
Light, Protective and Portable terrain. Set up wholly within your territory, on the killzone floor, >2" from other equipment. Protective: Improves Save stat by 1 (max 2+) while operative is in cover from it.
Move with Barricade
1AP
As Reposition, but max move = Move stat −2". Cannot climb, drop, jump, or use rules that remove and reset it.
Remove barricade before moving, set it up connected again after (not within 2" of other equipment terrain features, access points or Accessible terrain).
Cannot perform while within control range of an enemy, or if it performed Fall Back or Charge this activation.
Ammo Cache
1×
›
Set up one Ammo Cache marker wholly within your territory before the battle.
Ammo Resupply
0AP
Use one of your Ammo Cache markers the active operative controls.
Until the start of the next turning point, re-roll one attack die when shooting with a weapon from its datacard.
Cannot perform while within control range of an enemy, if the marker isn't yours, or if it's been used this turning point.
Razor Wire
1×
›
Exposed and Obstructing terrain. Obstructing: Whenever an operative would cross over this feature within 1" of it, treat the distance as an additional 1".
Comms Device
1×
›
Set up one Comms Device marker wholly within your territory. While a friendly operative controls it, add 3" to the distance requirements of its SUPPORT rules that refer to friendly operatives.
Mines
1×
›
Set up one Mines marker wholly within your territory, >2" from other markers. The first time the marker is within an operative's control range, remove it and inflict D3+3 damage on that operative.
Light Barricades
2×
›
Light terrain (feet are Insignificant and Exposed). Set up within your territory, on the killzone floor, >2" from other equipment terrain features, access points and Accessible terrain.
Heavy Barricade
1×
›
Heavy terrain. Set up wholly within 4" of your drop zone, on the killzone floor, >2" from other equipment terrain features, access points and Accessible terrain.
Ladders
2×
›
Insignificant and Exposed terrain. Set up upright against terrain ≥2" tall, >2" from other equipment terrain features, >1" from doors and access points. Once per action, an operative climbing the terrain a ladder is placed against treats the vertical distance as 1" if the ladder is within its control range during the entire climb.
Utility Grenades (Smoke & Stun)
2× total
›
Select 2 grenades: 2 smoke, 2 stun, or 1 of each. Each is a unique action, usable a total number of times equal to your selection.
Smoke Grenade
1AP
Place a Smoke Grenade marker within 6". Creates smoke 1" horizontally, unlimited height. Obscures operatives >2" from it. Piercing 2 / Crits 2 reduced to Piercing 1 / Crits 1 through smoke (unless within 2").
In the Ready step of next Strategy phase, roll D3. Remove the marker after that many activations, or at the end of the turning point.
Cannot perform within control range of an enemy, or if maximum uses reached.
Stun Grenade
1AP
Select one enemy operative visible and within 6". That operative and each other within 1" takes a stun test: roll D6, on 3+ subtract 1 from its APL until the end of its next activation.
Cannot perform within control range of an enemy, or if maximum uses reached.
Explosive Grenades (Frag & Krak)
2× total
›
Select 2 grenades: 2 frag, 2 krak, or 1 of each. Each is a ranged weapon, usable a total number of times equal to your selection.
Name
ATK
HIT
DMG
Frag grenade
4
4+
2/4
Krak grenade
4
4+
4/5
Frag: Range 6", Blast 2", Saturate
Krak: Range 6", Piercing 1, Saturate
Operative Selection
Kill Team Composition
Select 1 BLADES OF KHAINE operative (Leader) and 7 BLADES OF KHAINE operatives (Warriors).
DIRE AVENGER EXARCH — one of:
Shuriken catapult; fists
Twin shuriken catapult; gun butts
Or one option from each of: Diresword or power weapon & Shuriken pistol or shimmershield
HOWLING BANSHEE EXARCH — one of:
Mirrorswords
Shuriken pistol; executioner
Shuriken pistol; power weapon
Shuriken pistol; triskele
Triskele; power weapon
STRIKING SCORPION EXARCH — one of:
Shuriken pistol; biting blade
Shuriken pistol; scorpion's claw and chainsword
Twin shuriken pistols; twin chainswords
Warriors (pick 7, any mix): Dire Avenger Warrior / Howling Banshee Warrior / Striking Scorpion Warrior
Archetypes
Your archetype is Seek & Destroy, or the archetype associated with the most common Aspect keyword in your kill team (choose if tied).
DIRE AVENGER → Security
HOWLING BANSHEE → Recon
STRIKING SCORPION → Infiltration
Errata & Updates (October 2025)
Rules Updates
Shriek-That-Kills: ATK stat changed to 5.
Rain of Tears: Triggers after critical success if the enemy operative isn't incapacitated; Fall Back is a free action up to 3".
One with the Gloom: "…except being within 2"."
Strike and Fade: Triggers when incapacitating while fighting or retaliating, and no longer within 3" of enemies.
Defence Tactics (Dire Avenger Exarch & Warrior): Now grants the Balanced weapon rule.
Fading Light: Can be used "before or after it performs an action."
Rules Q&A
Q: Rain of Tears — if opponent uses Chain Snare, what happens? A: The ASPECT TECHNIQUE is still used; fight sequence ends but the HOWLING BANSHEE stays in its current location.
Q: Can opponent interrupt Strike and Fade before the free Dash? A: No, but they can interrupt before the STRIKING SCORPION performs the free Dash action.
Q: Can both Shoot actions from two-Shoot activations happen during the same Reposition (Slicing Hurricane)? A: Yes.