RANGED WEAPONS | RANGE | A | BS | S | AP | D | |
Acolyte firearm [pistol] | |||||||
Acolyte firearm [pistol] | 12" | 1 | 4+ | 4 | -1 | 1 | |
Heavy bolter [heavy, sustained hits 1] | |||||||
Heavy bolter [heavy, sustained hits 1] | 36" | 3 | 5+ | 5 | -1 | 2 | |
Jokaero weapons | |||||||
Jokaero weapons | 18" | 3 | 3+ | 6 | -1 | 2 | |
Multi-melta [heavy, melta 2] | |||||||
Multi-melta [heavy, melta 2] | 18" | 2 | 5+ | 9 | -4 | D6 | |
Plasma cannon – standard [blast, heavy] | |||||||
Plasma cannon – standard [blast, heavy] | 36" | D3 | 5+ | 7 | -1 | 1 | |
Plasma cannon – supercharge [blast, hazardous, heavy] | |||||||
Plasma cannon – supercharge [blast, hazardous, heavy] | 36" | D3 | 5+ | 8 | -2 | 2 | |
Plasma pistol – standard [pistol] | |||||||
Plasma pistol – standard [pistol] | 12" | 1 | 4+ | 7 | -1 | 1 | |
Plasma pistol – supercharge [hazardous, pistol] | |||||||
Plasma pistol – supercharge [hazardous, pistol] | 12" | 1 | 4+ | 8 | -2 | 2 | |
Unholy Gaze [psychic, sustained hits d3] | |||||||
Unholy Gaze [psychic, sustained hits d3] | 18" | 1 | 4+ | 9 | -2 | 3 | |
MELEE WEAPONS | RANGE | A | WS | S | AP | D | |
Acolyte melee weapon | |||||||
Acolyte melee weapon | Melee | 3 | 4+ | 3 | 0 | 1 | |
Eviscerator [devastating wounds] | |||||||
Eviscerator [devastating wounds] | Melee | 2 | 4+ | 6 | -2 | 2 | |
Warp grasp [psychic] | |||||||
Warp grasp [psychic] | Melee | 4 | 4+ | 6 | -2 | 1 |
4 Inquisitorial Acolytes | 50 |
4 Inquisitorial Acolytes, 1 Gun Servitor and 1 Mystic | 60 |
10 Inquisitorial Acolytes | 100 |
10 Inquisitorial Acolytes, 2 Gun Servitors and 2 Mystics | 140 |
Jokaero | +10 |
Daemonhost | +10 |
The RETINUE keyword is used in the following Agents of the Imperium datasheets:
The CHARACTER keyword is used in the following Agents of the Imperium datasheets:
Throughout the Imperium there exist numerous martial organisations and shadowy institutions. Bodies of armed warriors or solitary agents from these groups possess specialist skills, unusual equipment and vested interests that lead them to be attached to larger Imperial armies. Some are requisitioned by the army’s commander for their particular abilities, others are assigned by their hidden masters to achieve singular agendas. The most powerful have the authority and reputation to enforce their presence on the field of battle.
If every model in your army has the IMPERIUM keyword, you can include AGENTS OF THE IMPERIUM units in your army even if they do not have the Faction keyword you selected in the Select Army Faction step. If every model from your army has the AGENTS OF THE IMPERIUM Faction keyword, you can ignore the Select Detachment Rules step when mustering your army. The maximum number of AGENTS OF THE IMPERIUM units you can include in your army depends on the battle size, as shown below.
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Some weapons can inflict strikes of such power that they make a mockery of armour
Weapons with [DEVASTATING WOUNDS] in their profile are known as Devastating Wounds weapons. Each time an attack is made with such a weapon, if that attack scores a Critical Wound, no saving throw of any kind can be made against that attack (including invulnerable saving throws). Such attacks are only allocated to models after all other attacks made by the attacking unit have been allocated and resolved.Pistols can be wielded even at point-blank range.
Weapons with [PISTOL] in their profile are known as Pistols. If a unit contains any models equipped with Pistols, that unit is eligible to shoot in its controlling player’s Shooting phase even while it is within Engagement Range of one or more enemy units. When such a unit is selected to shoot, it can only resolve attacks using its Pistols and can only target one of the enemy units it is within Engagement Range of. In such circumstances, a Pistol can target an enemy unit even if other friendly units are within Engagement Range of the same enemy unit.Heavy weapons are amongst the biggest guns on the battlefield, but require bracing to fire at full effect and are unwieldy to bring to bear at close quarters.
Weapons with [HEAVY] in their profile are known as Heavy weapons. Each time an attack is made with such a weapon, if the attacking model’s unit Remained Stationary this turn, add 1 to that attack’s Hit roll.The AGENTS OF THE IMPERIUM keyword is used in the following Agents of the Imperium datasheets:
The INFANTRY keyword is used in the following Agents of the Imperium datasheets:
The IMPERIUM keyword is used in the following Agents of the Imperium datasheets:
Weapons powered by unstable and dangerous energy sources pose a substantial risk to the wielder every time they are used.
Weapons with [HAZARDOUS] in their profile are known as Hazardous weapons. Each time a unit is selected to shoot or fight, if one or more models attack with Hazardous weapons, then after that unit has resolved all of its attacks, you must take one Hazardous test for each Hazardous weapon that was just used by rolling one D6. For each roll of 1, that test is failed and one model in that unit equipped with a Hazardous weapon is destroyed (selected by the controlling player), unless that model is a CHARACTER, MONSTER or VEHICLE, in which case it suffers 3 mortal wounds instead. Note that if you selected a CHARACTER model in an Attached unit, the mortal wounds suffered must be allocated to that model first, even if there is another model in that unit that has lost one or more wounds or has had attacks allocated to it this phase.
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Some units make their way to battle via tunnelling, teleportation, high-altitude descent or other extraordinary means that allow them to appear suddenly in the thick of the fighting.
During the Declare Battle Formations step, if every model in a unit has this ability, you can set it up in Reserves instead of setting it up on the battlefield. If you do, in the Reinforcements step of one of your Movement phases you can set up this unit anywhere on the battlefield that is more than 9" horizontally away from all enemy models.Whether shielded by force fields, enveloped in mystical energies or simply possessed of preternatural senses and lightning-fast reflexes, some warriors are protected by more than mere physical armour.
Some models have an invulnerable save listed on their datasheet. Each time an attack is allocated to a model with an invulnerable save, the controlling player must choose to use either that model’s Save characteristic or its invulnerable save, but not both. If a model has more than one invulnerable save, it can only use one of them – choose which it will use.Shattered ruins and twisted wreckage afford much-needed shelter from enemy salvoes. Even heavily armoured warriors unfazed by small arms fire are thankful for such cover when foes bring their biggest guns to bear.
Models can sometimes gain a measure of protection from terrain features. The rules below detail the conditions under which a terrain feature confers the Benefit of Cover on a model.Many warriors thunder headlong into combat, using the impetus of their charge to bring swift death to their foes.
Each time a unit makes a Charge move, until the end of the turn, that unit has the Fights First ability.Some attacks are so powerful that no armour or force field can withstand their fury.
Some attacks inflict mortal wounds. Each mortal wound inflicts one point of damage on the target unit, and they are always applied one at a time. Do not make a Wound roll or saving throw (including invulnerable saving throws) against a mortal wound – just allocate it as you would any other attack and inflict damage to a model in the target unit as described below.Some weapons strike in a flurry of blows, tearing the foe apart with relentless ferocity.
Weapons with [SUSTAINED HITS X] in their profile are known as Sustained Hits weapons. Each time an attack is made with such a weapon, if a Critical Hit is rolled, that attack scores a number of additional hits on the target as denoted by ‘x’.The GRENADES keyword is used in the following Agents of the Imperium datasheets:
The INQUISITOR keyword is used in the following Agents of the Imperium datasheets:
The RETINUE keyword is used in the following Agents of the Imperium datasheets:
Melta weapons are powerful heat rays whose fury is magnified at close range.
Weapons with [MELTA X] in their profile are known as Melta weapons. Each time an attack made with such a weapon targets a unit within half that weapon’s range, that attack’s Damage characteristic is increased by the amount denoted by ‘x’.High-explosives can fell several warriors in a single blast, but firing them where your comrades will get caught in the ensuing detonation is simply unwise.
Weapons with [BLAST] in their profile are known as Blast weapons, and they make a random number of attacks. Each time you determine how many attacks are made with a Blast weapon, add 1 to the result for every five models that were in the target unit when you selected it as the target (rounding down). Blast weapons can never be used to make attacks against a unit that is within Engagement Range of one or more units from the attacking model’s army (including its own unit).