Exaction Squad

It is the responsibility of the Adeptus Arbites to enforce Imperial law. Exaction Squads are formed from the most highly skilled and experienced Arbitrators. They are tasked with hunting down and securing the most heinous of criminals, returning them alive to face the full extent of the Emperor’s justice.

Books

BookKindEditionVersionLast update
  Exaction Squad
  Exaction SquadFaction31.2April 2025

FAQ

Exaction Squad

Q:When using the Guilt Reveals Itself strategy ploy, if my opponent has a rule that says it cannot be selected as a valid target, taking precedence over all other rules except being within 2" (e.g. HERNKYN YAEGIR In Position), does this increase the 2" distance exception to 4"?
A:
Yes.

Exaction Squad Kill Team

Operatives


Other than GUNNER, SUBDUCTOR and VIGILANT operatives, your kill team can only include each operative on this list once. Your kill team can only include up to two GUNNER operatives (each must have a different option) and up to four SUBDUCTOR operatives.

Marker/Token Guide

Medic token

Apprehend token

Marked for Justice token

Veriscant token

Spot token

Aggressive token

Swift token

Defensive token

Nuncio-aquila token

Faction Rules

Ruthless Efficiency

A target, whether marked to be apprehended or eliminated, stands little chance of escaping the attention of an Adeptus Arbites Exaction Squad.

Whenever a friendly EXACTION SQUAD operative is shooting (excluding with frag or krak grenades) and you’re selecting a valid target, you can use this rule. If you do, having other friendly EXACTION SQUAD operatives within an enemy operative’s control range doesn’t prevent that enemy operative from being selected.

Marked for Justice

Exaction Squads prioritise their targets, focusing their ire on those marked for immediate punishment before moving on to the next transgressor.

STRATEGIC GAMBIT. Select one enemy operative to be your mark for the turning point. Whenever a friendly EXACTION SQUAD operative is shooting against, fighting against or retaliating against your mark, that friendly operative’s weapons have the Punishing weapon rule. Whenever your mark is incapacitated, you can select a new enemy operative to be your mark for the turning point (and can continue to do so during this turning point).

Repress

Experienced in suppressing riots, rebellions and various other kinds of unrest, the Adeptus Arbites are resilient in the face of any oncoming foe, no matter their origin.

Some weapons in this team’s rules have the Repress weapon rule below.

*Repress: Whenever this operative is using this weapon:
  • Each of your blocks can be allocated to block two unresolved successes (instead of one).
  • If this operative is retaliating, you resolve the first attack dice (i.e. defender instead of attacker).

Strategy Ploys

GUILT REVEALS ITSELF

Exaction Squads are relentless in their pursuit of the condemned. Few escape their clutches.

Whenever you’re selecting a valid target for a friendly EXACTION SQUAD operative, enemy operatives within 4" of it cannot be in cover (instead of 2"). While this can allow such operatives to be targeted (assuming they’re visible), it doesn’t remove their cover save (if any), unless the friendly EXACTION SQUAD operative is within 2" as normal.
INVIOLATE JURISDICTION

Emboldened by the authority they hold, Exaction Squads will fight with zealous determination to hold key positions against the foe.

Whenever an operative is shooting a friendly EXACTION SQUAD operative that’s within 2" of an objective marker or an enemy operative, you can re-roll one of your defence dice.
DISPENSE JUSTICE

In pursuit of the guilty, Arbitrators are focused, disciplined and utterly determined.

Whenever a friendly EXACTION SQUAD operative is fighting or retaliating, if it hasn’t moved more than its Move stat during the activation, or if it’s a counteraction, its melee weapons have the Ceaseless weapon rule.
TERMINAL DECREE

A dangerous quarry has been judged guilty of heinous crimes against the Imperium and must be terminated with extreme prejudice.

Whenever a friendly EXACTION SQUAD operative is shooting an enemy operative within 6" of it, or whenever a friendly EXACTION SQUAD GUNNER operative is shooting, that friendly operative’s ranged weapons have the Balanced weapon rule.

Firefight Ploys

LONG ARM OF THE EMPEROR'S LAW

No one escapes the merciless judgement of the Adeptus Arbites.

Use this firefight ploy when a friendly EXACTION SQUAD operative is performing the Shoot action and you select a weapon with the Range x weapon rule (excluding frag or krak grenade). Until the end of that action, add 3" to x.
EXACT PUNISHMENT

To strike against an Arbitrator is an offence punishable by immediate termination.

Use this firefight ploy after an enemy operative shoots against or fights against a friendly EXACTION SQUAD operative within 6" of it, and that friendly operative isn’t incapacitated as a result. That friendly operative can immediately perform either a free Shoot or a free Fight action, but you cannot select any other enemy operative as a valid target or to fight against during that action (note that secondary targets from the Blast weapon rule can still be targeted).
BRUTAL BACKUP

When combating the most belligerent of foes, Arbitrators may combine their considerable might to bludgeon the guilty with baton and maul.

Use this firefight ploy during a friendly EXACTION SQUAD operative’s activation, before or after it performs an action. Select one enemy operative within its control range. One other friendly EXACTION SQUAD operative can immediately perform a free Fight action, but you cannot select any other enemy operative to fight against during that action.
EXECUTION ORDER

Those who have earned the ire of the Imperium are marked by the Adeptus Arbites for execution, their termination prioritised.

Use this firefight ploy when an enemy operative performs a mission action (excluding Operate Hatch). Alternatively, use it at the end of the Firefight phase and select one enemy operative that controls an objective marker.

In either case, the next time your opponent would activate that enemy operative, you can interrupt that activation and activate a ready friendly EXACTION SQUAD operative. If you do, during that activation, that friendly operative must fight against or shoot against that enemy operative, and cannot do so against any other enemy operatives until it does (if this isn’t possible, that friendly operative’s activation is cancelled).

After completing that friendly operative’s activation, continue that enemy operative’s activation (if possible). You cannot use this ploy again until that enemy operative is activated or incapacitated.

Faction Equipment

REINFORCED MIRROR-VISOR

This armoured visor is designed to shield the wearer from blinding and disorientating weapons or devices.

You can ignore any changes to the APL stats of friendly EXACTION SQUAD operatives, and they aren’t affected by enemy operatives’ Shock weapon rule.
MANACLES

These adamantine manacles prevent captive subjects from escaping custody.

Whenever an enemy operative would perform the Fall Back action while within control range of a friendly EXACTION SQUAD operative, if no other enemy operatives are within that friendly operative’s control range, you can use this rule. If you do, roll two D6, or one D6 if that enemy operative has a higher Wounds stat than that friendly operative. If any result is a 4+, that enemy operative cannot perform that action during that activation/counteraction (no AP are spent on it).
STROBING PHOSPHOR-LUMEN

The brilliant white, flickering light of this rotating lumen device has the effect of disorientating foes caught in its beam.

Whenever an enemy operative is shooting against, fighting against or retaliating against a friendly EXACTION SQUAD operative within 2" of it, your opponent cannot re-roll their attack dice results of 1.
SPECIAL ISSUE SHELLS

Arbites shotguns can be loaded with a wide range of specialist ammunition, including but not limited to incendiary rounds and armour-piercing slugs.

Once per turning point, when a friendly EXACTION SQUAD operative is performing the Shoot action and you select a combat shotgun, executioner shotgun, scoped shotpistol or shotpistol, you can use this rule. If you do, select one of the following weapon rules for that weapon to have until the end of that action:
  • Saturate.
  • Piercing 1, but only if the target has a Save stat of 3+ or better.
  • Torrent 1", but you cannot select more than one secondary target.

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.

APL
2
MOVE
6"
SAVE
4+
WOUNDS
9
 
NAME
ATK
HIT
DMG
WR
Combat shotgun (close range)
Combat shotgun (close range)
4
2+
4/4
Range 6"Range 6"
Combat shotgun (long range)
Combat shotgun (long range)
4
4+
2/2
-
Shotpistol
Shotpistol
4
3+
3/3
Range 8"Range 8"
Dominator maul & assault shield
Dominator maul & assault shield
4
3+
4/4
Lethal 5+, Shock, Repress*Lethal 5+, Shock, Repress*
Repression baton
Repression baton
3
3+
2/3
-
Assault Shield: If this operative has a dominator maul & assault shield, it has a 3+ Save stat.
Nuncio-aquila:
  • Whenever an enemy operative is within 3" of your Nuncio-aquila marker (or this operative if your Nuncio-aquila marker isn’t in the killzone), your opponent must spend 1 additional AP for that enemy operative to perform the Pick Up Marker and mission actions.
  • Whenever determining control of a marker, treat the total APL stat of enemy operatives that contest it as 1 lower if at least one of those enemy operatives is within 3" of your Nuncio-aquila marker (or this operative if your Nuncio-aquila marker isn’t in the killzone). Note this isn’t a change to the APL stat, so any changes are cumulative with this.

DEPLOY NUNCIO-AQUILA0AP

If your Nuncio-aquila marker isn’t in the killzone, place it within 6" horizontally of this operative; otherwise, move your Nuncio-aquila marker up to 6" horizontally. If this operative is removed from the killzone, remove your Nuncio-aquila marker from the killzone.

This operative cannot perform this action while within control range of an enemy operative.
EXACTION SQUAD, IMPERIUM, ADEPTUS ARBITES, LEADER, PROCTOR-EXACTANT
⌀28mm


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.

APL
2
MOVE
6"
SAVE
4+
WOUNDS
8
 
NAME
ATK
HIT
DMG
WR
Combat shotgun (close range)
Combat shotgun (close range)
4
3+
4/4
Range 6"Range 6"
Combat shotgun (long range)
Combat shotgun (long range)
4
5+
2/2
-
Excruciator maul
Excruciator maul
4
3+
5/5
Rending, ShockRending, Shock
Engendered Focus: You can ignore any changes to this operative’s stats (including its weapons’ stats, but excluding its Save stat).
Zealous Dedication: Whenever an attack dice inflicts damage of 3 or more on this operative, roll one D6: on a 5+, subtract 1 from that inflicted damage.
Castigator’s Arrest: Whenever an enemy operative is within control range of this operative, if no other enemy operatives are within this operative’s control range, that enemy operative cannot perform the Fall Back action.
EXACTION SQUAD, IMPERIUM, ADEPTUS ARBITES, CASTIGATOR
⌀28mm


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.

APL
2
MOVE
6"
SAVE
4+
WOUNDS
8
 
NAME
ATK
HIT
DMG
WR
Combat shotgun (close range)
Combat shotgun (close range)
4
3+
4/4
Range 6"Range 6"
Combat shotgun (long range)
Combat shotgun (long range)
4
5+
2/2
-
Repression baton
Repression baton
3
4+
2/3
-
Medic!: The first time during each turning point that another friendly EXACTION SQUAD operative would be incapacitated while visible to and within 3" of this operative, you can use this rule, providing neither this nor that operative is within control range of an enemy operative. If you do, that friendly operative isn’t incapacitated, has 1 wound remaining and cannot be incapacitated for the remainder of the action. After that action, that friendly operative can immediately perform a free Dash action, but must end that move within this operative’s control range. Subtract 1 from this and that operative’s APL stats until the end of their next activations respectively, and if this rule was used during that friendly operative’s activation, that activation ends. You cannot use this rule if this operative is incapacitated, or if it’s a Shoot action and this operative would be a primary or secondary target.

MEDIKIT1AP

Select one friendly EXACTION SQUAD operative within this operative’s control range to regain up to 2D3 lost wounds. It cannot be an operative that the Medic! rule was used on during this turning point.

This operative cannot perform this action while within control range of an enemy operative.
EXACTION SQUAD, IMPERIUM, ADEPTUS ARBITES, MEDIC, CHIRURGANT
⌀28mm


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.

APL
2
MOVE
6"
SAVE
4+
WOUNDS
8
 
NAME
ATK
HIT
DMG
WR
Grenade launcher
Grenade launcher
4
4+
4/6
Piercing 1Piercing 1
Heavy stubber (focused)
Heavy stubber (focused)
5
4+
4/5
Heavy (Dash Only)Heavy (Dash Only)
Heavy stubber (sweeping)
Heavy stubber (sweeping)
4
4+
4/5
Heavy (Dash Only), Torrent 1"Heavy (Dash Only), Torrent 1"
Webber
Webber
4
3+
4/5
Range 12", Severe, StunRange 12", Severe, Stun
Repression baton
Repression baton
3
4+
2/3
-
EXACTION SQUAD, IMPERIUM, ADEPTUS ARBITES, GUNNER
⌀28mm


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.

APL
2
MOVE
6"
SAVE
4+
WOUNDS
8
 
NAME
ATK
HIT
DMG
WR
Combat shotgun (close range)
Combat shotgun (close range)
4
3+
4/4
Range 6"Range 6"
Combat shotgun (long range)
Combat shotgun (long range)
4
5+
2/2
-
Shotpistol
Shotpistol
4
4+
3/3
Range 8"Range 8"
Repression baton
Repression baton
3
4+
2/3
-
Handler: Whenever this operative is activated, you can activate a ready friendly EXACTION SQUAD R-VR CYBER-MASTIFF operative at the same time. Complete their activations action by action in any order.
Attack Pattern: STRATEGIC GAMBIT in the first turning point. Select one of the following attack patterns for a friendly EXACTION SQUAD R-VR CYBER-MASTIFF operative to have for the battle:
  • Aggressive: Its melee weapons have the Relentless weapon rule.
  • Swift: Add 2" to its Move stat.
  • Defensive: Improve its Save stat by 1.

R-VR COMMAND0AP

Select one friendly EXACTION SQUAD R-VR CYBER-MASTIFF operative and change its attack pattern.
EXACTION SQUAD, IMPERIUM, ADEPTUS ARBITES, LEASHMASTER
⌀28mm


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.

APL
2
MOVE
6"
SAVE
4+
WOUNDS
8
 
NAME
ATK
HIT
DMG
WR
Mechanical bite
Mechanical bite
4
4+
3/5
Lethal 5+Lethal 5+
Beast: This operative cannot perform any actions other than Apprehend, Charge, Dash, Fall Back, Fight, Guard, Reposition, Pick Up Marker and Place Marker. It cannot use any weapons that aren’t on its datacard.

APPREHENDAP

Select one enemy operative within this operative’s control range. Until that enemy operative is no longer within this operative’s control range, or until this operative performs this action again (whichever comes first), worsen the Hit stat of that enemy operative’s weapons by 1 (this isn’t cumulative with being injured); in addition, that enemy operative cannot perform the Fall Back action.

This operative cannot perform this action unless an enemy operative is within its control range.
EXACTION SQUAD, IMPERIUM, ADEPTUS ARBITES, R-VR CYBER-MASTIFF
⌀25mm


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.

APL
2
MOVE
6"
SAVE
4+
WOUNDS
8
 
NAME
ATK
HIT
DMG
WR
Combat shotgun (close range)
Combat shotgun (close range)
4
3+
4/4
Range 6"Range 6"
Combat shotgun (long range)
Combat shotgun (long range)
4
5+
2/2
-
Repression baton
Repression baton
3
4+
2/3
-
Acute Focus: Once during each of this operative’s activations, it can perform the Pick Up Marker, Place Marker, Veriscant or a mission action for 1 less AP.

VERISCANT1AP

Select one enemy operative visible to this operative. Until the start of this operative’s next activation, until it’s incapacitated or until it performs this action again (whichever comes first), whenever a friendly EXACTION SQUAD operative is shooting against, fighting against or retaliating against that enemy operative, that friendly operative’s weapons have the Severe weapon rule; if the weapon already has that weapon rule, it also has the Lethal 5+ weapon rule.

This operative cannot perform this action while within control range of an enemy operative.
EXACTION SQUAD, IMPERIUM, ADEPTUS ARBITES, MALOCATOR
⌀28mm


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.

APL
2
MOVE
6"
SAVE
4+
WOUNDS
8
 
NAME
ATK
HIT
DMG
WR
Executioner shotgun (concealed)
Executioner shotgun (concealed)
4
2+
4/0
Devastating 4, Heavy, Silent, Concealed Position*Devastating 4, Heavy, Silent, Concealed Position*
Executioner shotgun (mobile)
Executioner shotgun (mobile)
4
3+
4/4
-
Executioner shotgun (stationary)
Executioner shotgun (stationary)
4
2+
4/0
Devastating 4, HeavyDevastating 4, Heavy
Repression baton
Repression baton
3
4+
2/3
-
*Concealed Position: This operative can only use this weapon the first time it’s performing the Shoot action during the battle.

OPTICS1AP

Until the start of this operative’s next activation:
  • The concealed and stationary profiles of its executioner shotgun have the Lethal 5+ weapon rule.
  • Whenever it’s shooting with its executioner shotgun, enemy operatives cannot be obscured.

This operative cannot perform this action while within control range of an enemy operative.
EXACTION SQUAD, IMPERIUM, ADEPTUS ARBITES, MARKSMAN
⌀28mm


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.

APL
2
MOVE
6"
SAVE
4+
WOUNDS
8
 
NAME
ATK
HIT
DMG
WR
Scoped shotpistol (short range)
Scoped shotpistol (short range)
4
3+
3/3
Range 8", Lethal 5+Range 8", Lethal 5+
Scoped shotpistol (long range)
Scoped shotpistol (long range)
4
3+
3/3
-
Repression baton
Repression baton
3
4+
2/3
-
First in the Field: STRATEGIC GAMBIT in the first turning point. If this operative is wholly within your drop zone, it can immediately perform a free Reposition action.

SPOT1AP

SUPPORT. Select one enemy operative visible to this operative. Until the end of the turning point, whenever a friendly EXACTION SQUAD operative within 3" of this operative is shooting that enemy operative, you can use this effect. If you do:
  • That friendly operative’s ranged weapons have the Seek Light weapon rule.
  • That enemy operative cannot be obscured.

This operative cannot perform this action while within control range of an enemy operative.
EXACTION SQUAD, IMPERIUM, ADEPTUS ARBITES, REVELATUM
⌀28mm


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.

APL
2
MOVE
6"
SAVE
3+
WOUNDS
8
 
NAME
ATK
HIT
DMG
WR
Shotpistol
Shotpistol
4
4+
3/3
Range 8"Range 8"
Shock maul & assault shield
Shock maul & assault shield
4
4+
4/4
Shock, Repress*Shock, Repress*
Stubborn Subjugator: You can ignore any changes to the Hit stat of this operative’s melee weapons.
EXACTION SQUAD, IMPERIUM, ADEPTUS ARBITES, SUBDUCTOR
⌀28mm


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.

APL
2
MOVE
6"
SAVE
4+
WOUNDS
8
 
NAME
ATK
HIT
DMG
WR
Combat shotgun (close range)
Combat shotgun (close range)
4
3+
4/4
Range 6"Range 6"
Combat shotgun (long range)
Combat shotgun (long range)
4
5+
2/2
-
Repression baton
Repression baton
3
4+
2/3
-
Close Quarters Vigilance: This operative can perform the Shoot action (excluding Guard) while within control range of an enemy operative, but only if it hasn’t performed the Charge action during the activation, or if it’s a counteraction. Note this operative isn’t restricted from performing the Charge action after performing the Shoot action.
EXACTION SQUAD, IMPERIUM, ADEPTUS ARBITES, VIGILANT
⌀28mm


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.

APL
2
MOVE
6"
SAVE
4+
WOUNDS
8
 
NAME
ATK
HIT
DMG
WR
Combat shotgun (close range)
Combat shotgun (close range)
4
3+
4/4
Range 6"Range 6"
Combat shotgun (long range)
Combat shotgun (long range)
4
5+
2/2
-
Repression baton
Repression baton
3
4+
2/3
-

SIGNAL1AP

SUPPORT. Select one other friendly EXACTION SQUAD operative visible to this operative. Until the end of that operative’s next activation, add 1 to its APL stat.

This operative cannot perform this action while within control range of an enemy operative.
EXACTION SQUAD, IMPERIUM, ADEPTUS ARBITES, VOX-SIGNIFIER
⌀28mm
Engage: The operative can perform actions as normal and can counteract.

Shoot1AP

Shoot with the active operative by following the sequence below. The active operative’s player is the attacker. The selected enemy operative’s player is the defender.

An operative cannot perform this action while it has a Conceal order, or while within control range of an enemy operative.

Charge1AP

The same as the Reposition action, except the active operative can move an additional 2".

It can move, and must finish the move, within control range of an enemy operative. If it moves within control range of an enemy operative that no other friendly operatives are within control range of, it cannot leave that operative’s control range.

An operative cannot perform this action while it has a Conceal order, if it’s already within control range of an enemy operative, or during the same activation in which it performed the Reposition, Dash or Fall Back action.
Counteract
When you would activate a ready friendly operative, if all your operatives are expended but your opponent still has ready operatives, you can select an expended friendly operative with an Engage order to perform a 1AP action (excluding Guard) for free. Each operative can only counteract once per turning point. That operative cannot move more than 2", or must be set up wholly within 2" if it’s removed and set up again, while counteracting (this is not a change to its Move stat, and takes precedence over all other rules). Counteracting is optional, so you can choose not to. In either case, activation alternates back to your opponent afterwards.

Counteracting isn’t an activation, it’s instead of activating. This difference is important; for instance, it means action restrictions won't apply.
Conceal: The operative cannot perform Shoot and Charge actions, and it cannot counteract. However, it’s not a valid target while in cover.
Valid Target
Some rules require you to select a valid target for an operative. This is most common when an operative is shooting, but some rare rules require it too.

If the intended target has an Engage order, it’s a valid target if it’s visible to the active operative.
If the intended target has a Conceal order, it’s a valid target if it’s visible to the active operative and not in cover.
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.
GUILT REVEALS ITSELF

Exaction Squads are relentless in their pursuit of the condemned. Few escape their clutches.

Whenever you’re selecting a valid target for a friendly EXACTION SQUAD operative, enemy operatives within 4" of it cannot be in cover (instead of 2"). While this can allow such operatives to be targeted (assuming they’re visible), it doesn’t remove their cover save (if any), unless the friendly EXACTION SQUAD operative is within 2" as normal.
Precedence
Some rare rules will conflict with each other, so it must be established which takes precedence. In order of priority, a rule takes precedence if:

1
It specifically says so.

2
The online designer’s commentary says so.

3
It’s not found in the core book (i.e. other rules take precedence over core book rules).

4
It says ‘cannot’.

5
The player with initiative decides.

If a rule on a datacard says ‘this operative can perform two Shoot actions during its activation’, this takes precedence over the core rules for action restrictions, as per precedence priority 3.
Control Range
Many rules relate to control range such as moving, fighting and using cover. Something is within an operative’s control range if it’s visible to and within 1" of that operative.

Control range between operatives is mutual, therefore operatives are within each other’s control range if one of them is visible to and within 1" of the other.

Operatives A and B are within each other’s control range.

The terrain is within both operative B and C’s control range.

Because of the terrain, operative B is not visible to operative C, and vice versa, therefore they are not within each other’s control range.


Imagine control range as an area of interaction the operative has with things close to it.
Punishing
If you retain any critical successes, you can retain one of your fails as a normal success instead of discarding it.
Damage
When damage is inflicted on an operative, reduce their wounds by that amount. An operative’s starting number of wounds is determined by its Wounds stat (see datacards). If an operative’s wounds are reduced to 0 or less, it’s incapacitated, then removed from the killzone. Some rules allow an incapacitated operative to perform a free action before being removed from the killzone. Such an operative cannot perform more than one free action (excluding Place Marker) in this instance, and that operative’s player decides the order of any of its rules that occur before it’s removed from the killzone (taking precedence over the player with initiative deciding).

While an operative has fewer than its starting wounds remaining, it’s wounded. While it has fewer than half its starting wounds remaining, it’s also injured. Subtract 2" from the Move stat of injured operatives and worsen the Hit stat of their weapons by 1.

Keep track of each operative’s remaining wounds with dice, tokens or by writing it down.

‘Incapacitated’ and ‘removed from the killzone’ are separate. Some rules take effect when an operative is incapacitated, but before it’s removed.

Ceaseless
You can re-roll any of your attack dice results of one result (e.g. results of 2).
Balanced
You can re-roll one of your attack dice.
Range x
Only operatives within x of the active operative can be valid targets, e.g. Range 9".

Fight1AP

Fight with the active operative by following the sequence below. The active operative’s player is the attacker. The selected enemy operative’s player is the defender.

An operative cannot perform this action unless an enemy operative is within its control range.
Blast x
The target you select is the primary target. After shooting the primary target, shoot with this weapon against each secondary target in an order of your choice (roll each sequence separately). Secondary targets are other operatives visible to and within x of the primary target, e.g. Blast 2" (they are all valid targets, regardless of a Conceal order). Secondary targets are in cover and obscured if the primary target was.

Operate Hatch1AP

Open or close a hatchway that’s access point is within the operative’s control range.

An operative can perform this action during a Dash or Reposition action, and any remaining move distance can be used after it does so.

An operative cannot perform this action while within control range of an enemy operative, or if that hatchway is open and its access point is within an enemy operative’s control range.
Shock
The first time you strike with a critical success in each sequence, also discard one of your opponent’s unresolved normal successes (or a critical success if there are none).

Fall Back2AP

The same as the Reposition action, except the active operative can move within control range of an enemy operative, but cannot finish the move there.

An operative cannot perform this action unless an enemy operative is within its control range. It cannot perform this action during the same activation in which it performed the Reposition or Charge action.
Saturate
The defender cannot retain cover saves.
Piercing x
The defender collects x less defence dice, e.g. Piercing 1. If the rule is Piercing Crits x, this only comes into effect if you retain any critical successes.
Torrent x
Select a valid target as normal as the primary target, then select any number of other valid targets within x of the first valid target as secondary targets, e.g. Torrent 2". Shoot with this weapon against all of them in an order of your choice (roll each sequence separately).
Lethal x+
Your successes equal to or greater than x are critical successes, e.g. Lethal 5+.
Repress

Experienced in suppressing riots, rebellions and various other kinds of unrest, the Adeptus Arbites are resilient in the face of any oncoming foe, no matter their origin.

Some weapons in this team’s rules have the Repress weapon rule below.

*Repress: Whenever this operative is using this weapon:
  • Each of your blocks can be allocated to block two unresolved successes (instead of one).
  • If this operative is retaliating, you resolve the first attack dice (i.e. defender instead of attacker).
Marker/Token Guide
Medic token

Apprehend token

Marked for Justice token

Veriscant token

Spot token

Aggressive token

Swift token

Defensive token

Nuncio-aquila token

Pick Up Marker1AP

Remove a marker the active operative controls that the Pick Up Marker action can be performed upon. That operative is now carrying, contesting and controlling that marker.

An operative cannot perform this action while within control range of an enemy operative, or while it’s already carrying a marker.
Rending
If you retain any critical successes, you can retain one of your normal successes as a Critical success instead.

Dash1AP

The same as the Reposition action, except don’t use the active operative’s Move stat — it can move up to 3" instead. In addition, it cannot climb during this move, but it can drop and jump.

An operative cannot perform this action while within control range of an enemy operative, or during the same activation in which it performed the Charge action.
Heavy
An operative cannot use this weapon in an activation or counteraction in which it moved, and it cannot move in an activation or counteraction in which it used this weapon. If the rule is Heavy (x only), where x is a move action, only that move is allowed, e.g. Heavy (Dash only). This weapon rule has no effect on preventing the Guard action.
Devastating x
Each retained critical success immediately inflicts x damage on the operative this weapon is being used against, e.g. Devastating 3. If the rule starts with a distance (e.g. 1" Devastating x), inflict x damage on that operative and each other operative visible to and within that distance of it. Note that success isn’t discarded after doing so — it can still be resolved later in the sequence.
Severe
If you don’t retain any critical successes, you can change one of your normal successes to a critical success. Any rules that take effect as a result of retaining a critical success (e.g. Devastating, Piercing Crits, etc.) still do.
Stun
If you retain any critical successes, subtract 1 from the APL stat of the operative this weapon is being used against until the end of its next activation.
Relentless
You can re-roll any of your attack dice.

Reposition1AP

Move the active operative up to its Move stat to a location it can be placed. This must be done in one or more straight-line increments, and increments are always rounded up to the nearest inch.

It cannot move within control range of an enemy operative, unless one or more other friendly operatives are already within control range of that enemy operative, in which case it can move within control range of that enemy operative but cannot finish the move there.

An operative cannot perform this action while within control range of an enemy operative, or during the same activation in which it performed the Fall Back or Charge action.

Place Marker1AP

Remove a marker the active operative controls that the Pick Up Marker action can be performed upon. That operative is now carrying, contesting and controlling that marker.

An operative cannot perform this action while within control range of an enemy operative, or while it’s already carrying a marker.
Silent
An operative can perform the Shoot action with this weapon while it has a Conceal order.
Seek
When selecting a valid target, operatives cannot use terrain for cover. If the rule is Seek Light, operatives cannot use Light terrain for cover. Whilst this can allow such operatives to be targeted (assuming they’re visible), it doesn’t remove their cover save (if any).

Disable Ads



Boosty subscribers may disable ads:
1. Enter e-mail you have used to login on Boosty.
2. Press Get new pin code button (if you don’t have it already)
3. Enter pin code.

Note that login database updated once a day. So, if you are a new booster - try tomorrow. And thank you!
© Vyacheslav Maltsev 2013-2025