Exaction Squad

Books

BookKindEditionVersionLast update
  Kill Team: Soulshackle (Exaction Squad)
  Kill Team: Soulshackle (Exaction Squad)Expansion21.1July 2023
  The Balance Dataslate
  The Balance DataslateRulebook2Q2 2024June 2024

FAQ

Expansion: Kill Team: Soulshackle (Exaction Squad)

Q:If Guilt Reveals Itself interacts with the Blinding Aura Act of Faith (NOVITIATE), which takes precedence?
A:
The former.
Q:Can I use the Engendered Focus ability to ignore modifiers to the damage inflicted by a friendly CASTIGATOR operative? For example, if it strikes a LEGIONARY operative benefiting from the Mutagenic Flesh Strategic Ploy with its excruciator maul, will it inflict the full 4 damage?
A:
Yes.
Q:If a CHAOS CULT operative is arrested and then mutates into another operative, is it still arrested?
A:
Yes.

Exaction Squad Kill Team

Below you will find a list of the operatives that make up a EXACTION SQUAD kill team, including, where relevant, any wargear those models must be equipped with.

Operatives

Your kill team can only include up to two ARBITES GUNNER operatives and up to four ARBITES SUBDUCTOR operatives. Other than ARBITES GUNNER, ARBITES SUBDUCTOR and ARBITES VIGILANT operatives, your kill team can only include each operative above once.

Ability

Below, you will find a common ability of the EXACTION SQUAD kill team.

Ruthless Efficiency

Arbitrators have long experience in claustrophobic confrontations and synchronise their tactics to eliminate foes. With chilling precision, they open fire on the guilty even in the press of combat.

Each time a friendly operative with this ability makes a shooting attack with a weapon that doesn’t have the Blast special rule or the word ‘grenade’ in its name, in the Select Valid Target step of that shooting attack, enemy operatives within of it can have other friendly operatives within Engagement Range and still be selected as a valid target (they must still be a valid target by all other means).

Each time a friendly operative with this ability makes a shooting attack with a weapon that doesn’t have the Blast special rule or the word ‘grenade’ in its name, if the target is within of another friendly EXACTION SQUAD operative, that ranged weapon has the P1 critical hit rule for that shooting attack.

Strategic Ploys

If your faction is EXACTION SQUAD, you can use the following Strategic Ploys during a game.

GUILT REVEALS ITSELF1CP
Strategic Ploy
Until the end of the Turning Point, each time a friendly EXACTION SQUAD operative makes a shooting attack, enemy operatives must be more than 2 (instead of ) from it to be in Cover.
INVIOLATE JURISDICTION1CP
Strategic Ploy
Until the end of the Turning Point, each time a shooting attack is made against a friendly EXACTION SQUAD operative that’s within of an objective marker or enemy operative, in the Roll Defence Dice step of that shooting attack, you can re-roll one of your defence dice.
DISPENSE JUSTICE1CP
Strategic Ploy
Until the end of the Turning Point, each time a friendly EXACTION SQUAD operative fights in combat in an activation (including an enemy activation) in which it has not moved more than its Movement characteristic, in the Roll Attack Dice step of that combat, you can re-roll any or all of your attack dice results (e.g. results of 2).
TERMINAL DECREE1CP
Strategic Ploy
Until the end of the Turning Point, each time a friendly EXACTION SQUAD operative makes a shooting attack against an enemy operative within 2 of it, or each time a friendly EXACTION SQUAD GUNNER operative makes a shooting attack (regardless of distance), in the Roll Attack Dice step of that shooting attack, you can re-roll one of your attack dice.

Tactical Ploys

If your faction is EXACTION SQUAD, you can use the following Tactical Ploys during a game.

LONG ARM OF THE EMPEROR'S LAW1CP
Tactical Ploy
Use this Tactical Ploy in the Scouting step, when your opponent reveals their selection. They cannot resolve that selection. Initiative is still determined as normal, and this Tactical Ploy has no effect on additional or different scouting options your opponent could perform (e.g. Pursuers, HUNTER CLADE).
EXACT PUNISHMENT1CP
Tactical Ploy
Use this Tactical Ploy after an enemy operative fights in combat or makes a shooting attack against a friendly EXACTION SQUAD operative within of it, and that friendly operative is not incapacitated as a result. That friendly operative can immediately perform a free Fight or Overwatch action, but can only target that enemy operative, and only if it’s a valid target.
BRUTAL BACKUP1CP
Tactical Ploy
Use this Tactical Ploy after a friendly EXACTION SQUAD operative performs a Fight action with combat support. One of the friendly EXACTION SQUAD operatives that provided combat support can immediately perform a free Fight action, but can only target the enemy operative from that previous Fight action, and only if it’s a valid target.
EXECUTION ORDER0+CP
Tactical Ploy
Use this Tactical Ploy when a friendly PROCTOR-EXACTANT operative is activated. Select one enemy operative in the killzone (Line of Sight is not required). Until the end of the battle, each time a friendly EXACTION SQUAD operative fights in combat or makes a shooting attack against that enemy operative, in the Roll Attack Dice step of that combat or shooting attack, you can re-roll any or all of your attack dice. 0CP the first time you use it during the battle, 1CP thereafter (you can use it more than once).

Tac Ops

If your faction is EXACTION SQUAD, you can use the Exaction Squad Tac Ops listed below, as specified in the mission sequence.

SEIZE OR INCAPACITATE
Exaction Squad – Faction Tac Op 1
Reveal this Tac Op in the Target Reveal step of the first Turning Point. Select one enemy operative to be the criminal. If that operative is incapacitated, before it is removed from the killzone, place one of your Criminal tokens underneath the operative as close as possible to the centre of its base. Friendly EXACTION SQUADS operatives (excluding R-VR CYBER-MASTIFF operatives) can perform the Pick Up action on that token while not within Engagement Range of an enemy operative. Subtract from their Movement characteristic while they are carrying it.
  • If that enemy operative is incapacitated, you score 1VP.
  • At the end of the battle, if friendly operatives control your Criminal token, you score 1VP.
CONTAIN THREAT
Exaction Squad – Faction Tac Op 2
Reveal this Tac Op in the Target Reveal step of any Turning Point.
  • At the end of any Turning Point, if every enemy operative in the killzone is within of your opponent’s drop zone and/or within of one of your operatives, you score 1VP.
  • If you achieve the first condition at the end of any subsequent Turning Points, you score 1VP.
GATHER EVIDENCE
Exaction Squad – Faction Tac Op 3
You can reveal this Tac Op the first time a friendly operative performs the Gather Evidence action (below). At the end of the battle:
  • If one or more friendly operatives that have performed the Gather Evidence action have not been incapacitated during the battle, you score 1VP.
  • If two or more friendly operatives that have performed the Gather Evidence action have not been incapacitated during the battle, you score 1VP.
Friendly MALOCATOR, REVELATUM and R-VR CYBER-MASTIFF operatives can perform the following mission action:

GATHER EVIDENCE1AP

An operative can perform this action while it controls an objective marker that has not been examined by your kill team. If it does so, until the end of the battle, that objective marker has been examined by your kill team. An operative cannot perform this action while within Engagement Range of an enemy operative.

Spec Ops Rules

Below you will find a selection of rules for Spec Ops campaigns in which you have selected EXACTION SQUAD as your faction keyword.

Battle Honours

Each time an EXACTION SQUAD operative gains a Battle Honour, instead of determining one from its specialism, you can instead determine one from the Exaction Squad Specialist table below. You can either roll one D6 to randomly determine the Battle Honour (re-rolling if it isn’t suitable), or you can select an appropriate one. As with any Battle Honour, an operative cannot have the same one more than once (if a duplicate result is rolled, roll again until a different result is rolled).

EXACTION SQUAD SPECIALIST
D6Specialism
1Obstinate: Defence dice results of 5+ rolled for this operative that are successful saves are critical saves.
2Precinct Champion: Improve the Weapon Skill characteristic of melee weapons this operative is equipped with by 1 (to a maximum of 2+).
3Rigid Determination: You can ignore any or all modifiers to this operative’s Movement characteristics and to the Ballistic Skill and Weapon Skill characteristics of weapons it is equipped with.
4No Lenience: Each time this operative makes a shooting attack against an enemy operative that is not in Cover, ranged weapons it is equipped with have the Lethal 5+ special rule for that shooting attack.
5Judicious Efficiency: For the purposes of the Ruthless Efficiency ability, enemy operatives do not need to be within of this operative.
6Priority Endowment: In the Select Equipment Step, when selecting equipment from your stash, you can select one item of equipment to equip this operative with for one less equipment point (to a minimum of 0EP).

Rare Equipment

Each time you would determine an item of rare equipment to add to your stash, if your faction is EXACTION SQUAD, you can determine one from the table below instead of determining one from another source. To do so, you can either roll one D6 to randomly determine the rare equipment (re-rolling if it isn’t suitable), or you can select an appropriate one. As with any item of rare equipment, your stash cannot include more than one of each item (if a duplicate result is rolled, roll again until a different result is rolled).

1. FLAK-WEAVE GREATCOAT [2EP]

PROCTOR-EXACTANT operative only. Each time this operative fights in combat or a shooting attack is made against it, subtract 1 from both Damage characteristics of weapons the enemy operative is equipped with for that combat or shooting attack.

2. EXECUTIONER ROUNDS [1EP]

Operative equipped with a combat shotgun only. In the Set Up Operatives step, select a type of ammunition for this operative to have loaded into its combat shotgun for the battle: cartridges or executioner rounds. If it has loaded cartridges, it uses either profile of its combat shotgun as normal. If it has loaded executioner rounds, it can only use the long range profile of its combat shotgun, but it gains the following benefits for the battle:

  • Its Damage characteristics are 3/4.
  • It gains the No Cover special rule.
  • Improve its Ballistic Skill characteristic by 1.
The operative can perform the following action during the battle:

LOAD SHOTGUN1AP

Change the type of ammunition loaded into the combat shotgun this operative is equipped with (see above).

3. RELIC SILENCER [2/3EP]

Select a shotpistol or scoped shotpistol the operative is equipped with. That weapon gains the Silent special rule for the battle. If you selected a scoped shotpistol, this equipment costs 3EP; otherwise, it costs 2EP.

4. ‘LAST BREATH’ GAS BOMB [2EP]

The operative is equipped with the following ranged weapon for the battle:
 
Name
A
BS/WS
D
‘Last Breath’ gas bomb
4
3+
1/3
Special Rules
!
Rng , Blast , Indirect, Lethal 5+, Limited
-

5. VOLITION INHIBITOR [3EP]

The operative gains the following ability for the battle:

Volition Inhibitor: While an enemy operative is within of this operative, worsen the Ballistic Skill and Weapon Skill characteristics of weapons that enemy operative is equipped with by 1.

6. CX-19 WEB AGENT [1EP]

Select a webber the operative is equipped with. That weapon gains the Torrent special rule for the battle.


Strategic Assets

Each time you would add a strategic asset to your base of operations, if your faction is EXACTION SQUAD, you can select one from the list below instead of selecting one from another source. As with any strategic asset, you can never have more than one of each.

WRIT OF JUDGEMENT

This authorisation is held with seals of high office in a cryo-stasis data-casket. Issued by a Marshal of Court, Judge or even the sector's Lord Marshal themselves, this writ gives the kill team the right to arrogate additional assets as they see fit for their mission.

After each game, roll one D6, adding 2 to the result if you won: on a 6+, you gain 1 Requisition point.

PORTABLE BIBLIOCRYPT

The kill team maintains a small data-shrine at which meditative study of the Lex ImperiaIis’ primary legal mandates and precedents can be studied. Arbitrators are reinvigorated by their analyses, and rededicated in soul and spirit to mercilessly punish all transgressors.

In the Update Dataslates step of each game, you can roll one D6. You can select up to a number of friendly EXACTION SQUAD operatives equal to the result that have Battle Scars. Add 1 to Recovery tests made for those operatives after that game.

SCRUTINEER-CLASS DETECTION SUITE

The Exaction Squad has installed an array of augurs, scry-spies, data-informants and comms interception devices in a web around its base of operations. Enemy movements, communications and the subtle energy signatures that tell of specialist equipment can all be detected over long distances. No secret is beyond the reach of the Emperor's Law.

If you are the Defender, and/or you select the Fortify option in the Scouting step, you gain 1CP.


Requisitions

In a Spec Ops campaign, if your faction is EXACTION SQUAD, you can use the following Requisitions in addition to those presented in other sources.

FOCUSED ADAPTATION1RP

Exaction Squads are capable of slipping seamlessly into different roles to serve the pursuit of their target.

Purchase this Requisition before or after a game. Remove one ARBITES SUBDUCTOR or ARBITES VIGILANT operative from your dataslate, then add a different EXACTION SQUAD operative to your dataslate (excluding an R-VR CYBER-MASTIFF operative). That new operative has a number of experience points equal to the lowest experience points of the removed operative’s rank (select its Battle Honours accordingly). For example, if you removed an operative that had 20XP, the new operative would have 16XP. It also has the same Battle Scars (if any) of the removed operative.
MONOPOLY ON JUSTICE1RP

The Adeptus Arbites can use the Law to create justification as they see fit, to establish the 'truths' they require.

Purchase this Requisition after a game, if your kill team is currently conducting Operation 1 of a Spec Op, and you did not score victory points from one or more of the operation’s specified Tac Ops. Select one of those Tac Ops; you are treated as having scored victory points from it for the purposes of completing that operation.
TERMINUS WARRANT1RP

An individual has been identified and priority orders have been issued. There is nothing the precinct needs from them now except their immediate removal as an obstacle to the squad's primary target.

Purchase this Requisition before or after a game, if your kill team is currently conducting a Spec Op. Select one enemy operative on an opponent’s dataslate. Until the Spec Op is completed or aborted, friendly EXACTION SQUAD operatives always treat the Execution Order Tactical Ploy as having been used and that enemy operative as being selected for it (this does not prevent you from using the Execution Order Tactical Ploy during battles as normal). While conducting a Spec Op, you can only purchase this Requisition once.

Spec Ops

Each time you would select a Spec Op for your kill team to be assigned to, if your faction is EXACTION SQUAD, you can select one from those found below instead of selecting one from another source.

Seize Lawbreaker

The Book of Judgement has cubic miles of volumes dedicated to the acquisition of suspects, abetters and transgressors, and all other categories of the Human element of justice enactment. Few manage to flee far from the Adeptus Arbites.

OPERATION 1: INVESTIGATE LEADS

The kill team must follow leads on an individual crucial to their mission, gathering evidence, planting scry-sensors and hacking data systems for revelatory condemnation.

Complete five games in which you scored victory points from the ‘Gather Evidence’, ‘Upload Viral Code’ and/or ‘Plant Signal Beacon’ Tac Op.

OPERATION 2: CAPTURE OR KILL

With information uncovered and an opportunity revealed, the kill team has put together an operation to seize the individual, whether for questioning or elimination.

Complete a game in which you scored victory points from the ‘Seize or Incapacitate’ Tac Op.

COMMENDATION
  • You can select one friendly operative that scored you victory points from the ‘Seize or Incapacitate’ Tac Op to earn 5XP. This is not affected by a passed Casualty test.
  • You can distribute up to 5XP across the other operatives on your dataslate.
  • You can add one item of rare equipment to your stash, or you can increase your asset capacity by one.

SPEC OPS BONUS
For the purposes of a mission’s Spec Ops bonus, this Spec Op is considered an ‘Elimination’ Spec Op.

Crush Dissent

A rebellion, uprising or invasion has been incited — as determined by the Emperor’s Gaze — to camouflage a suspect’s operations and impede pursuit. The Arbitrators have deployed to suppress the threat and flush out their prey.

OPERATION 1: TAKE CONTROL

Through the showing of absolute authority and by overrunning the foe’s every haunt, the kill team must dominate any bolthole their quarry could use to escape.

Complete five games in which you scored victory points from the ‘Contain Threat’, ‘Protect Assets’ and/or ‘Central Control’ Tac Op.

OPERATION 2: IMPLEMENT THE LEX

With enemy cohesion and momentum faltering, the kill team advances to crush their spirits, offering the mercy of a just execution to those who identify the target’s location.

Complete a game in which you scored victory points from the ‘Execution’ and/or ’Rout’ Tac Op.

COMMENDATION

SPEC OPS BONUS
For the purposes of a mission’s Spec Ops bonus, this Spec Op is considered a ‘Secure District’ Spec Op.

Equipment

EXACTION SQUAD operatives in your kill team can be equipped with equipment from this list, as specified in the mission sequence. Each operative can be equipped with no more than one of each item.

SHOTPISTOL [1EP]

The operative is equipped with the following ranged weapon for the battle:
 
Name
A
BS/WS
D
Shotpistol
4
4+
3/3
Special Rules
!
Rng
-

REINFORCED MIRROR-VISOR [1EP]

The operative gains the following ability for the battle:

Reinforced Mirror-visor: You can ignore any or all modifiers to this operative’s APL and it is not affected by the Stun critical hit rule.

MANACLES [2EP]

The operative can perform the following action during the battle:

ARREST1AP

Perform a free Fight action with this operative against a valid target with a Wounds characteristic of 7 or less. At the end of that combat, if neither operative has been incapacitated, the target is arrested until the end of the battle. While a friendly EXACTION SQUAD operative is within Engagement Range of no more than one arrested enemy operative and no other enemy operatives, that arrested enemy operative cannot perform any actions other than Pass. Operatives that can perform this action cannot themselves be arrested.

STROBING PHOSPHOR-LUMEN [1EP]

The operative gains the following ability for the battle:

Strobing Phosphor-lumen: Each time an enemy operative Visible to and within of this operative fights in combat or makes a shooting attack against a friendly EXACTION SQUAD operative within of this operative, in the Roll Attack Dice step of that combat or shooting attack, your opponent cannot re-roll their attack dice.

FRAG GRENADE [2EP]

The operative is equipped with the following ranged weapon for the battle:
 
Name
A
BS/WS
D
Frag grenade
4
3+
2/3
Special Rules
!
Rng , Blast , Indirect, Limited
-

KRAK GRENADE [3EP]

The operative is equipped with the following ranged weapon for the battle. It cannot make a shooting attack with this weapon by performing an Overwatch action:
 
Name
A
BS/WS
D
Krak grenade
4
3+
4/5
Special Rules
!
Rng , AP1, Indirect, Limited
-

STUN GRENADE [3EP]

The operative can perform the following action for the battle:

STUN GRENADE1AP

Select one point in the killzone within of this operative. Roll one D6 for each operative within of that point, subtracting 1 from the result if that operative is not Visible to this operative. On a 4+, subtract 1 from that operative’s APL. This operative can only perform this action once, and cannot perform this action while within Engagement Range of an enemy operative.


Datacards


Arbites Proctor-exactant

Exaction Squads are selected and led by Proctors-exactant. These experienced Arbitrators are ruthless tacticians and savvy fighters. They are also intimidating embodiments of Imperial justice and employ nuncio-aquilas to broadcast deafening orations that cow the guilty into submission.

Arbites Proctor-exactant

Exaction Squads are selected and led by Proctors-exactant. These experienced Arbitrators are ruthless tacticians and savvy fighters. They are also intimidating embodiments of Imperial justice and employ nuncio-aquilas to broadcast deafening orations that cow the guilty into submission.

M APL GA DF SV W Base
3 2 1 3 4+ 9 28mm
 
Name
A
BS/WS
D
SR
Special Rules
!
Combat shotgun
Each time this weapon is selected to make a shooting attack with, select one of the profiles below to use:
Combat shotgun
Each time this weapon is selected to make a shooting attack with, select one of the profiles below to use:
 - Close range
 - Close range
4
2+
4/4
Rng Rng -
 - Long range
 - Long range
4
4+
2/2
--
Repression baton
Repression baton
3
4+
2/2
--
Dominator maul & assault shield
Dominator maul & assault shield
4
3+
4/4
Lethal 5+, Repress*, Shield*. !StunLethal 5+, Repress*, Shield*Stun
ABILITIES UNIQUE ACTIONS
Ruthless Efficiency
Assault Shield: If this operative is equipped with a dominator maul & assault shield, it has a 3+ Save characteristic.
*Repress: Each time this operative fights in combat with this weapon, you are the Attacker (i.e. even if this operative is not the active operative). If both operatives have this special rule, it has no effect.
*Shield: Each time this operative fights in combat with this weapon, in the Resolve Successful Hits step of that combat, each time it parries, two of your opponent’s successful hits are discarded (instead of one).
Nuncio-aquila:
  • Each time an enemy operative would perform a mission action or the Pick Up action, if that enemy operative is within of your Nuncio-aquila token (or this operative if that token has not been placed), one additional action point must be subtracted to perform that action. See the Deploy Nuncio-aquila action below for how that token is placed.
  • When determining control of an objective marker your Nuncio-aquila token (or this operative if that token has not been placed) is within of, treat enemy operatives’ total APL as being 1 less. Note that this is not a modifier.
Deploy Nuncio-aquila (0AP): The first time this operative performs this action during a battle, place one of your Nuncio-aquila tokens within horizontally and any distance vertically of this operative. Each time this operative performs this action thereafter, you can move that Nuncio-aquila token up to horizontally and up to any distance vertically. This operative cannot perform this action while within Engagement Range of an enemy operative.
ABILITIES
Ruthless Efficiency
Assault Shield: If this operative is equipped with a dominator maul & assault shield, it has a 3+ Save characteristic.
*Repress: Each time this operative fights in combat with this weapon, you are the Attacker (i.e. even if this operative is not the active operative). If both operatives have this special rule, it has no effect.
*Shield: Each time this operative fights in combat with this weapon, in the Resolve Successful Hits step of that combat, each time it parries, two of your opponent’s successful hits are discarded (instead of one).
Nuncio-aquila:
  • Each time an enemy operative would perform a mission action or the Pick Up action, if that enemy operative is within of your Nuncio-aquila token (or this operative if that token has not been placed), one additional action point must be subtracted to perform that action. See the Deploy Nuncio-aquila action below for how that token is placed.
  • When determining control of an objective marker your Nuncio-aquila token (or this operative if that token has not been placed) is within of, treat enemy operatives’ total APL as being 1 less. Note that this is not a modifier.
UNIQUE ACTIONS
Deploy Nuncio-aquila (0AP): The first time this operative performs this action during a battle, place one of your Nuncio-aquila tokens within horizontally and any distance vertically of this operative. Each time this operative performs this action thereafter, you can move that Nuncio-aquila token up to horizontally and up to any distance vertically. This operative cannot perform this action while within Engagement Range of an enemy operative.
DATACARD-RELATED
EXECUTION ORDER , FLAK-WEAVE GREATCOAT , EXECUTIONER ROUNDS
EXACTION SQUAD, IMPERIUM, ADEPTUS ARBITES, LEADER, ARBITES, PROCTOR-EXACTANT
EXACTION SQUAD, IMPERIUM, ADEPTUS ARBITES, LEADER, ARBITES, PROCTOR-EXACTANT


Arbites Castigator

It is the Castigator’s role to ensure that the guilty receive due punishment, their hood-like helms steeling their resolve against curses and pleas alike. Once the quarry is located, the Castigotor is charged with their subdual by any means - a task they perform with zealous dedication.

Arbites Castigator

It is the Castigator’s role to ensure that the guilty receive due punishment, their hood-like helms steeling their resolve against curses and pleas alike. Once the quarry is located, the Castigotor is charged with their subdual by any means - a task they perform with zealous dedication.

M APL GA DF SV W Base
3 2 1 3 4+ 8 28mm
 
Name
A
BS/WS
D
SR
Special Rules
!
Combat shotgun
Each time this weapon is selected to make a shooting attack with, select one of the profiles below to use:
Combat shotgun
Each time this weapon is selected to make a shooting attack with, select one of the profiles below to use:
 - Close range
 - Close range
4
3+
4/4
Rng Rng -
 - Long range
 - Long range
4
5+
2/2
--
Excruciator maul
Excruciator maul
4
3+
4/4
!Rending, Stun-Rending, Stun
ABILITIES UNIQUE ACTIONS
Ruthless Efficiency
Engendered Focus: You can ignore any or all modifiers to this operative’s characteristics (including modifiers to the weapons it is equipped with, but excluding its Defence characteristic).
Zealous Dedication: Each time this operative would lose a wound, roll one D6: on a 6, that wound is not lost.
Castigator’s Arrest (1AP): Perform a free Fight action with this operative against a valid target with a Wounds characteristic of 10 or less. At the end of that combat, if neither operative has been incapacitated, the target is arrested until the end of the battle. While a friendly EXACTION SQUAD operative is within Engagement Range of no more than one arrested enemy operative and no other enemy operatives, that arrested enemy operative cannot perform any actions other than Pass. Operatives that can perform this action cannot themselves be arrested.
ABILITIES
Ruthless Efficiency
Engendered Focus: You can ignore any or all modifiers to this operative’s characteristics (including modifiers to the weapons it is equipped with, but excluding its Defence characteristic).
Zealous Dedication: Each time this operative would lose a wound, roll one D6: on a 6, that wound is not lost.
UNIQUE ACTIONS
Castigator’s Arrest (1AP): Perform a free Fight action with this operative against a valid target with a Wounds characteristic of 10 or less. At the end of that combat, if neither operative has been incapacitated, the target is arrested until the end of the battle. While a friendly EXACTION SQUAD operative is within Engagement Range of no more than one arrested enemy operative and no other enemy operatives, that arrested enemy operative cannot perform any actions other than Pass. Operatives that can perform this action cannot themselves be arrested.
DATACARD-RELATED
EXECUTIONER ROUNDS
EXACTION SQUAD, IMPERIUM, ADEPTUS ARBITES, ARBITES, CASTIGATOR
EXACTION SQUAD, IMPERIUM, ADEPTUS ARBITES, ARBITES, CASTIGATOR


Arbites Chirurgant

These Arbitrators are highly skilled medical specialists, used to treating debilitating wounds inflicted by those resisting detention. They are also skilled in the tactical questioning of prisoners and have studied the limits to which the body can be pushed to elicit answers.

Arbites Chirurgant

These Arbitrators are highly skilled medical specialists, used to treating debilitating wounds inflicted by those resisting detention. They are also skilled in the tactical questioning of prisoners and have studied the limits to which the body can be pushed to elicit answers.

M APL GA DF SV W Base
3 2 1 3 4+ 8 28mm
 
Name
A
BS/WS
D
SR
Special Rules
!
Combat shotgun
Each time this weapon is selected to make a shooting attack with, select one of the profiles below to use:
Combat shotgun
Each time this weapon is selected to make a shooting attack with, select one of the profiles below to use:
 - Close range
 - Close range
4
3+
4/4
Rng Rng -
 - Long range
 - Long range
4
5+
2/2
--
Repression baton
Repression baton
3
4+
2/2
--
ABILITIES UNIQUE ACTIONS
Ruthless Efficiency
Medic!: Once per Turning Point, the first time another friendly EXACTION SQUAD operative would be incapacitated while Visible to and within of this operative and not within Engagement Range of an enemy operative, if this operative is not within Engagement Range of an enemy operative, this operative can revive it. That friendly operative is not incapacitated, has 1 wound remaining, and if it was a shooting attack, any remaining attack dice are discarded. That friendly operative can then perform a free Dash action, but must finish that move within of this operative. Subtract 1 from both operatives’ APL.
Medikit (1AP): Select one friendly EXACTION SQUAD operative Visible to and within of this operative. That friendly operative regains 2D3 lost wounds. An operative cannot be selected for this action if it was revived using the Medic! ability during the same Turning Point. This operative cannot perform this action while within Engagement Range of an enemy operative.
ABILITIES
Ruthless Efficiency
Medic!: Once per Turning Point, the first time another friendly EXACTION SQUAD operative would be incapacitated while Visible to and within of this operative and not within Engagement Range of an enemy operative, if this operative is not within Engagement Range of an enemy operative, this operative can revive it. That friendly operative is not incapacitated, has 1 wound remaining, and if it was a shooting attack, any remaining attack dice are discarded. That friendly operative can then perform a free Dash action, but must finish that move within of this operative. Subtract 1 from both operatives’ APL.
UNIQUE ACTIONS
Medikit (1AP): Select one friendly EXACTION SQUAD operative Visible to and within of this operative. That friendly operative regains 2D3 lost wounds. An operative cannot be selected for this action if it was revived using the Medic! ability during the same Turning Point. This operative cannot perform this action while within Engagement Range of an enemy operative.
DATACARD-RELATED
EXECUTIONER ROUNDS
EXACTION SQUAD, IMPERIUM, ADEPTUS ARBITES, MEDIC, ARBITES, CHIRURGANT
EXACTION SQUAD, IMPERIUM, ADEPTUS ARBITES, MEDIC, ARBITES, CHIRURGANT


Arbites Gunner

Gunners provide substantial firepower to Exaction Squad operations using weapons such as heavy stubbers - rapid-firing cannons whose solid shot can scythe through mobs. More specialist weapons may fire chemicals that paralyse, or grenades that crack open doors and armour alike.

Arbites Gunner

Gunners provide substantial firepower to Exaction Squad operations using weapons such as heavy stubbers - rapid-firing cannons whose solid shot can scythe through mobs. More specialist weapons may fire chemicals that paralyse, or grenades that crack open doors and armour alike.

M APL GA DF SV W Base
3 2 1 3 4+ 8 28mm
 
Name
A
BS/WS
D
SR
Special Rules
!
Grenade launcher
Grenade launcher
4
4+
4/6
AP1AP1-
Heavy stubber
Heavy stubber
5
4+
3/4
Ceaseless, Fusillade, HeavyCeaseless, Fusillade, Heavy-
Webber
Webber
5
3+
2/2
Rng , Lethal 5+. !StunRng , Lethal 5+Stun
Repression baton
Repression baton
3
4+
2/2
--
ABILITIES UNIQUE ACTIONS
Ruthless Efficiency
-
ABILITIES
Ruthless Efficiency
UNIQUE ACTIONS
-
DATACARD-RELATED
TERMINAL DECREE , CX-19 WEB AGENT
EXACTION SQUAD, IMPERIUM, ADEPTUS ARBITES, ARBITES, GUNNER
EXACTION SQUAD, IMPERIUM, ADEPTUS ARBITES, ARBITES, GUNNER


Arbites Leashmaster

Leashmasters are specialists who command the caniform servitors known as Cyber-mastiffs. They direct override the construct’s basic protocols with advanced commands, and broadcast shouted orders to their guilt-ridden prey via the Cyber-mastiff’s emitters.

Arbites Leashmaster

Leashmasters are specialists who command the caniform servitors known as Cyber-mastiffs. They direct override the construct’s basic protocols with advanced commands, and broadcast shouted orders to their guilt-ridden prey via the Cyber-mastiff’s emitters.

M APL GA DF SV W Base
3 2 1 3 4+ 8 28mm
 
Name
A
BS/WS
D
SR
Special Rules
!
Combat shotgun
Each time this weapon is selected to make a shooting attack with, select one of the profiles below to use:
Combat shotgun
Each time this weapon is selected to make a shooting attack with, select one of the profiles below to use:
 - Close range
 - Close range
4
3+
4/4
Rng Rng -
 - Long range
 - Long range
4
5+
2/2
--
Repression baton
Repression baton
3
4+
2/2
--
ABILITIES UNIQUE ACTIONS
Ruthless Efficiency
Handler: Each time this operative is activated, you can also activate a ready friendly R-VR CYBER-MASTIFF operative at the same time. Complete their actions in any order.
Attack Pattern: When this operative is selected for deployment, select one of the following attack patterns for a friendly R-VR CYBER-MASTIFF operative to have for the battle:
  • Aggressive: Melee weapons it is equipped with gain the Relentless special rule.
  • Swift: Add to its Movement characteristic.
  • Defensive: Improve its Save characteristic by 1.
Command (0AP): Select one friendly R-VR CYBER-MASTIFF operative within of this operative and change its attack pattern.
ABILITIES
Ruthless Efficiency
Handler: Each time this operative is activated, you can also activate a ready friendly R-VR CYBER-MASTIFF operative at the same time. Complete their actions in any order.
Attack Pattern: When this operative is selected for deployment, select one of the following attack patterns for a friendly R-VR CYBER-MASTIFF operative to have for the battle:
  • Aggressive: Melee weapons it is equipped with gain the Relentless special rule.
  • Swift: Add to its Movement characteristic.
  • Defensive: Improve its Save characteristic by 1.
UNIQUE ACTIONS
Command (0AP): Select one friendly R-VR CYBER-MASTIFF operative within of this operative and change its attack pattern.
DATACARD-RELATED
EXECUTIONER ROUNDS
EXACTION SQUAD, IMPERIUM, ADEPTUS ARBITES, ARBITES, LEASHMASTER
EXACTION SQUAD, IMPERIUM, ADEPTUS ARBITES, ARBITES, LEASHMASTER


R-VR Cyber-mastiff

Arbitrators employ many servo-constructs for intimidation, security and pursuit. The Rantal-class Venatus Reclamotor is an advanced Cyber-mastiff used by Exaction Squads. The R-VR’s detectors enable them to track their prey, while their iron jaws can break bones or kill on command.

R-VR Cyber-mastiff

Arbitrators employ many servo-constructs for intimidation, security and pursuit. The Rantal-class Venatus Reclamotor is an advanced Cyber-mastiff used by Exaction Squads. The R-VR’s detectors enable them to track their prey, while their iron jaws can break bones or kill on command.

M APL GA DF SV W Base
3 2 1 3 4+ 8 25mm
 
Name
A
BS/WS
D
SR
Special Rules
!
Mechanical bite
Mechanical bite
4
4+
3/5
Lethal 5+Lethal 5+-
ABILITIES UNIQUE ACTIONS
Beast: Other than the Gather Evidence mission action, this operative cannot perform mission actions and cannot be equipped with equipment.
Apprehend (1AP): Select one enemy operative within this operative’s Engagement Range. That enemy operative suffers D3 mortal wounds, and until it’s no longer within this operative’s Engagement Range, it’s apprehended. Each time an apprehended enemy operative would perform a Fall Back action, your opponent must roll one D6, adding 1 to the result for each wound it has remaining that’s greater than this operative’s remaining wounds. If the result is less than this operative’s remaining wounds, that enemy operative cannot perform that action (the action points are refunded).
ABILITIES
Beast: Other than the Gather Evidence mission action, this operative cannot perform mission actions and cannot be equipped with equipment.
UNIQUE ACTIONS
Apprehend (1AP): Select one enemy operative within this operative’s Engagement Range. That enemy operative suffers D3 mortal wounds, and until it’s no longer within this operative’s Engagement Range, it’s apprehended. Each time an apprehended enemy operative would perform a Fall Back action, your opponent must roll one D6, adding 1 to the result for each wound it has remaining that’s greater than this operative’s remaining wounds. If the result is less than this operative’s remaining wounds, that enemy operative cannot perform that action (the action points are refunded).
DATACARD-RELATED
FOCUSED ADAPTATION , SEIZE OR INCAPACITATE , GATHER EVIDENCE
EXACTION SQUAD, IMPERIUM, ADEPTUS ARBITES, R-VR CYBER-MASTIFF
EXACTION SQUAD, IMPERIUM, ADEPTUS ARBITES, R-VR CYBER-MASTIFF


Arbites Malocator

Technically gifted, Malocators carry bio-sample extractors to gather trace evidence on their team’s quarry. They operate with an icy calm under fire, scrutinising evidence via their veriscant multi-lens array and informing their team of enemy weaknesses.

Arbites Malocator

Technically gifted, Malocators carry bio-sample extractors to gather trace evidence on their team’s quarry. They operate with an icy calm under fire, scrutinising evidence via their veriscant multi-lens array and informing their team of enemy weaknesses.

M APL GA DF SV W Base
3 2 1 3 4+ 8 28mm
 
Name
A
BS/WS
D
SR
Special Rules
!
Combat shotgun
Each time this weapon is selected to make a shooting attack with, select one of the profiles below to use:
Combat shotgun
Each time this weapon is selected to make a shooting attack with, select one of the profiles below to use:
 - Close range
 - Close range
4
3+
4/4
Rng Rng -
 - Long range
 - Long range
4
5+
2/2
--
Repression baton
Repression baton
3
4+
2/2
--
ABILITIES UNIQUE ACTIONS
Ruthless Efficiency
Acute Focus: Once per Turning Point, during this operative’s activation, it can perform a mission action or the Pick Up action for one less action point (to a minimum of 0AP).
Veriscant (1AP): Select one enemy operative in this operative’s Line of Sight. Until the end of the Turning Point, each time a friendly EXACTION SQUAD operative fights in combat or makes a shooting attack against that enemy operative, in the Roll Attack Dice step of that combat or shooting attack, you can retain one of your successful normal hits as a critical hit instead. This operative cannot perform this action while within Engagement Range of an enemy operative.
ABILITIES
Ruthless Efficiency
Acute Focus: Once per Turning Point, during this operative’s activation, it can perform a mission action or the Pick Up action for one less action point (to a minimum of 0AP).
UNIQUE ACTIONS
Veriscant (1AP): Select one enemy operative in this operative’s Line of Sight. Until the end of the Turning Point, each time a friendly EXACTION SQUAD operative fights in combat or makes a shooting attack against that enemy operative, in the Roll Attack Dice step of that combat or shooting attack, you can retain one of your successful normal hits as a critical hit instead. This operative cannot perform this action while within Engagement Range of an enemy operative.
DATACARD-RELATED
EXECUTIONER ROUNDS , GATHER EVIDENCE
EXACTION SQUAD, IMPERIUM, ADEPTUS ARBITES, ARBITES, MALOCATOR
EXACTION SQUAD, IMPERIUM, ADEPTUS ARBITES, ARBITES, MALOCATOR


Arbites Marksman

The rabble-rouser lurking behind those they incite, the heavily armed bodyguard or the fleeing criminal about to escape - such are the targets of the Marksman. Their long-barrelled shotguns fire shells so powerful that they leave wounds more akin to gory craters than bullet holes.

Arbites Marksman

The rabble-rouser lurking behind those they incite, the heavily armed bodyguard or the fleeing criminal about to escape - such are the targets of the Marksman. Their long-barrelled shotguns fire shells so powerful that they leave wounds more akin to gory craters than bullet holes.

M APL GA DF SV W Base
3 2 1 3 4+ 8 28mm
 
Name
A
BS/WS
D
SR
Special Rules
!
Executioner shotgun
Executioner shotgun
4
3+
4/1
Heavy, Silent, Lethal 5+. !MW3Heavy, Silent, Lethal 5+MW3
Repression baton
Repression baton
3
4+
2/2
--
ABILITIES UNIQUE ACTIONS
Ruthless Efficiency
Take Aim (1AP): Until the end of the activation, the executioner shotgun this operative is equipped with gains the Balanced and No Cover special rules. This operative cannot perform this action while within of an enemy operative.
ABILITIES
Ruthless Efficiency
UNIQUE ACTIONS
Take Aim (1AP): Until the end of the activation, the executioner shotgun this operative is equipped with gains the Balanced and No Cover special rules. This operative cannot perform this action while within of an enemy operative.
EXACTION SQUAD, IMPERIUM, ADEPTUS ARBITES, ARBITES, MARKSMAN
EXACTION SQUAD, IMPERIUM, ADEPTUS ARBITES, ARBITES, MARKSMAN


Arbites Revelatum

Revelatums reconnoitre their target’s movements in advance of the rest of the team, scouting hideouts and ascertaining criminal contacts. They then lead other Arbitrators straight to the guilty, using their soulguilt scanners to identify threats to their fellow officers.

Arbites Revelatum

Revelatums reconnoitre their target’s movements in advance of the rest of the team, scouting hideouts and ascertaining criminal contacts. They then lead other Arbitrators straight to the guilty, using their soulguilt scanners to identify threats to their fellow officers.

M APL GA DF SV W Base
3 2 1 3 4+ 8 28mm
 
Name
A
BS/WS
D
SR
Special Rules
!
Scoped shotpistol
Scoped shotpistol
4
3+
3/1
Lethal 5+. !MW2Lethal 5+MW2
Repression baton
Repression baton
3
4+
2/2
--
ABILITIES UNIQUE ACTIONS
Ruthless Efficiency
First in the Field: At the end of the Initiative phase of the first Turning Point, if this operative is wholly within your drop zone, it can perform a free Normal Move action as if it can FLY.
Soulguilt Scan (1AP): Select one enemy operative Visible to and within of this operative. Until the end of the Turning Point, friendly EXACTION SQUAD operatives Visible to and within of this operative treat that enemy operative as if it has an Engage order.
ABILITIES
Ruthless Efficiency
First in the Field: At the end of the Initiative phase of the first Turning Point, if this operative is wholly within your drop zone, it can perform a free Normal Move action as if it can FLY.
UNIQUE ACTIONS
Soulguilt Scan (1AP): Select one enemy operative Visible to and within of this operative. Until the end of the Turning Point, friendly EXACTION SQUAD operatives Visible to and within of this operative treat that enemy operative as if it has an Engage order.
DATACARD-RELATED
RELIC SILENCER , GATHER EVIDENCE
EXACTION SQUAD, IMPERIUM, ADEPTUS ARBITES, ARBITES, REVELATUM
EXACTION SQUAD, IMPERIUM, ADEPTUS ARBITES, ARBITES, REVELATUM


Arbites Subductor

Subductors possess one of the most recognisable - and feared - silhouettes to the Imperium’s criminal classes. Bearing Subjugation-pattern assault shields and crackling shock mauls, they are brutal front line brawlers capable of crushing the most stubborn dissent.

Arbites Subductor

Subductors possess one of the most recognisable - and feared - silhouettes to the Imperium’s criminal classes. Bearing Subjugation-pattern assault shields and crackling shock mauls, they are brutal front line brawlers capable of crushing the most stubborn dissent.

M APL GA DF SV W Base
3 2 1 3 3+ 8 28mm
 
Name
A
BS/WS
D
SR
Special Rules
!
Shock maul & assault shield
Shock maul & assault shield
4
4+
4/4
Repress*, Shield*. !StunRepress*, Shield*Stun
ABILITIES UNIQUE ACTIONS
Ruthless Efficiency
*Repress: Each time this operative fights in combat with this weapon, you are the Attacker (i.e. even if this operative is not the active operative). If both operatives have this special rule, it has no effect.
*Shield: Each time this operative fights in combat with this weapon, in the Resolve Successful Hits step of that combat, each time it parries, two of your opponent’s successful hits are discarded (instead of one).
-
ABILITIES
Ruthless Efficiency
*Repress: Each time this operative fights in combat with this weapon, you are the Attacker (i.e. even if this operative is not the active operative). If both operatives have this special rule, it has no effect.
*Shield: Each time this operative fights in combat with this weapon, in the Resolve Successful Hits step of that combat, each time it parries, two of your opponent’s successful hits are discarded (instead of one).
UNIQUE ACTIONS
-
DATACARD-RELATED
FOCUSED ADAPTATION
EXACTION SQUAD, IMPERIUM, ADEPTUS ARBITES, ARBITES, SUBDUCTOR
EXACTION SQUAD, IMPERIUM, ADEPTUS ARBITES, ARBITES, SUBDUCTOR


Arbites Vigilant

Vigilants brutally sweep the guilty from existence with the signature combat shotgun of the Adeptus Arbites. These grim men and women are ever-alert to malfeasance and unwavering in its punishment, unleashing devastating blasts at close range.

Arbites Vigilant

Vigilants brutally sweep the guilty from existence with the signature combat shotgun of the Adeptus Arbites. These grim men and women are ever-alert to malfeasance and unwavering in its punishment, unleashing devastating blasts at close range.

M APL GA DF SV W Base
3 2 1 3 4+ 8 28mm
 
Name
A
BS/WS
D
SR
Special Rules
!
Combat shotgun
Each time this weapon is selected to make a shooting attack with, select one of the profiles below to use:
Combat shotgun
Each time this weapon is selected to make a shooting attack with, select one of the profiles below to use:
 - Close range
 - Close range
4
3+
4/4
Rng Rng -
 - Long range
 - Long range
4
5+
2/2
--
Repression baton
Repression baton
3
4+
2/2
--
ABILITIES UNIQUE ACTIONS
Ruthless Efficiency
-
ABILITIES
Ruthless Efficiency
UNIQUE ACTIONS
-
DATACARD-RELATED
EXECUTIONER ROUNDS , FOCUSED ADAPTATION
EXACTION SQUAD, IMPERIUM, ADEPTUS ARBITES, ARBITES, VIGILANT
EXACTION SQUAD, IMPERIUM, ADEPTUS ARBITES, ARBITES, VIGILANT


Arbites Vox-signifier

The team’s Vox-signifier listens for coded missives from mission command on their powerful precinct vox-relay. They issue updates to the rest of the Exaction Squad arising from changes to mission priorities and new intelligence - likely painfully extracted from prisoners.

Arbites Vox-signifier

The team’s Vox-signifier listens for coded missives from mission command on their powerful precinct vox-relay. They issue updates to the rest of the Exaction Squad arising from changes to mission priorities and new intelligence - likely painfully extracted from prisoners.

M APL GA DF SV W Base
3 2 1 3 4+ 8 28mm
 
Name
A
BS/WS
D
SR
Special Rules
!
Combat shotgun
Each time this weapon is selected to make a shooting attack with, select one of the profiles below to use:
Combat shotgun
Each time this weapon is selected to make a shooting attack with, select one of the profiles below to use:
 - Close range
 - Close range
4
3+
4/4
Rng Rng -
 - Long range
 - Long range
4
5+
2/2
--
Repression baton
Repression baton
3
4+
2/2
--
ABILITIES UNIQUE ACTIONS
Ruthless Efficiency
Precinct Vox-relay (1AP): Select one friendly EXACTION SQUAD operative (excluding R-VR CYBER-MASTIFF operatives) Visible to this operative. Add 1 to its APL. This operative cannot perform this action while within Engagement Range of an enemy operative.
ABILITIES
Ruthless Efficiency
UNIQUE ACTIONS
Precinct Vox-relay (1AP): Select one friendly EXACTION SQUAD operative (excluding R-VR CYBER-MASTIFF operatives) Visible to this operative. Add 1 to its APL. This operative cannot perform this action while within Engagement Range of an enemy operative.
DATACARD-RELATED
EXECUTIONER ROUNDS
EXACTION SQUAD, IMPERIUM, ADEPTUS ARBITES, ARBITES, VOX-SIGNIFIER
EXACTION SQUAD, IMPERIUM, ADEPTUS ARBITES, ARBITES, VOX-SIGNIFIER
Cover
If an operative positions themselves in Cover, they will use it for protection while they have an Engage order, or hide behind it while they have a Conceal order. For an intended target to be in Cover, both of the following must be true:
  • The intended target is more than from the active operative.
  • The intended target is within of a point at which a Cover line crosses another operative’s base (unless that other operative is not itself in the active operative’s LoS), or a terrain feature that provides Cover (see Terrain Traits).

Note that an intended target that has an Engage order can gain a defensive benefit for being in Cover as specified in the shooting sequence.

To establish Cover lines, the active operative’s controlling player draws imaginary straight lines, 1mm wide, from any part of the active operative’s base to every part of the intended target’s base.
GUILT REVEALS ITSELF1CP
Strategic Ploy
Until the end of the Turning Point, each time a friendly EXACTION SQUAD operative makes a shooting attack, enemy operatives must be more than 2 (instead of ) from it to be in Cover.
Acts of Faith
Keep a pool of Faith points. At the start of each Turning Point, if there are any friendly NOVITIATE operatives in the kill zone, you gain 3 Faith points. In addition, you gain one Faith point at the end of an activation, if any of the following apply:
  • During that activation, a friendly NOVITIATE operative with the Combat specialism incapacitated an enemy operative in a combat.
  • During that activation, a friendly NOVITIATE operative with the Marksman specialism incapacitated an enemy operative with a shooting attack.
  • During that activation, a friendly NOVITIATE operative with the Staunch specialism performed a mission action.
  • A friendly NOVITIATE operative with the Scout specialism was activated and finished that activation within of the enemy drop zone.
Faith points can be subtracted so that friendly NOVITIATE operatives can perform Acts of Faith listed below. Each Act of Faith will specify when it can be used, its effect and how many Faith points you must subtract from your total to use it. If you cannot subtract the required Faith points from your total, you cannot use that Act of Faith.

Unless otherwise specified, only one Act of Faith can be used during each activation (friendly or enemy). For example, a shooting attack is made against a friendly NOVITIATE operative. In the Roll Defence Dice step of that shooting attack, that operative’s controlling player decides to subtract 2 Faith points to use Divine Shield to retain one failed save as a successful normal save. No other Acts of Faith can then be performed during that activation (other than Faithful Blessing).

The Balance Dataslate: You cannot use Acts of Faith to change dice you’ve re-rolled.

ACTS OF FAITH
Act of FaithCost
Faithful Blessing: When a friendly NOVITIATE operative is fighting in combat or making a shooting attack, or a shooting attack is being made against it, in the Roll Attack Dice step (for the former) or the Roll Defence Dice step (for the latter) of that combat or shooting attack, re-roll one of your attack or defence dice respectively. This Act of Faith can be used more than once in each activation, and can be used with other Acts of Faith.1 Faith point
Guiding Light: When a friendly NOVITIATE operative fights in combat or makes a shooting attack, in the Roll Attack Dice step of that combat or shooting attack, retain one of your failed hits as a successful normal hit.2 Faith points
Vengeful Strike: When a friendly NOVITIATE operative fights in combat or makes a shooting attack, in the Roll Attack Dice step of that combat or shooting attack, retain one of your successful normal hits as a critical hit instead.3 Faith points
Divine Shield: When a shooting attack is made against a friendly NOVITIATE operative, in the Roll Defence Dice step of that shooting attack, retain one of your failed saves as a successful normal save.2 Faith points
Armour of Contempt: When a shooting attack is made against a friendly NOVITIATE operative, in the Roll Defence Dice step of that shooting attack, retain one of your successful normal saves as a critical save instead.2 Faith points
Emperor’s Protection: When a friendly NOVITIATE operative suffers a mortal wound, ignore that mortal wound. This Act of Faith can be used more than once in each activation.1 Faith point
Blessed Rejuvenation: When a friendly NOVITIATE operative is activated, it regains D3 lost wounds. This Act of Faith can be used a maximum of two times in each activation.2 Faith points
Blinding Aura: When an enemy operative performs a shooting attack, select one friendly NOVITIATE operative. Until the end of that activation, while that friendly operative is more than from that enemy operative:
  • That friendly operative is treated as being in Cover.
  • While that friendly operative has a Conceal order, it is always treated as having a Conceal order, regardless of any other rules (e.g. Vantage Point).
2 Faith points
MUTAGENIC FLESH1CP
Strategic Ploy
Until the end of the Turning Point, each time Normal Damage would be inflicted upon a friendly NURGLE operative from an attack dice, subtract 1 from the damage inflicted from that attack dice (to a minimum of 3).
Mutation

During arcane rituals, the most devoted among a Chaos Cult have evil symbols carved into their flesh or tattooed onto their skin. Should the correct words of invocation be said in battle, these icons appear to draw empyric power to them, which twists the flesh of the Devotee and horrifically mutates them. This does not satisfy the dark cravings and power lust of some. Depraved prayers are written upon flayed skin and nailed into the tormented flesh of these individuals, then daemons are summoned and bound into their mortal bodies.

During the battle, friendly CHAOS CULT operatives can ‘mutate’. Each time they do, choose one of the following:
  • If it’s a DEVOTEE operative, turn it into a MUTANT operative.
  • If it’s a MUTANT operative, turn it into a TORMENT operative.
  • It can regain D3+1 lost wounds.

An operative cannot mutate more than once per Turning Point. In addition, you can never have more than five MUTANT operatives and three TORMENT operatives at once.

When an operative mutates into another operative, it’s still the same DEVOTEE operative on your roster/dataslate, so has the same Battle Honours and is the same operative for any Tac Ops it has already been selected for, etc. The operative is simply a new operative type and will use that new type’s miniature and datacard rules. It will revert back to its original DEVOTEE miniature and datacard after the battle.

You can mutate friendly operatives as follows:
  • Once in each Strategy phase, when it is your turn to use a Strategic Ploy or pass, you can instead mutate a number of friendly CHAOS CULT operatives equal to the Turning Point number.
  • At the end of a combat in which a friendly DEVOTEE operative incapacitated an enemy operative and was not incapacitated itself.
  • When a friendly CULT DEMAGOGUE operative performs the Accursed Benediction action (see Cult Demagogue datacard).

When a friendly operative mutates into a new operative:
  • Swap the miniatures, ensuring the centre of the new miniature’s base is as close as possible to that of the old miniature. This can put it within Engagement Range of enemy operatives, and if the old miniature was, the new miniature must return there if possible.
  • The new operative no longer has full wounds remaining. Instead, it has the same wounds remaining as the preceding operative did, but then regains D3+1 wounds if it’s now a MUTANT operative or D3+3 if it’s now a TORMENT operative; in either case, it cannot go above its maximum wounds.
Visible
For an intended target to be Visible, the following must be true:
  • You can draw an imaginary, unobstructed straight line (known as a Visibility line) 1 mm wide from the head of the active operative’s miniature to any part of the miniature of the intended target (not its base).
In the rare instance that bases or parts of the active operative’s miniature prevent an intended target from being Visible to the active operative, such as when the active operative is directly below or above the intended target, treat those bases and parts as being invisible.

Some rare rules will require you to select a point that is Visible (e.g. a point on the killzone). In such circumstances, you must be able to draw an imaginary, unobstructed straight line 1mm wide from the head of the active operative’s miniature to the point you would select.
Blast x
Each time a friendly operative performs a Shoot action and selects this weapon (or, in the case of profiles, this weapon’s profile), after making the shooting attack against the target, make a shooting attack with this weapon (using the same profile) against each other operative Visible to and within X of the original target – each of them is a valid target and cannot be in Cover. X is the distance after the weapon’s Blast, e.g. Blast . An operative cannot make a shooting attack with this weapon by performing an Overwatch action.

  1. An operative performs a Shoot action, selects a ranged weapon with the Blast special rule, and selects operative A as the target.
  2. After making the shooting attack against operative A, it makes a shooting attack against operative B, determining if it is a valid target as if operative A was making the shooting attack.
  3. It cannot make a shooting attack against operative C, as when determining if it is a valid target in this manner, operative C is not Visible to operative A due to the terrain feature between them.
Engagement Range
Engagement Range is the zone of threat that operatives present to their enemies. Many rules in the game use Engagement Range, such as when moving and fighting. Engagement Range is mutual, therefore operatives are within each other’s Engagement Range if one of them is Visible to and within of the other.

The HUNTER CLADE and RANGER keywords are used in the following Hunter Clade datacards:

PURSUERS1CP
Tactical Ploy
Use this Tactical Ploy in the Scouting step of the mission sequence, when you resolve your scouting option.
  • If you selected the Recon option, you can also perform a free Dash action with up to two friendly HUNTER CLADE RANGER operatives that are wholly within your drop zone.
  • If you selected the Infiltrate option, during the first Turning Point, you can also change the order of up to two ready friendly HUNTER CLADE RANGER operatives when each of them are activated.
Actions
Actions are categorised as follows:
  • Universal actions can be performed by all operatives. They are detailed below.
  • Unique actions are actions detailed on an operative’s datacard that only they can perform, such as the Dakka Dash action found on the example datacard.
  • Mission actions are specific to the mission you are playing, and will be detailed by that mission’s briefing. Missions can be found here (Open Play mission) and here (Spec Ops Narrative missions).
  • Free actions can only be performed when another rule specifies. Each time an operative would perform a free action, the following rules apply.
    • The operative can perform the action, so long as the requirements of the action are met.
    • The player does not subtract any additional AP to perform the action.
    • The operative would still count as performing the action for all rules purposes. For example, if it performed it during its activation, it would not be able to perform the action again during that activation.

For example, when a KOMMANDO DAKKA BOY performs a Dakka Dash action (see unique actions, above), it can perform a free Dash and free Shoot action without subtracting any additional AP (other than the AP spent on the Dakka Dash action). However, it is subject to those actions’ requirements, therefore it cannot perform the free Dash action if it is within Engagement Range of enemy operatives, and cannot perform the free Shoot action if it is within Engagement Range of enemy operatives or has a Conceal order. In addition, for each of the free actions it performs, it cannot perform them again during its activation.
Modifying Characteristics
Some rules will modify the characteristics of an operative and/or their weapons. All modifiers to a characteristic are cumulative.

If a characteristic refers to the result required when rolling a D6 (i.e. Save, Ballistic Skill and Weapon Skill), the modifier will specify to improve or worsen the characteristic. As a lower result is a better characteristic, the modifier should be applied accordingly. For example, if a Ballistic Skill of 4+ is worsened by 1, it would be modified to a 5+.

If an operative’s APL is modified, it lasts until the end of its current or next activation (whichever comes first). Regardless of how many APL modifiers an operative is affected by, the total modification can never be more than -1 or +1 from its normal APL. For example, if an operative has an APL of 2, and two rules say to add 1 to the operative’s APL, until the end of its next activation it would have an APL of 3.
Lethal x
Each time a friendly operative fights in combat or makes a shooting attack with this weapon, in the Roll Attack Dice step of that combat or shooting attack, your attack dice results of equal to or greater than x that are successful hits are critical hits, x is the number after the weapon’s Lethal, e.g. Lethal 5+.
Ruthless Efficiency

Arbitrators have long experience in claustrophobic confrontations and synchronise their tactics to eliminate foes. With chilling precision, they open fire on the guilty even in the press of combat.

Each time a friendly operative with this ability makes a shooting attack with a weapon that doesn’t have the Blast special rule or the word ‘grenade’ in its name, in the Select Valid Target step of that shooting attack, enemy operatives within of it can have other friendly operatives within Engagement Range and still be selected as a valid target (they must still be a valid target by all other means).

Each time a friendly operative with this ability makes a shooting attack with a weapon that doesn’t have the Blast special rule or the word ‘grenade’ in its name, if the target is within of another friendly EXACTION SQUAD operative, that ranged weapon has the P1 critical hit rule for that shooting attack.
No Cover
Each time a friendly operative makes a shooting attack with this weapon, for that shooting attack, defence dice cannot be automatically retained as a result of Cover (they must be rolled instead).
Silent
While an operative has a Conceal order, it can perform Shoot actions if this is the ranged weapon (or weapon profile) that is selected for the shooting attack(s).
Rng x
Range. Each time a friendly operative makes a shooting attack with this weapon, only operatives within x are a valid target, x is the distance after the weapon’s Rng, e.g. Rng . All other rules for selecting a valid target still apply.
Indirect
Each time a friendly operative makes a shooting attack with this weapon, in the select valid target step of that shooting attack, enemy operatives are not in Cover.
Limited
This weapon can only be selected for use once per battle. If the weapon has a special rule that would allow it to make more than one shooting attack for an action (e.g. Blast), make each of those attacks as normal.
Torrent x
Each time a friendly operative performs a Shoot action or Overwatch action and selects this weapon, after making the shooting attack against the target, it can make a shooting attack with this weapon against each other valid target within x of the original target and each other, x is the distance after the weapon’s Torrent, e.g. Torrent .

  1. An operative performs a Shoot action, selects a ranged weapon with the Torrent special rule, and selects operative A as the target.
  2. After making the shooting attack against operative A, it makes a shooting attack against operative B and C, determining if they are a valid target as normal.
  3. It cannot make a shooting attack against operative D, as while that operative is within of operative A and C, it is not within of operative B.
EXECUTION ORDER0+CP
Tactical Ploy
Use this Tactical Ploy when a friendly PROCTOR-EXACTANT operative is activated. Select one enemy operative in the killzone (Line of Sight is not required). Until the end of the battle, each time a friendly EXACTION SQUAD operative fights in combat or makes a shooting attack against that enemy operative, in the Roll Attack Dice step of that combat or shooting attack, you can re-roll any or all of your attack dice. 0CP the first time you use it during the battle, 1CP thereafter (you can use it more than once).
GATHER EVIDENCE
Exaction Squad – Faction Tac Op 3
You can reveal this Tac Op the first time a friendly operative performs the Gather Evidence action (below). At the end of the battle:
  • If one or more friendly operatives that have performed the Gather Evidence action have not been incapacitated during the battle, you score 1VP.
  • If two or more friendly operatives that have performed the Gather Evidence action have not been incapacitated during the battle, you score 1VP.
Friendly MALOCATOR, REVELATUM and R-VR CYBER-MASTIFF operatives can perform the following mission action:

GATHER EVIDENCE1AP

An operative can perform this action while it controls an objective marker that has not been examined by your kill team. If it does so, until the end of the battle, that objective marker has been examined by your kill team. An operative cannot perform this action while within Engagement Range of an enemy operative.
Actions
Actions are categorised as follows:
  • Universal actions can be performed by all operatives. They are detailed below.
  • Unique actions are actions detailed on an operative’s datacard that only they can perform, such as the Dakka Dash action found on the example datacard.
  • Mission actions are specific to the mission you are playing, and will be detailed by that mission’s briefing. Missions can be found here (Open Play mission) and here (Spec Ops Narrative missions).
  • Free actions can only be performed when another rule specifies. Each time an operative would perform a free action, the following rules apply.
    • The operative can perform the action, so long as the requirements of the action are met.
    • The player does not subtract any additional AP to perform the action.
    • The operative would still count as performing the action for all rules purposes. For example, if it performed it during its activation, it would not be able to perform the action again during that activation.

For example, when a KOMMANDO DAKKA BOY performs a Dakka Dash action (see unique actions, above), it can perform a free Dash and free Shoot action without subtracting any additional AP (other than the AP spent on the Dakka Dash action). However, it is subject to those actions’ requirements, therefore it cannot perform the free Dash action if it is within Engagement Range of enemy operatives, and cannot perform the free Shoot action if it is within Engagement Range of enemy operatives or has a Conceal order. In addition, for each of the free actions it performs, it cannot perform them again during its activation.
UPLOAD VIRAL CODE
Infiltration – Tac Op
You can reveal this Tac Op in the Target Reveal step of any Turning Point.
  • If a friendly operative performs the Upload Viral Code action, you score 1VP.
  • If you achieve the first condition in any subsequent Turning Points, you score 1VP.
Friendly operatives can perform the following mission action:

UPLOAD VIRAL CODE2AP

An operative can perform this action while within of your opponent’s drop zone and not within of enemy operatives.
PLANT SIGNAL BEACON
Recon – Tac Op
You must reveal this Tac Op when a friendly operative performs the Plant Signal Beacon action.
  • At the end of the battle, if your signal beacon token is within of your opponent's drop zone, you score 2VPs.
Once per battle, a friendly operative can perform the following mission action:

PLANT SIGNAL BEACON2AP

Place a signal beacon token within of this operative. An operative cannot perform this action while within of enemy operatives. If any enemy operatives finish a move within of the centre of your signal beacon token and more than from friendly operatives, remove that signal beacon token.
SEIZE OR INCAPACITATE
Exaction Squad – Faction Tac Op 1
Reveal this Tac Op in the Target Reveal step of the first Turning Point. Select one enemy operative to be the criminal. If that operative is incapacitated, before it is removed from the killzone, place one of your Criminal tokens underneath the operative as close as possible to the centre of its base. Friendly EXACTION SQUADS operatives (excluding R-VR CYBER-MASTIFF operatives) can perform the Pick Up action on that token while not within Engagement Range of an enemy operative. Subtract from their Movement characteristic while they are carrying it.
  • If that enemy operative is incapacitated, you score 1VP.
  • At the end of the battle, if friendly operatives control your Criminal token, you score 1VP.
CONTAIN THREAT
Exaction Squad – Faction Tac Op 2
Reveal this Tac Op in the Target Reveal step of any Turning Point.
  • At the end of any Turning Point, if every enemy operative in the killzone is within of your opponent’s drop zone and/or within of one of your operatives, you score 1VP.
  • If you achieve the first condition at the end of any subsequent Turning Points, you score 1VP.
PROTECT ASSETS
Security – Tac Op
You can reveal this Tac Op in the Target Reveal step of any Turning Point.
  • At the end of any Turning Point, if two or more enemy operatives were incapacitated while within of an objective marker during that Turning Point, and/or while carrying an objective during that Turning Point, you score 1VP.
  • If you achieve the first condition at the end of any subsequent Turning Points, you score 1VP.
CENTRAL CONTROL
Security – Tac Op
You can reveal this Tac Op in the Target Reveal step of any Turning Point.
  • At the end of any Turning Point, if the total APL of friendly operatives within of the centre of the killzone is greater than that of enemy operatives, you score 1VP.
  • If you achieve the first condition at the end of any subsequent Turning Points, you score 1VP.
EXECUTION
Seek & Destroy – Tac Op
Reveal this Tac Op at the end of any Turning Point in which more enemy operatives than friendly operatives were incapacitated during that Turning Point.
  • At the end of the battle, if more enemy operatives than friendly operatives were incapacitated during two or more Turning Points, you score 1VP.
  • At the end of the battle, if more enemy operatives than friendly operatives were incapacitated during three or more Turning Points, you score 1VP.
ROUT
Seek & Destroy – Tac Op
You can reveal this Tac Op in the Target Reveal step of any Turning Point.
  • If an enemy operative is incapacitated by a friendly operative that is within of your opponent’s drop zone, you score 1VP.
  • If you achieve the first condition in any subsequent Turning Points, you score 1VP.
Stun
Each time a friendly operative makes a shooting attack with this weapon, in the Roll Attack Dice step of that shooting attack, if you retain any critical hits, subtract 1 from the target’s APL. Each time a friendly operative fights in combat with this weapon, in the Resolve Successful Hits step of that combat:
  • The first time you strike with a critical hit, select one of your opponent’s normal hits from that combat to be discarded
  • The second time you strike with a critical hit, subtract 1 from the target’s APL.
APx
Armour Penetration. Each time a friendly operative makes a shooting attack with this weapon, subtract x from the Defence of the target for that shooting attack, x is the number after the weapon’s AP, e.g. AP1. If two different APx special rules would be in effect for a shooting attack, they are not cumulative - the attacker selects which one to use.

1. FLAK-WEAVE GREATCOAT [2EP]

PROCTOR-EXACTANT operative only. Each time this operative fights in combat or a shooting attack is made against it, subtract 1 from both Damage characteristics of weapons the enemy operative is equipped with for that combat or shooting attack.

2. EXECUTIONER ROUNDS [1EP]

Operative equipped with a combat shotgun only. In the Set Up Operatives step, select a type of ammunition for this operative to have loaded into its combat shotgun for the battle: cartridges or executioner rounds. If it has loaded cartridges, it uses either profile of its combat shotgun as normal. If it has loaded executioner rounds, it can only use the long range profile of its combat shotgun, but it gains the following benefits for the battle:
  • Its Damage characteristics are 3/4.
  • It gains the No Cover special rule.
  • Improve its Ballistic Skill characteristic by 1.
The operative can perform the following action during the battle:

LOAD SHOTGUN1AP

Change the type of ammunition loaded into the combat shotgun this operative is equipped with (see above).
Rending
Each time a friendly operative fights in combat or makes a shooting attack with this weapon, in the Roll Attack Dice step of that combat or shooting attack, if you retain any critical hits you can retain one normal hit as a critical hit.
Ceaseless
Each time a friendly operative fights in combat or makes a shooting attack with this weapon, in the Roll Attack Dice step of that combat or shooting attack, you can re-roll any or all of your attack dice results of 1.
Fusillade
Each time a friendly operative performs a Shoot action and selects this weapon, after selecting a valid target, you can select any number of other valid targets within of the original target. Distribute your attack dice between the targets you have selected. Make a shooting attack with this weapon (using the same profile) against each of the targets you have selected using the attack dice you have distributed to each of them.
Heavy
An operative cannot perform a Charge, Fall Back or Normal Move action in the same activation in which it performs a Shoot action with this ranged weapon.
TERMINAL DECREE1CP
Strategic Ploy
Until the end of the Turning Point, each time a friendly EXACTION SQUAD operative makes a shooting attack against an enemy operative within 2 of it, or each time a friendly EXACTION SQUAD GUNNER operative makes a shooting attack (regardless of distance), in the Roll Attack Dice step of that shooting attack, you can re-roll one of your attack dice.

6. CX-19 WEB AGENT [1EP]

Select a webber the operative is equipped with. That weapon gains the Torrent special rule for the battle.
Relentless
Each time a friendly operative fights in combat or makes a shooting attack with this weapon, in the Roll Attack Dice step of that combat or shooting attack, you can re-roll any or all of your attack dice.

GATHER EVIDENCE1AP

An operative can perform this action while it controls an objective marker that has not been examined by your kill team. If it does so, until the end of the battle, that objective marker has been examined by your kill team. An operative cannot perform this action while within Engagement Range of an enemy operative.
FOCUSED ADAPTATION1RP

Exaction Squads are capable of slipping seamlessly into different roles to serve the pursuit of their target.

Purchase this Requisition before or after a game. Remove one ARBITES SUBDUCTOR or ARBITES VIGILANT operative from your dataslate, then add a different EXACTION SQUAD operative to your dataslate (excluding an R-VR CYBER-MASTIFF operative). That new operative has a number of experience points equal to the lowest experience points of the removed operative’s rank (select its Battle Honours accordingly). For example, if you removed an operative that had 20XP, the new operative would have 16XP. It also has the same Battle Scars (if any) of the removed operative.
SEIZE OR INCAPACITATE
Exaction Squad – Faction Tac Op 1
Reveal this Tac Op in the Target Reveal step of the first Turning Point. Select one enemy operative to be the criminal. If that operative is incapacitated, before it is removed from the killzone, place one of your Criminal tokens underneath the operative as close as possible to the centre of its base. Friendly EXACTION SQUADS operatives (excluding R-VR CYBER-MASTIFF operatives) can perform the Pick Up action on that token while not within Engagement Range of an enemy operative. Subtract from their Movement characteristic while they are carrying it.
  • If that enemy operative is incapacitated, you score 1VP.
  • At the end of the battle, if friendly operatives control your Criminal token, you score 1VP.
GATHER EVIDENCE
Exaction Squad – Faction Tac Op 3
You can reveal this Tac Op the first time a friendly operative performs the Gather Evidence action (below). At the end of the battle:
  • If one or more friendly operatives that have performed the Gather Evidence action have not been incapacitated during the battle, you score 1VP.
  • If two or more friendly operatives that have performed the Gather Evidence action have not been incapacitated during the battle, you score 1VP.
Friendly MALOCATOR, REVELATUM and R-VR CYBER-MASTIFF operatives can perform the following mission action:

GATHER EVIDENCE1AP

An operative can perform this action while it controls an objective marker that has not been examined by your kill team. If it does so, until the end of the battle, that objective marker has been examined by your kill team. An operative cannot perform this action while within Engagement Range of an enemy operative.
MWx
Mortal wounds. Each time a friendly operative makes a shooting attack with this weapon, in the roll attack dice step of that shooting attack, for each critical hit retained, inflict x mortal wounds on the target, x is the number after the weapon’s MW, e.g. MW3.
Balanced
Each time a friendly operative fights in combat or makes a shooting attack with this weapon, in the Roll Attack Dice step of that combat or shooting attack, you can re-roll one of your attack dice.
Fly
Each time an operative makes any kind of move, if it has the FLY keyword, it can move around, across and over other operatives (and their bases) as if they were not there, but must finish its move following all requirements specified by that move, and cannot finish its move on top of other operatives (or their bases).

3. RELIC SILENCER [2/3EP]

Select a shotpistol or scoped shotpistol the operative is equipped with. That weapon gains the Silent special rule for the battle. If you selected a scoped shotpistol, this equipment costs 3EP; otherwise, it costs 2EP.

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