Agents of the Imperium – Datasheets


Characters


Callidus Assassin
(⌀32mm)
M
7"
T
4
Sv
6+
W
4
Ld
6+
OC
1
INVULNERABLE SAVE
4+
RANGED WEAPONS
RANGE
A
BS
S
AP
D
Neural shredder [anti-infantry 2+, precision, torrent]
Neural shredder [anti-infantry 2+, precision, torrent]
12"
D6
N/A
5
-2
1
MELEE WEAPONS
RANGE
A
WS
S
AP
D
Phase sword and poison blades [lethal hits, precision]
Phase sword and poison blades [lethal hits, precision]
Melee
5
2+
5
-4
2
WARGEAR OPTIONS
  • None

ABILITIES
CORE: Deep Strike, Fights First, Infiltrators, Lone Operative
FACTION: Assigned Agents
Reign of Confusion: Once per battle, after your opponent uses a Stratagem, this model can use this ability. If it does, until the end of the battle, the CP cost your opponent must pay to use that Stratagem again is increased by 1CP.
Polymorphine: At the end of your opponent’s turn, if this model is not within Engagement Range of any enemy units, you can remove it from the battlefield and then, in the Reinforcements step of your next Movement phase, set it up anywhere on the battlefield that is more than 9" horizontally away from all enemy models. If the battle ends and this model is not on the battlefield, it is destroyed.
UNIT COMPOSITION
  • 1 Callidus Assassin – EPIC HERO
This model is equipped with: neural shredder; phase sword and poison blades.
1 model
100
KEYWORDS: INFANTRY, CHARACTER, EPIC HERO, IMPERIUM, CALLIDUS ASSASSIN
FACTION KEYWORDS:
AGENTS OF THE IMPERIUM


Culexus Assassin
(⌀32mm)
M
7"
T
4
Sv
6+
W
4
Ld
6+
OC
1
INVULNERABLE SAVE
4+
RANGED WEAPONS
RANGE
A
BS
S
AP
D
Animus speculum [anti-psyker 2+, assault, precision, psychic assassin]
Animus speculum [anti-psyker 2+, assault, precision, psychic assassin]
24"
3
2+
5
-2
D3
MELEE WEAPONS
RANGE
A
WS
S
AP
D
Life-draining touch [anti-psyker 2+, devastating wounds, precision]
Life-draining touch [anti-psyker 2+, devastating wounds, precision]
Melee
4
2+
4
-2
2
Psychic Assassin: Each time you select a PSYKER unit as the target for this weapon, until those attacks are resolved, change the Attacks characteristic of this weapon to 6.
WARGEAR OPTIONS
  • None

ABILITIES
CORE: Deep Strike, Lone Operative, Stealth
FACTION: Assigned Agents
Abomination: This model has the Feel No Pain 2+ ability against Psychic Attacks.
Soulless Horror (Aura): While an enemy unit is within 6" of this model, worsen that unit’s Leadership characteristic by 1, or by 2 instead if that unit is a PSYKER. In addition, once per battle, at the start of any Command phase, this model can use this ability. If it does, each enemy unit within 6" of this model must take a Battle-shock test.
UNIT COMPOSITION
  • 1 Culexus Assassin – EPIC HERO
This model is equipped with: animus speculum; life-draining touch.
1 model
85
KEYWORDS: INFANTRY, CHARACTER, EPIC HERO, GRENADES, IMPERIUM, CULEXUS ASSASSIN
FACTION KEYWORDS:
AGENTS OF THE IMPERIUM


Eversor Assassin
(⌀32mm)
M
9"
T
4
Sv
6+
W
4
Ld
6+
OC
1
INVULNERABLE SAVE
4+
RANGED WEAPONS
RANGE
A
BS
S
AP
D
Executioner pistol [anti-infantry 3+, pistol]
Executioner pistol [anti-infantry 3+, pistol]
12"
4
2+
4
0
1
MELEE WEAPONS
RANGE
A
WS
S
AP
D
Power sword and neuro gauntlet [anti-infantry 3+]
Power sword and neuro gauntlet [anti-infantry 3+]
Melee
6
2+
5
-2
2
WARGEAR OPTIONS
  • None

ABILITIES
CORE: Deadly Demise D3, Lone Operative, Scouts 9"
FACTION: Assigned Agents
Frenzon: In your Command phase, select one of the effects below to apply until the start of your next Command phase:
  • Adrenal Surge: This model is eligible to shoot and declare a charge in a turn in which it Advanced.
  • Predatory Focus: This model’s weapons have the [PRECISION] ability.
  • Killing Rampage: This model’s weapons have the [SUSTAINED HITS 3] ability.
Sentinel Array: Once per battle round, you can target this model with the Fire Overwatch or Heroic Intervention Stratagem for 0CP, and can do so even if you have already used that Stratagem on a different unit this phase.
UNIT COMPOSITION
  • 1 Eversor Assassin – EPIC HERO
This model is equipped with: executioner pistol; power sword and neuro gauntlet.
1 model
75
KEYWORDS: INFANTRY, CHARACTER, EPIC HERO, GRENADES, IMPERIUM, EVERSOR ASSASSIN
FACTION KEYWORDS:
AGENTS OF THE IMPERIUM


Inquisitor
(⌀25mm)
M
6"
T
3
Sv
4+
W
4
Ld
6+
OC
1
INVULNERABLE SAVE
5+
RANGED WEAPONS
RANGE
A
BS
S
AP
D
Bolt pistol [pistol]
Bolt pistol [pistol]
12"
1
3+
4
0
1
Combi-weapon [anti-infantry 4+, devastating wounds, rapid fire 1]
Combi-weapon [anti-infantry 4+, devastating wounds, rapid fire 1]
24"
1
3+
4
-2
1
Psychic Shock Wave [devastating wounds, psychic, torrent]
Psychic Shock Wave [devastating wounds, psychic, torrent]
18"
2D6
N/A
3
-1
1
MELEE WEAPONS
RANGE
A
WS
S
AP
D
Inquisitorial melee weapon
Inquisitorial melee weapon
Melee
5
3+
4
-2
1
Force weapon [psychic]
Force weapon [psychic]
Melee
4
3+
5
-2
D3
WARGEAR OPTIONS
  • If this model is equipped with 1 psychic gifts, its Inquisitorial melee weapon can be replaced with 1 force weapon.
  • This model’s blessed wardings can be replaced with 1 psychic gifts and 1 Psychic Shock Wave.
  • This model’s bolt pistol can be replaced with 1 combi-weapon.

ABILITIES
CORE: Leader
FACTION: Assigned Agents
Authority of the Inquisition: While this model is leading a unit, it can embark within any Transport that its Bodyguard unit can embark within.
Power of the Rosette: Each time you target this model’s unit with a Stratagem, roll one D6: on a 3+, you gain 1CP.
WARGEAR ABILITIES
Blessed Wardings: While this model is leading a unit, models in that unit have the Feel No Pain 5+ ability against mortal wounds.
Psychic Gifts: The bearer has the PSYKER keyword.
UNIT COMPOSITION
  • 1 Inquisitor
This model is equipped with: bolt pistol; Inquisitorial melee weapon; blessed wardings.
1 model
55
LEADER
This model can be attached to the following units:
KEYWORDS: INFANTRY, CHARACTER, GRENADES, IMPERIUM, INQUISITOR
FACTION KEYWORDS:
AGENTS OF THE IMPERIUM


Inquisitor Coteaz
(⌀25mm)
M
6"
T
3
Sv
2+
W
4
Ld
6+
OC
1
INVULNERABLE SAVE
5+
RANGED WEAPONS
RANGE
A
BS
S
AP
D
Bolt pistol [pistol]
Bolt pistol [pistol]
12"
1
3+
4
0
1
Psychic Blast [anti-infantry 4+, devastating wounds, psychic]
Psychic Blast [anti-infantry 4+, devastating wounds, psychic]
18"
D6
3+
3
-1
2
MELEE WEAPONS
RANGE
A
WS
S
AP
D
Nemesis daemon hammer [psychic]
Nemesis daemon hammer [psychic]
Melee
3
3+
9
-3
3
WARGEAR OPTIONS
  • None

ABILITIES
CORE: Leader
FACTION: Assigned Agents
Authority of the Inquisition: While this model is leading a unit, it can embark within any TRANSPORT that its Bodyguard unit can embark within.
Malefic Wardings (Psychic): While this model is leading a unit, models in that unit have the Feel No Pain 5+ ability against Psychic Attacks and attacks made by Daemon models.
Spy Network: Each time your opponent gains a CP as the result of an ability, roll one D6: on a 2+, you also gain 1CP.
UNIT COMPOSITION
  • 1 Inquisitor Coteaz – EPIC HERO
This model is equipped with: bolt pistol; Psychic Blast; Nemesis daemon hammer.
1 model
75
LEADER
This model can be attached to the following units:
KEYWORDS: INFANTRY, CHARACTER, EPIC HERO, PSYKER, IMPERIUM, INQUISITOR, COTEAZ
FACTION KEYWORDS:
AGENTS OF THE IMPERIUM


Inquisitor Eisenhorn
(⌀32mm)
M
6"
T
3
Sv
4+
W
4
Ld
6+
OC
1
INVULNERABLE SAVE
5+
RANGED WEAPONS
RANGE
A
BS
S
AP
D
Artificer bolt pistol
Artificer bolt pistol
12"
4
3+
4
0
2
Mind Assault [devastating wounds, precision, psychic, sustained hits 1]
Mind Assault [devastating wounds, precision, psychic, sustained hits 1]
18"
2
3+
5
-2
3
MELEE WEAPONS
RANGE
A
WS
S
AP
D
Runestaff and Barbarisater [psychic]
Runestaff and Barbarisater [psychic]
Melee
5
3+
6
-2
2
WARGEAR OPTIONS
  • None

ABILITIES
CORE: Feel No Pain 6+, Leader
FACTION: Assigned Agents
Authority of the Inquisition: While this model is leading a unit, it can embark within any Transport that its Bodyguard unit can embark within.
Malus Codicium: While this model is leading a unit, double the Attacks characteristic of weapons equipped by DAEMONHOST models in that unit.
Dominate Will (Psychic): At the start of your opponent’s Shooting phase, select one enemy INFANTRY unit that is within 12" of and visible to this model and roll one D6: on a 1, this model suffers D3 mortal wounds; on a 2-5, until the end of the phase, each time a model in that unit makes an attack, subtract 1 from the Hit roll; on a 6, until the end of the phase, that unit is not eligible to shoot.
UNIT COMPOSITION
  • 1 Inquisitor Eisenhorn – EPIC HERO
This model is equipped with: artificer bolt pistol; Mind Assault; runestaff and Barbarisater
1 model
65
LEADER
This model can be attached to the following units:
KEYWORDS: INFANTRY, CHARACTER, EPIC HERO, PSYKER, GRENADES, IMPERIUM, INQUISITOR, EISENHORN
FACTION KEYWORDS:
AGENTS OF THE IMPERIUM


Inquisitor Greyfax
(⌀32mm)
M
6"
T
3
Sv
3+
W
4
Ld
4+
OC
1
INVULNERABLE SAVE
5+
RANGED WEAPONS
RANGE
A
BS
S
AP
D
Castigation [anti-character 4+, devastating wounds, precision, psychic]
Castigation [anti-character 4+, devastating wounds, precision, psychic]
18"
1
3+
8
-2
3
Condemnor stake [anti-psyker 2+, devastating wounds, precision, rapid fire 1]
Condemnor stake [anti-psyker 2+, devastating wounds, precision, rapid fire 1]
24"
1
3+
4
0
1
MELEE WEAPONS
RANGE
A
WS
S
AP
D
Master-crafted power sword
Master-crafted power sword
Melee
4
3+
4
-2
2
WARGEAR OPTIONS
  • None

ABILITIES
CORE: Leader
FACTION: Assigned Agents
Authority of the Inquisition: While this model is leading a unit, it can embark within any TRANSPORT that its Bodyguard unit can embark within.
Psyoculum: While this model is leading a unit, ranged weapons equipped by models in that unit have the [ANTI-PSYKER 4+] ability.
No Escape: Each time an enemy unit (excluding MONSTER and VEHICLE units) that is within Engagement Range of one or more units with this ability is selected to Fall Back, models in that enemy unit must take Desperate Escape tests as if their unit was Battle-shocked. When doing so, if that enemy unit is also Battle-shocked by other means, subtract 1 from each of those Desperate Escape tests.
UNIT COMPOSITION
  • 1 Inquisitor Greyfax – EPIC HERO
This model is equipped with: Castigation; condemnor stake; master-crafter power sword.
1 model
65
LEADER
This model can be attached to the following units:
KEYWORDS: INFANTRY, CHARACTER, EPIC HERO, PSYKER, GRENADES, IMPERIUM, INQUISITOR, GREYFAX
FACTION KEYWORDS:
AGENTS OF THE IMPERIUM


Inquisitor Karamazov
(⌀60mm)
M
5"
T
8
Sv
3+
W
9
Ld
6+
OC
3
INVULNERABLE SAVE
4+
RANGED WEAPONS
RANGE
A
BS
S
AP
D
Master-crafted multi-melta [melta 3]
Master-crafted multi-melta [melta 3]
18"
3
3+
10
-4
D6
MELEE WEAPONS
RANGE
A
WS
S
AP
D
Master-crafted power sword
Master-crafted power sword
Melee
6
3+
6
-2
2
WARGEAR OPTIONS
  • None

ABILITIES
CORE: Deadly Demise 1
FACTION: Assigned Agents
Throne of Judgement (Aura): While a friendly unit is within 6" of this model, add 1 to Battle-shock and Leadership tests taken for that unit. While an enemy unit is within 6" of this model, subtract 1 from Battle-shock and Leadership tests taken for that enemy unit.
Dread Reputation: At the start of your Shooting phase, select one enemy unit within 12" of this model. That unit must take a Battle-shock test.
UNIT COMPOSITION
  • 1 Inquisitor Karamazov – EPIC HERO
This model is equipped with: master-crafted multi-melta; master-crafted power sword.
1 model
130
KEYWORDS: VEHICLE, WALKER, CHARACTER, EPIC HERO, IMPERIUM, INQUISITOR, KARAMAZOV
FACTION KEYWORDS:
AGENTS OF THE IMPERIUM


Lord Inquisitor Kyria Draxus
(⌀32mm)
M
6"
T
3
Sv
3+
W
4
Ld
6+
OC
1
INVULNERABLE SAVE
5+
RANGED WEAPONS
RANGE
A
BS
S
AP
D
Dirgesinger [anti-infantry 4+, assault, devastating wounds]
Dirgesinger [anti-infantry 4+, assault, devastating wounds]
18"
4
3+
4
0
2
Psychic Tempest [indirect fire, psychic, sustained hits 2]
Psychic Tempest [indirect fire, psychic, sustained hits 2]
18"
6
3+
6
0
2
MELEE WEAPONS
RANGE
A
WS
S
AP
D
Power fist
Power fist
Melee
3
3+
6
-2
2
WARGEAR OPTIONS
  • None

ABILITIES
CORE: Leader
FACTION: Assigned Agents
Authority of the Inquisition: While this model is leading a unit, it can embark within any TRANSPORT that its Bodyguard unit can embark within.
Xenos Hunter: While this model is leading a unit, each time a model in that unit makes an attack that targets an enemy unit (excluding IMPERIUM and CHAOS units), add 1 to the Hit roll.
Psychic Veil (Psychic): In your Command phase, this PSYKER can use this ability. If it does, roll one D6: on a 1, this PSYKER’s unit suffers D3 mortal wounds; on a 2+, until the start of your next Command phase, this PSYKER’s unit can only be selected as the target of a ranged attack if the attacking model is within 18".
UNIT COMPOSITION
  • 1 Lord Inquisitor Kyria Draxus – EPIC HERO
This model is equipped with: Dirgesinger; Psychic Tempest; power fist.
1 model
85
LEADER
This model can be attached to the following units:
KEYWORDS: INFANTRY, CHARACTER, EPIC HERO, PSYKER, GRENADES, IMPERIUM, INQUISITOR, LORD INQUISITOR KYRIA DRAXUS
FACTION KEYWORDS:
AGENTS OF THE IMPERIUM


Rogue Trader Entourage
M
6"
T
3
Sv
4+
W
4
Ld
6+
OC
1
ROGUE TRADER(⌀25mm)
INVULNERABLE SAVE
4+
6"
3
4+
2
7+
1
ROGUE TRADER SPECIALIST(⌀25mm)
INVULNERABLE SAVE
4+
RANGED WEAPONS
RANGE
A
BS
S
AP
D
Dartmask [anti-infantry 2+, pistol, precision]
Dartmask [anti-infantry 2+, pistol, precision]
12"
1
4+
2
-1
D3
Household pistol [devastating wounds, pistol]
Household pistol [devastating wounds, pistol]
12"
2
3+
5
-2
2
Laspistol [pistol]
Laspistol [pistol]
12"
1
4+
3
0
1
Voltaic pistol [pistol, sustained hits 2]
Voltaic pistol [pistol, sustained hits 2]
12"
3
3+
4
-2
1
MELEE WEAPONS
RANGE
A
WS
S
AP
D
Close combat weapon
Close combat weapon
Melee
1
4+
3
0
1
Death Cult power blade [precision]
Death Cult power blade [precision]
Melee
5
2+
4
-2
1
Monomolecular cane-rapier
Monomolecular cane-rapier
Melee
4
3+
4
-1
1
WARGEAR OPTIONS
  • None

ABILITIES
CORE: Infiltrators, Leader
FACTION: Assigned Agents
Backroom Deals: While this unit is leading a unit, models in that unit have the Infiltrators ability.
Warrant of Trade: If your army includes one or more units with this ability, after players have deployed, select D3 IMPERIUM BATTLELINE units from your army and redeploy them. You can use this ability to place those selected units into Strategic Reserves, regardless of how many units are already in Strategic Reserves. If both players have abilities that redeploy units, roll off the winner chooses who redeploys units first.
WARGEAR ABILITIES
Healing Serum: Models in the bearer’s unit have the Feel No Pain 5+ ability.
UNIT COMPOSITION
  • 1 Rogue Trader
  • 3 Rogue Trader Specialists
The Rogue Trader is equipped with: household pistol; monomolecular cane-rapier.

One Rogue Trader Specialist is equipped with: dartmask; Death Cult power blade.

One other Rogue Trader Specialist is equipped with: voltaic pistol; close combat weapon.

One other Rogue Trader Specialist is equipped with: laspistol; close combat weapon; healing serum.
4 models
105
LEADER
This model can be attached to the following units:
KEYWORDS – ALL MODELS: INFANTRY, GRENADES, IMPERIUM, NAVIS IMPERIALIS, ROGUE TRADER ENTOURAGEROGUE TRADER: CHARACTER
FACTION KEYWORDS:
AGENTS OF THE IMPERIUM


Vindicare Assassin
(⌀32mm)
M
7"
T
4
Sv
6+
W
4
Ld
6+
OC
1
INVULNERABLE SAVE
4+
RANGED WEAPONS
RANGE
A
BS
S
AP
D
Exitus pistol [devastating wounds, ignores cover, pistol, precision]
Exitus pistol [devastating wounds, ignores cover, pistol, precision]
12"
3
2+
5
-2
3
Exitus rifle [devastating wounds, heavy, ignores cover, precision]
Exitus rifle [devastating wounds, heavy, ignores cover, precision]
48"
1
2+
7
-3
D3+3
MELEE WEAPONS
RANGE
A
WS
S
AP
D
Vindicare combat knife
Vindicare combat knife
Melee
4
2+
4
-1
1
WARGEAR OPTIONS
  • None

ABILITIES
CORE: Infiltrators, Lone Operative, Stealth
FACTION: Assigned Agents
Deadshot: Each time this model makes a ranged attack, if a Critical Hit is scored, add 3 to the Damage characteristic of that attack. After this model has resolved its ranged attacks, select one enemy unit that was hit by one or more of those attacks. That unit must take a Battle-shock test.
Shieldbreaker: Once per battle, when selecting targets for this model’s exitus rifle, it can fire a shieldbreaker round. If it does, until the end of the phase, each time this model makes an attack with that weapon, no saving throws of any kind can be made against that attack.
UNIT COMPOSITION
  • 1 Vindicare Assassin – EPIC HERO
This model is equipped with: exitus pistol; exitus rifle; Vindicare combat knife.
1 model
80
KEYWORDS: INFANTRY, CHARACTER, EPIC HERO, SMOKE, IMPERIUM, VINDICARE ASSASSIN
FACTION KEYWORDS:
AGENTS OF THE IMPERIUM


Espern Locarno
(⌀32mm flying base)
M
6"
T
3
Sv
5+
W
3
Ld
7+
OC
1
INVULNERABLE SAVE
4+
RANGED WEAPONS
RANGE
A
BS
S
AP
D
Laspistol [pistol]
Laspistol [pistol]
12"
1
4+
3
0
1
MELEE WEAPONS
RANGE
A
WS
S
AP
D
Force-orb cane [psychic]
Force-orb cane [psychic]
Melee
1
4+
6
-1
D3
WARGEAR OPTIONS
  • None

ABILITIES
CORE: Leader
FACTION: Assigned Agents
The Third Eye (Psychic): At the start of your Shooting phase, select one enemy unit within 12" of this model. That enemy unit must take a Battle-shock test.
Gaze into the Immaterium (Psychic): Enemy units that are set up on the battlefield as Reinforcements cannot be set up within 12" horizontally of this model.
UNIT COMPOSITION
  • 1 Espern Locarno – EPIC HERO
This model is equipped with: laspistol; force-orb cane.
1 model
40
LEADER
This model can be attached to the following units:
KEYWORDS: CHARACTER, EPIC HERO, ESPERN LOCARNO, IMPERIUM, INFANTRY, NAVIS IMPERIALIS, PSYKER
FACTION KEYWORDS:
AGENTS OF THE IMPERIUM


Inquisitor In Terminator Armour
(⌀25mm)
M
5"
T
4
Sv
2+
W
5
Ld
6+
OC
1
INVULNERABLE SAVE
4+
RANGED WEAPONS
RANGE
A
BS
S
AP
D
Psychic shock wave [devastating wounds, psychic, torrent]
Psychic shock wave [devastating wounds, psychic, torrent]
18"
2D6
N/A
3
-1
1
Psycannon [psychic]
Psycannon [psychic]
24"
3
3+
8
-1
2
Combi-weapon [anti-infantry 4+, devastating wounds, rapid fire 1]
Combi-weapon [anti-infantry 4+, devastating wounds, rapid fire 1]
24"
1
3+
4
-2
1
Storm bolter [rapid fire 2]
Storm bolter [rapid fire 2]
24"
2
3+
4
0
1
MELEE WEAPONS
RANGE
A
WS
S
AP
D
Force weapon [psychic]
Force weapon [psychic]
Melee
4
3+
5
-2
D3
Inquisitorial melee weapon
Inquisitorial melee weapon
Melee
5
3+
4
-2
1
Close combat weapon
Close combat weapon
Melee
3
3+
4
0
1
WARGEAR OPTIONS
  • If this model is equipped with 1 psychic gifts, its Inquisitorial melee weapon can be replaced with 1 force weapon.
  • If this model is equipped with 1 psychic gifts, its storm bolter can be replaced with 1 psycannon.
  • This model’s blessed wardings can be replaced with 1 psychic gifts and 1 psychic shock wave.
  • This model’s storm bolter can be replaced with 1 combi-weapon.

ABILITIES
CORE: Deep Strike, Leader
FACTION: Assigned Agents
Authority of the Inquisition: While this model is leading a unit, it can embark within any Transport that its Bodyguard unit can embark within.
Power of the Rosette: Each time you target this model’s unit with a Stratagem, roll one D6: on a 3+, you gain 1CP.
WARGEAR ABILITIES
Blessed Wardings: While this model is leading a unit, models in that unit have the Feel No Pain 5+ ability against mortal wounds.
Psychic Gifts: The bearer has the PSYKER keyword.
UNIT COMPOSITION
  • 1 Inquisitor in Terminator Armour
This model is equipped with: storm bolter; Inquisitorial melee weapon; blessed wardings.
1 model
70
LEADER
This model can be attached to the following units:
KEYWORDS: CHARACTER, GRENADES, IMPERIUM, INFANTRY, INQUISITOR, TERMINATOR
FACTION KEYWORDS:
AGENTS OF THE IMPERIUM


Janus Draik
(⌀32mm flying base)
M
6"
T
3
Sv
4+
W
4
Ld
6+
OC
1
INVULNERABLE SAVE
4+
RANGED WEAPONS
RANGE
A
BS
S
AP
D
Heirloom pistol [anti-infantry 4+, pistol]
Heirloom pistol [anti-infantry 4+, pistol]
12"
1
3+
4
-1
2
MELEE WEAPONS
RANGE
A
WS
S
AP
D
Monomolecular rapier [sustained hits 1]
Monomolecular rapier [sustained hits 1]
Melee
4
3+
3
-2
1
WARGEAR OPTIONS
  • None

ABILITIES
CORE: Infiltrators, Leader
FACTION: Assigned Agents
Warrant of Trade: If your army includes one or more units with this ability, after players have deployed, select up to D3 IMPERIUM BATTLELINE units from your army and redeploy them. You can use this ability to place those selected units into Strategic Reserves, regardless of how many units are already in Strategic Reserves. If both players have abilities that redeploy units, roll off the winner chooses who redeploys units first.
Backroom Deals: While this model is leading a unit, models in that unit have the Infiltrators ability.
UNIT COMPOSITION
  • 1 Janus Draik – EPIC HERO
This model is equipped with: heirloom pistol; monomolecular rapier.
1 model
55
LEADER
This model can be attached to the following units:
KEYWORDS: INFANTRY, GRENADES, IMPERIUM, NAVIS IMPERIALIS, CHARACTER, EPIC HERO, JANUS DRAIK
FACTION KEYWORDS:
AGENTS OF THE IMPERIUM


Neyam Shai Murad
(⌀32mm flying base)
M
6"
T
3
Sv
4+
W
4
Ld
6+
OC
1
INVULNERABLE SAVE
4+
RANGED WEAPONS
RANGE
A
BS
S
AP
D
Negotiator pistol [precision]
Negotiator pistol [precision]
12"
2
3+
4
-2
1
MELEE WEAPONS
RANGE
A
WS
S
AP
D
Close combat weapon
Close combat weapon
Melee
3
3+
3
0
1
WARGEAR OPTIONS
  • None

ABILITIES
CORE: Infiltrators, Leader
FACTION: Assigned Agents
Backroom Deals: While this model is leading a unit, models in that unit have the Infiltrators ability.
Warrant of Trade: If your army includes one or more units with this ability, after players have deployed, select up to D3 IMPERIUM BATTLELINE units from your army and redeploy them. You can use this ability to place those selected units into Strategic Reserves, regardless of how many units are already in Strategic Reserves. If both players have abilities that redeploy units, roll off the winner chooses who redeploys units first.
UNIT COMPOSITION
  • 1 Neyam Shai Murad – EPIC HERO
This model is equipped with: 2 negotiator pistols; close combat weapon.
1 model
55
LEADER
This model can be attached to the following units:
KEYWORDS: CHARACTER, EPIC HERO, GRENADES, IMPERIUM, INFANTRY, NAVIS IMPERIALIS, NEYAM SHAI MURAD
FACTION KEYWORDS:
AGENTS OF THE IMPERIUM


Ur-025
(⌀32mm)
M
5"
T
5
Sv
3+
W
4
Ld
7+
OC
1
RANGED WEAPONS
RANGE
A
BS
S
AP
D
Mk 1 assault weapon
Mk 1 assault weapon
24"
4
3+
5
-1
1
MELEE WEAPONS
RANGE
A
WS
S
AP
D
Power claw
Power claw
Melee
2
4+
8
-2
2
WARGEAR OPTIONS
  • None

ABILITIES
CORE: Lone Operative
FACTION: Assigned Agents
Self Repair: At the start of your Command phase, this model regains 1 lost wound.
Evade and Survive: Once per turn, when an enemy unit ends a Normal, Advance or Fall Back move within 9" of this model, if this model is not within Engagement Range of one or more enemy units, it can make a Normal move.
UNIT COMPOSITION
  • 1 UR-025 – EPIC HERO
This model is equipped with: Mk 1 assault weapon; power claw.
1 model
55
KEYWORDS: CHARACTER, EPIC HERO, IMPERIUM, INFANTRY, UR-025
FACTION KEYWORDS:
AGENTS OF THE IMPERIUM

Battleline


Vigilant Squad
(⌀28mm)
M
6"
T
3
Sv
4+
W
1
Ld
7+
OC
2
RANGED WEAPONS
RANGE
A
BS
S
AP
D
Arbites combat shotgun [assault]
Arbites combat shotgun [assault]
18"
2
4+
4
0
1
Arbites grenade launcher – frag [blast]
Arbites grenade launcher – frag [blast]
24"
D3
4+
4
0
1
Arbites grenade launcher – krak
Arbites grenade launcher – krak
24"
1
4+
9
-2
D3
Arbites shotpistol [pistol]
Arbites shotpistol [pistol]
12"
1
4+
4
0
1
Executioner shotgun [ignores cover, precision]
Executioner shotgun [ignores cover, precision]
24"
1
4+
5
-1
1
Heavy stubber [rapid fire 3]
Heavy stubber [rapid fire 3]
36"
3
4+
4
0
1
Webber [assault, devastating wounds, torrent]
Webber [assault, devastating wounds, torrent]
12"
D6
N/A
2
0
1
MELEE WEAPONS
RANGE
A
WS
S
AP
D
Close combat weapon
Close combat weapon
Melee
2
4+
3
0
1
Mechanical bite
Mechanical bite
Melee
3
4+
4
0
1
WARGEAR OPTIONS
  • The Proctor-Vigilant can be equipped with 1 nuncio aquila.
  • Up to 2 Vigilants can each have their Arbites combat shotgun replaced with one of the following (duplicates are not allowed):
    • 1 executioner shotgun
    • 1 Arbites grenade launcher
    • 1 heavy stubber
    • 1 webber

ABILITIES
FACTION: Assigned Agents
Merciless Judgement: Each time a model in this unit makes a ranged attack that targets a unit that is Below Half-strength, add 1 to the Wound roll.
WARGEAR ABILITIES
Nuncio Aquila (Aura): While an enemy unit is within 3" of the bearer, each time that unit takes a Battle-shock test, subtract 1 from that test.
UNIT COMPOSITION
  • 0-1 Cyber-mastiff
  • 1 Proctor-Vigilant
  • 9 Vigilants
Every Proctor-Vigilant and Vigilant is equipped with: Arbites combat shotgun; Arbites shotpistol; close combat weapon.

The Cyber-mastiff is equipped with: mechanical bite.
10-11 models
105
KEYWORDS: INFANTRY, BATTLELINE, GRENADES, IMPERIUM, RETINUE, VIGILANT SQUAD
FACTION KEYWORDS:
AGENTS OF THE IMPERIUM


Voidsmen-at-arms
(⌀25mm)
M
6"
T
3
Sv
4+
W
1
Ld
8+
OC
2
RANGED WEAPONS
RANGE
A
BS
S
AP
D
Artificer shotgun [assault]
Artificer shotgun [assault]
12"
2
4+
4
0
2
Lasgun [rapid fire 1]
Lasgun [rapid fire 1]
24"
1
4+
3
0
1
Laspistol [pistol]
Laspistol [pistol]
12"
1
4+
3
0
1
Voidsman rotor cannon [heavy, sustained hits 1]
Voidsman rotor cannon [heavy, sustained hits 1]
24"
6
5+
6
0
1
MELEE WEAPONS
RANGE
A
WS
S
AP
D
Close combat weapon
Close combat weapon
Melee
1
4+
3
0
1
Vicious bite
Vicious bite
Melee
3
4+
4
0
1
WARGEAR OPTIONS
  • None

ABILITIES
FACTION: Assigned Agents
Masters of Close Confines: Each time a model in this unit makes a ranged attack that targets the closest eligible target, that attack has the [LETHAL HITS] ability.
UNIT COMPOSITION
  • 0-1 Canid
  • 1 Voidmaster
  • 4-8 Voidsmen
The Voidmaster is equipped with: artificer shotgun; laspistol; close combat weapon.

For every 5 models in this unit, 1 Voidsman is equipped with: laspistol; Voidsman rotor cannon; close combat weapon.

Every other Voidsman is equipped with: lasgun; laspistol; close combat weapon.

The Canid is equipped with: vicious bite.
5 models
50
10 models
100
KEYWORDS: INFANTRY, BATTLELINE, GRENADES, IMPERIUM, NAVIS IMPERIALIS, RETINUE, VOIDSMEN-AT-ARMS
FACTION KEYWORDS:
AGENTS OF THE IMPERIUM

Other


Exaction Squad
(⌀28mm)
M
6"
T
3
Sv
4+
W
1
Ld
7+
OC
1
RANGED WEAPONS
RANGE
A
BS
S
AP
D
Arbites combat shotgun [assault]
Arbites combat shotgun [assault]
18"
2
4+
4
0
1
Arbites grenade launcher – krak
Arbites grenade launcher – krak
24"
1
4+
9
-2
D3
Arbites grenade launcher – frag [blast]
Arbites grenade launcher – frag [blast]
24"
D3
4+
4
0
1
Arbites shotpistol [pistol]
Arbites shotpistol [pistol]
12"
1
4+
4
0
1
Executioner shotgun [ignores cover, precision]
Executioner shotgun [ignores cover, precision]
24"
1
4+
5
-1
1
Heavy stubber [rapid fire 3]
Heavy stubber [rapid fire 3]
36"
3
4+
4
0
1
Webber [assault, devastating wounds, torrent]
Webber [assault, devastating wounds, torrent]
12"
D6
N/A
2
0
1
MELEE WEAPONS
RANGE
A
WS
S
AP
D
Close combat weapon
Close combat weapon
Melee
2
4+
3
0
1
Excruciator maul
Excruciator maul
Melee
2
3+
4
-1
2
Mechanical bite
Mechanical bite
Melee
3
4+
4
0
1
WARGEAR OPTIONS
  • Up to 2 Exaction Vigilants can each have their Arbites combat shotguns replaced with one of the following (duplicates are not allowed):
    • 1 executioner shotgun
    • 1 Arbites grenade launcher
    • 1 heavy stubber
    • 1 webber
  • 1 Exaction Vigilant that is equipped with an Arbites combat shotgun can be equipped with 1 excruciator maul.*
  • 1 other Exaction Vigilant that is equipped with an Arbites combat shotgun can be equipped with 1 Arbites medi-kit.*
  • 1 other Exaction Vigilant that is equipped with an Arbites combat shotgun can be equipped with 1 soulguilt scanner.*
  • The Proctor-Exactant can be equipped with 1 nuncio aquila.

* That model’s Arbites combat shotgun cannot be replaced.
ABILITIES
FACTION: Assigned Agents
Imperial Law: At the start of the first battle round, select one enemy unit to be this unit’s quarry. Each time a model in this unit makes an attack that targets its quarry, add 1 to the Hit roll.
WARGEAR ABILITIES
Arbites Medi-kit: Models in the bearer’s unit have the Feel No Pain 5+ ability.
Nuncio Aquila (Aura): While an enemy unit is within 3" of the bearer, each time that unit takes a Battle-shock test, subtract 1 from that test.
Soulguilt Scanner: Ranged weapons equipped by models in the bearer’s unit have the [IGNORES COVER] ability.
UNIT COMPOSITION
  • 1 Proctor-Exactant
  • 9 Exaction Vigilants
  • 0-1 Cyber-mastiff
Every Proctor-Exactant and Exaction Vigilant is equipped with: Arbites combat shotgun; Arbites shotpistol; close combat weapon.

The Cyber-mastiff is equipped with: mechanical bite.
10-11 models
110
KEYWORDS: INFANTRY, GRENADES, IMPERIUM, RETINUE, EXACTION SQUAD
FACTION KEYWORDS:
AGENTS OF THE IMPERIUM


Imperial Navy Breachers
(⌀25mm)
M
6"
T
3
Sv
4+
W
1
Ld
8+
OC
2
RANGED WEAPONS
RANGE
A
BS
S
AP
D
Autopistol [pistol]
Autopistol [pistol]
12"
1
4+
3
0
1
Bolt pistol [pistol]
Bolt pistol [pistol]
12"
1
4+
4
0
1
Demolition charge [assault, blast, hazardous, one shot]
Demolition charge [assault, blast, hazardous, one shot]
6"
D6+3
4+
12
-2
2
Meltagun [melta 2]
Meltagun [melta 2]
12"
1
4+
9
-4
D6
Navis heavy shotgun [assault]
Navis heavy shotgun [assault]
12"
4
4+
4
0
1
Navis las-volley
Navis las-volley
18"
4
4+
6
0
1
Navis shotgun [assault]
Navis shotgun [assault]
12"
2
4+
4
0
1
Plasma gun – standard [rapid fire 1]
Plasma gun – standard [rapid fire 1]
24"
1
4+
7
-1
1
Plasma gun – supercharge [hazardous, rapid fire 1]
Plasma gun – supercharge [hazardous, rapid fire 1]
24"
1
4+
8
-2
2
MELEE WEAPONS
RANGE
A
WS
S
AP
D
Chainfist [anti-vehicle 3+]
Chainfist [anti-vehicle 3+]
Melee
1
5+
6
-2
2
Power weapon
Power weapon
Melee
2
4+
4
-2
1
Close combat weapon
Close combat weapon
Melee
1
4+
3
0
1
Chainsword
Chainsword
Melee
3
4+
3
0
1
One Shot: The bearer can only shoot with this weapon once per battle.
WARGEAR OPTIONS
  • 1 Navis Armsman can be equipped with 1 demolition charge and 1 grenade belts.
  • 1 Navis Armsman’s Navis las-volley can be replaced with one of the following:
    • 1 meltagun
    • 1 plasma gun
  • 1 Navis Armsman’s Navis shotgun can be replaced with 1 autopistol and 1 chainfist.
  • 1 Navis Armsman’s Navis shotgun can be replaced with 1 autopistol and 1 power weapon.
  • The Navis Sergeant-at-Arms’ Navis shotgun can be replaced with one of the following:
    • 1 autopistol and 1 chainsword
    • 1 bolt pistol and 1 power weapon

ABILITIES
FACTION: Assigned Agents
Breaching Team: Each time a model in this unit makes an attack, re-roll a Wound roll of 1. If the target of that attack is an enemy unit within range of an objective marker, you can re-roll the Wound roll instead.
WARGEAR ABILITIES
Endurant Shield: The bearer has a 4+ invulnerable save.
Grenade Belts: The bearer has the SMOKE keyword, and each time you select the bearer’s unit as the target of the Grenade Stratagem, roll one additional D6 when resolving that Stratagem.
UNIT COMPOSITION
  • 1 Navis Sergeant-at-Arms
  • 9 Navis Armsmen
One Navis Armsman is equipped with: Navis las-volley; close combat weapon.

One other Navis Armsman is equipped with: Navis heavy shotgun; close combat weapon; endurant shield.

Every other model is equipped with: Navis shotgun; close combat weapon.
10 models
105
KEYWORDS: INFANTRY, GRENADES, IMPERIUM, NAVIS IMPERIALIS, RETINUE, IMPERIAL NAVY BREACHERS
FACTION KEYWORDS:
AGENTS OF THE IMPERIUM


Inquisitorial Henchmen
(⌀25mm)
M
6"
T
3
Sv
5+
W
2
Ld
7+
OC
1
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
WARGEAR OPTIONS
  • 1 Gun Servitor’s heavy bolter can be replaced with one of the following:
    • 1 multi-melta
    • 1 plasma cannon
  • 1 Inquisitorial Acolyte can be equipped with 1 eviscerator.
  • 1 Inquisitorial Acolyte can be equipped with 1 plasma pistol.

ABILITIES
FACTION: Assigned Agents
Acolytes: While an INQUISITOR model is leading this unit, each time an attack is made against this unit, subtract 1 from the Wound roll.
Mystics: While an INQUISITOR model is leading this unit, enemy units that are set up on the battlefield as Reinforcements cannot be set up within 12" of one or more of this unit’s Mystic models.
Jokaero: While an INQUISITOR model is leading this unit, if it contains a Jokaero model, each time a model in this unit makes a ranged attack, add 1 to the Wound roll.
Daemonhost: While an INQUISITOR model is leading this unit, if it contains a Daemonhost model, models in this unit have a 5+ invulnerable save.
UNIT COMPOSITION
  • 0-1 Daemonhost
  • 0-1 Jokaero Weaponsmith
  • 0-2 Gun Servitors
  • 0-2 Mystics
  • 4-10 Inquisitorial Acolytes
Every Inquisitorial Acolyte is equipped with: Acolyte firearm; Acolyte melee weapon.

Every Gun Servitor is equipped with: heavy bolter; Acolyte melee weapon.

Every Mystic is equipped with: Acolyte firearm; Acolyte melee weapon.

A Jokaero Weaponsmith is equipped with: Jokaero weapons; Acolyte melee weapon.

A Daemonhost is equipped with: Unholy Gaze; warp grasp.
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
KEYWORDS: INFANTRY, GRENADES, IMPERIUM, RETINUE, INQUISITORIAL HENCHMEN
FACTION KEYWORDS:
AGENTS OF THE IMPERIUM


Subductor Squad
(⌀28mm)
M
6"
T
3
Sv
3+
W
1
Ld
7+
OC
1
INVULNERABLE SAVE*
4+
RANGED WEAPONS
RANGE
A
BS
S
AP
D
Arbites shotpistol [pistol]
Arbites shotpistol [pistol]
12"
1
4+
4
0
1
MELEE WEAPONS
RANGE
A
WS
S
AP
D
Mechanical bite
Mechanical bite
Melee
3
4+
4
0
1
Shock maul
Shock maul
Melee
2
4+
4
-1
1
WARGEAR OPTIONS
  • The Proctor-Subductor can be equipped with 1 nuncio aquila.

ABILITIES
FACTION: Assigned Agents
Dedication to Duty: Each time a model in this unit is destroyed by a melee attack, if that model has not fought this phase, roll one D6: on a 4+, do not remove it from play. The destroyed model can fight after the attacking model’s unit has finished making its attacks, and is then removed from play.
WARGEAR ABILITIES
Nuncio Aquila (Aura): While an enemy unit is within 3" of the bearer, each time that unit takes a Battle-shock test, subtract 1 from that test.
UNIT COMPOSITION
  • 0-1 Cyber-mastiff
  • 1 Proctor-Subductor
  • 9 Subductors
Every Proctor-Subductor and Subductor is equipped with: Arbites shotpistol; shock maul.

The Cyber-mastiff is equipped with: mechanical bite.
10-11 models
110
KEYWORDS: INFANTRY, GRENADES, IMPERIUM, RETINUE, SUBDUCTOR SQUAD
FACTION KEYWORDS:
AGENTS OF THE IMPERIUM


Damned Legionnaires
(⌀25mm)
M
5"
T
4
Sv
3+
W
2
Ld
6+
OC
1
INVULNERABLE SAVE
4+
RANGED WEAPONS
RANGE
A
BS
S
AP
D
Bolt pistol [ignores cover, pistol]
Bolt pistol [ignores cover, pistol]
12"
1
3+
4
0
1
Boltgun [ignores cover]
Boltgun [ignores cover]
24"
2
3+
4
0
1
Flamer [ignores cover, torrent]
Flamer [ignores cover, torrent]
12"
D6
N/A
4
0
1
Heavy flamer [ignores cover, torrent]
Heavy flamer [ignores cover, torrent]
12"
D6
N/A
5
-1
1
Meltagun [melta 2]
Meltagun [melta 2]
12"
1
3+
9
-4
D6
Multi-melta [heavy, melta 2]
Multi-melta [heavy, melta 2]
18"
2
4+
9
-4
D6
Plasma gun – standard [rapid fire 1]
Plasma gun – standard [rapid fire 1]
24"
1
3+
7
-2
1
Plasma gun – supercharge [hazardous, rapid fire 1]
Plasma gun – supercharge [hazardous, rapid fire 1]
24"
1
3+
8
-3
2
Plasma pistol – standard [pistol]
Plasma pistol – standard [pistol]
12"
1
3+
7
-2
1
Plasma pistol – supercharge [hazardous, pistol]
Plasma pistol – supercharge [hazardous, pistol]
12"
1
3+
8
-3
2
MELEE WEAPONS
RANGE
A
WS
S
AP
D
Astartes chainsword
Astartes chainsword
Melee
5
3+
4
-1
1
Power weapon
Power weapon
Melee
3
3+
5
-2
1
Close combat weapon
Close combat weapon
Melee
3
3+
4
0
1
WARGEAR OPTIONS
  • One Legionnaire’s boltgun can be replaced with one of the following:
    • 1 Flamer
    • 1 Meltagun
    • 1 Plasma gun
  • One Legionnaire’s boltgun can be replaced with one of the following:
    • 1 Heavy flamer
    • 1 Multi-melta
  • The Legionnaire Sergeant’s boltgun can be replaced with one of the following:
    • 1 bolt pistol and 1 power weapon
    • 1 plasma pistol and 1 power weapon
    • 1 bolt pistol and 1 Astartes chainsword
    • 1 plasma pistol and 1 Astartes chainsword

ABILITIES
CORE: Deep Strike
FACTION: Assigned Agents
Grim Spectres: In your Shooting phase, after this unit has shot, select one enemy unit hit by one or more of those attacks. That enemy unit must take a Battle-shock test.
UNIT COMPOSITION
  • 1 Legionnaire Sergeant
  • 4-9 Legionnaires
Every model is equipped with: boltgun; close combat weapon.
5 models
90
10 models
180
KEYWORDS: INFANTRY, GRENADES, IMPERIUM, RETINUE, DAMNED LEGIONNAIRES
FACTION KEYWORDS:
AGENTS OF THE IMPERIUM
Alternative models by Artel W:

DEEP STRIKE

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.

  • Unit can be set up in Reserves instead of on the battlefield.
  • Unit can be set up in your Reinforcements step, more than 9" horizontally away from all enemy models.
FIGHTS FIRST

Some warriors attack with blinding speed, landing their blows before their foes can react.

Units with this ability that are eligible to fight do so in the Fights First step, provided every model in the unit has this ability.
INFILTRATORS

Many armies employ reconnaissance units who can sit concealed, waiting for the right moment to strike.

During deployment, if every model in a unit has this ability, then when you set it up, it can be set up anywhere on the battlefield that is more than 9" horizontally away from the enemy deployment zone and all enemy models.
LEADER

Mighty heroes fight at the forefront of battle.

Some CHARACTER units have ‘Leader’ listed on their datasheets. Such CHARACTER units are known as Leaders, and the units they can lead – known as their Bodyguard units – are listed on their datasheet.

During the Declare Battle Formations step, for each Leader in your army, if your army also includes one or more of that Leader’s Bodyguard units, you can select one of those Bodyguard units. That Leader will then attach to that Bodyguard unit for the duration of the battle and is said to be leading that unit. Each Bodyguard unit can only have one Leader attached to it.

While a Bodyguard unit contains a Leader, it is known as an Attached unit and, with the exception of rules that are triggered when units are destroyed (pg 12), it is treated as a single unit for all rules purposes. Each time an attack targets an Attached unit, until the attacking unit has resolved all of its attacks, you must use the Toughness characteristic of the Bodyguard models in that unit, even if a Leader in that unit has a different Toughness characteristic. Each time an attack sucessfully wounds an Attached unit, that attack cannot be allocated to a CHARACTER model in that unit, even if that CHARACTER model has lost one or more wounds or has already had attacks allocated to it this phase. As soon as the last Bodyguard model in an Attached unit has been destroyed, any attacks made against that unit that have yet to be allocated can then be allocated to CHARACTER models in that unit.

  • Before the battle, CHARACTER units with the Leader ability can be attached to one of their Bodyguard units to form an Attached unit.
  • Attached units can only contain one Leader.
  • Attacks cannot be allocated to CHARACTER models in Attached units.
LONE OPERATIVE

Assassins and other covert agents are difficult to track and pinpoint in the swirling maelstrom of battle.

Unless part of an Attached unit (see Leader), this unit can only be selected as the target of a ranged attack if the attacking model is within 12".

The RETINUE keyword is used in the following Agents of the Imperium datasheets:

Assigned Agents

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.

Maximum number of AGENTS OF THE IMPERIUM units
BATTLE SIZERETINUE unitsCHARACTER units
INCURSION11
STRIKE FORCE22
ONSLAUGHT33

In addition, you cannot select a VINDICARE ASSASSIN, CULEXUS ASSASSIN, EVERSOR ASSASSIN or CALLIDUS ASSASSIN to be your WARLORD.
Engagement Range
Engagement Range represents the zone of threat that models present to their enemies. While a model is within 1" horizontally and 5" vertically of an enemy model, those models – and their units – are within Engagement Range of each other.

Models cannot be set up or end a Normal, Advance or Fall Back move within Engagement Range of any enemy models. If for any reason a model cannot meet this condition, that model is destroyed.

  • Engagement Range: Within 1" horizontally and 5" vertically.
  • Models cannot be set up or end a Normal, Advance or Fall Back move within Engagement Range of any enemy models.
Before selecting targets for this weapon, select one of its profiles to make attacks with.
Anti

Certain weapons are the bane of a particular foe.

Weapons with [ANTI-KEYWORD X+] in their profile are known as Anti weapons. Each time an attack is made with such a weapon against a target with the keyword after the word ‘Anti-’, an unmodified Wound roll of ‘x+’ scores a Critical Wound.

Example: An attack made with an [ANTI-VEHICLE 4+] weapon will score a Critical Wound against – and so successfully wound – a VEHICLE unit on an unmodified Wound roll of 4+, while an attack made with an [ANTI-PSYKER 2+] weapon will score a Critical Wound against – and so successfully wound – a PSYKER unit on an unmodified Wound roll of 2+.

  • [ANTI-KEYWORD X+]: An unmodified Wound roll of ‘x+’ against a target with the matching keyword scores a Critical Wound.
Precision

Precision attacks can pick high-value targets out in a crowd, whether through the unerring aim of a sniper or the pinpoint accuracy of a blade-master’s strike.

Weapons with [PRECISION] in their profile are known as Precision weapons. Each time an attack made with such a weapon successfully wounds an Attached unit (see Leader ability), if a CHARACTER model in that unit is visible to the attacking model, the attacking model’s player can choose to have that attack allocated to that CHARACTER model instead of following the normal attack sequence.

  • When targeting an Attached unit, the attacking model’s player can have the attack allocated to a CHARACTER model in that unit visible to the bearer.
Torrent

Torrent weapons shoot clouds of fire, gas or other lethal substances that few foes can hope to evade.

Weapons with [TORRENT] in their profile are known as Torrent weapons. Each time an attack is made with such a weapon, that attack automatically hits the target.
Lethal Hits

Some weapons can inflict fatal injuries on any foe, no matter their resilience.

Weapons with [LETHAL HITS] in their profile are known as Lethal Hits weapons. Each time an attack is made with such a weapon, a Critical Hit automatically wounds the target.
Advance Moves
When a unit Advances, make an Advance roll for that unit by rolling one D6. Add the result in inches to the Move characteristic of each model in that unit until the end of the phase. Each model in that unit can then make an Advance move by moving a distance in inches less than or equal to this total, but no model can be moved within Engagement Range of enemy models. A unit cannot shoot or declare a charge in the same turn that it Advanced.

  • Advance Move: Models move up to M+D6".
  • Cannot move within Engagement Range of any enemy models.
  • Units that Advance cannot shoot or charge this turn.
Charging with a Unit
Once you have selected an eligible unit to declare a charge, you must select one or more enemy units within 12" of it as the targets of that charge. The targets of a charge do not need to be visible to the charging unit.

You then make a Charge roll for the charging unit by rolling 2D6. The result is the maximum number of inches each model in that unit can be moved if a Charge move is possible. For a Charge move to be possible, the Charge roll must be sufficient to enable the charging unit to end that move:
  • Within Engagement Range of every unit that you selected as a target of the charge.
  • Without moving within Engagement Range of any enemy units that were not a target of the charge.
  • In Unit Coherency.
If any of these conditions cannot be met, the charge fails and no models in the charging unit move this phase. Otherwise, the charge is successful and the models in the charging unit make a Charge move – move each model a distance in inches up to the result of the Charge roll. When doing so, each model in the charging unit must end its Charge move closer to one of the units selected as a target of its charge. If you can also move a charging model so that it ends its Charge move in base-to-base contact with one or more enemy models while still enabling the charging unit to end its move satisfying all of the conditions above, you must do so. The controlling player chooses the order in which to move their models.

  • Charge Roll: 2D6".
  • Targets of a charge must be within 12" but do not need to be visible.
  • If the distance rolled is insufficient to move within Engagement Range of all targets while maintaining Unit Coherency, the charge fails.
  • Cannot move within Engagement Range of any unit that was not a target of the charge.
  • If the charge is successful, each model makes a Charge move less than or equal to the Charge roll, and must move into base-to-base contact with an enemy model if possible.
Fall Back Moves
When a unit Falls Back, each model in that unit can make a Fall Back move by moving a distance in inches less than or equal to its Move characteristic, and when doing so you can move it within Engagement Range of enemy models, provided it does not end that move within Engagement Range of any enemy models – if this is not possible, that unit cannot Fall Back.

A unit cannot shoot or declare a charge in the same turn that it Fell Back.

Desperate Escape Tests
Unlike when making other types of move, models can move over enemy models when making a Fall Back move as if those enemy models were not there, but you must take a Desperate Escape test for each model that will do so (excluding models that are TITANIC or can FLY) before any models in that unit are moved. In addition, if a unit is Battle-shocked when it is selected to Fall Back, you must take a Desperate Escape test for every model in that unit before any are moved.

Each time you take a Desperate Escape test for a model, roll one D6. For each roll of 1-2, one model from the unit that is Falling Back is destroyed (selected by you). The same model can only ever trigger one Desperate Escape test per phase.

  • Fall Back Move: Models move up to M".
  • Units that Fall Back cannot shoot or declare a charge in the same turn.
  • Models can move over enemy models when Falling Back, but you must take Desperate Escape tests for them before they do so (excluding models that are TITANIC or can FLY).
  • If a Battle-shocked unit is selected to Fall Back, take a Desperate Escape test for every model in that unit.
  • Desperate Escape Test: Roll one D6. On a 1-2, one model from that unit is destroyed.
Hazardous

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.

Example: A unit of five models make five attacks with ranged weapons with the [HAZARDOUS] ability. After the unit has finished shooting, its controlling player rolls five D6. One of the results is a 1, and as no models in the unit are CHARACTERS, MONSTERS or VEHICLES, one of those models is destroyed.

  • After a unit shoots or fights, roll one Hazardous test (one D6) for each Hazardous weapon used. For each 1, one model equipped with a Hazardous weapon is destroyed (CHARACTERS, MONSTERS and VEHICLES suffer 3 mortal wounds instead).
Hit Roll
When a model makes an attack, make one Hit roll for that attack by rolling one D6. If the result of the Hit roll is greater than or equal to the attack’s Ballistic Skill (BS) characteristic (if the attack is being made with a ranged weapon) or its Weapon Skill (WS) characteristic (if the attack is being made with a melee weapon), then that Hit roll is successful and scores one hit against the target unit. Otherwise, the attack fails and the attack sequence ends.

An unmodified Hit roll of 6 is called a Critical Hit and is always successful. An unmodified Hit roll of 1 always fails. A Hit roll can never be modified by more than -1 or +1.

  • Hit Roll (Ranged Attack): A hit is scored if the D6 result equals or exceeds that attack’s BS.
  • Hit Roll (Melee Attack): A hit is scored if the D6 result equals or exceeds that attack’s WS.
  • Critical Hit: Unmodified Hit roll of 6. Always successful.
  • An unmodified Hit roll of 1 always fails.
  • A Hit roll can never be modified by more than -1 or +1.
Wound Roll
Each time an attack scores a hit against a target unit, make a Wound roll for that attack by rolling one D6 to see if that attack successfully wounds the target unit. The result required is determined by comparing the attack’s Strength (S) characteristic with the target’s Toughness (T) characteristic, as shown below.

WOUND ROLL
ATTACK’S STRENGTH VS TARGET’S TOUGHNESSD6 RESULT REQUIRED
Strength is TWICE (or more than twice) the Toughness.
+
Strength is GREATER than the Toughness.
+
Strength is EQUAL to the Toughness.
+
Strength is LESS than the Toughness.
+
Strength is HALF (or less than half) the Toughness.
+

If the result of the Wound roll is greater than or equal to the required number shown in the table above, then that Wound roll is successful and scores one wound against the target unit. Otherwise, the attack fails and the attack sequence ends.

An unmodified Wound roll of 6 is called a Critical Wound and is always successful. An unmodified Wound roll of 1 always fails. A Wound roll can never be modified by more than -1 or +1.

  • Critical Wound: Unmodified Wound roll of 6. Always successful.
  • An unmodified Wound roll of 1 always fails.
  • A Wound roll can never be modified by more than -1 or +1.
Saving Throw
The player controlling the target unit then makes one saving throw. By default, this will be an armour saving throw using their model’s Save (Sv) characteristic, but some models have invulnerable saves that can be used instead (see below). To make an armour saving throw, roll one D6, then modify the result by the Armour Penetration (AP) characteristic of the attack. For example, if the attack has an AP of -1, then 1 is subtracted from the saving throw.

If the result is greater than or equal to the Save characteristic of the model the attack was allocated to, then that saving throw is successful and the attack sequence ends. Otherwise, that saving throw fails and that model suffers damage.

An unmodified saving throw of 1 always fails. A saving throw can never be improved by more than +1.

  • Saving Throw: Roll one D6 and modify by the attack’s AP. If the result is less than the Save of the model being rolled for, the saving throw is failed and that model suffers damage. Otherwise, that attack is saved.
  • An unmodified saving throw of 1 always fails.
  • A saving throw can never be improved by more than +1.
Re-rolls
Some rules allow you to re-roll a dice roll, which means you get to roll some or all of the dice again. If a rule allows you to re-roll a dice roll that was made by adding several dice together (e.g. 2D6, 3D6, etc.) then, unless otherwise stated, you must re-roll all of those dice again.

You can never re-roll a dice more than once, and re-rolls happen before modifiers (if any) are applied. Rules that refer to the value of an ‘unmodified’ dice roll are referring to the dice result after any re-rolls, but before any modifiers are applied.

  • Unmodified Dice: the result after re-rolls, but before any modifiers.
  • A dice can never be re-rolled more than once.
  • You must re-roll all dice if several need adding together (e.g. 2D6).
  • Re-rolls are applied before any modifiers.
COMMAND RE-ROLL
1CP
Core – Battle Tactic Stratagem
A great commander can bend even the vagaries of fate and fortune to their will, the better to ensure victory.
WHEN: Any phase, just after you make an Advance roll, a Charge roll, a Desperate Escape test or a Hazardous test for a unit from your army, or a Hit roll, a Wound roll, a Damage roll or a saving throw for a model in that unit, or a roll to determine the number of attacks made with a weapon equipped by a model in that unit.

TARGET: That unit from your army.

EFFECT: You re-roll that roll, test or saving throw.
2. Battle-shock
In this step, you must take a Battle-shock test for each of your units on the battlefield that is Below Half-strength. To do so, roll 2D6: if the result is greater than or equal to the best Leadership characteristic in that unit, the test is passed; otherwise, the test is failed and, until the start of your next Command phase, that unit is Battle-shocked.

While a unit is Battle-shocked:

Once you have taken Battle-shock tests for all of your units that require them, your Command phase ends and you progress to your Movement phase.

  • Take a Battle-shock test for each unit from your army on the battlefield that is Below Half-strength.
  • Roll 2D6: if the result is greater than or equal to the unit’s Leadership, the test is passed. Otherwise, the unit is Battle-shocked until the start of your next Command phase.
  • Battle-shocked units have an OC of 0 and their controlling player cannot use Stratagems to affect them.
  • Battle-shocked units must take Desperate Escape tests if they Fall Back.
INSANE BRAVERY
1CP
Core – Epic Deed Stratagem
Indifferent to their own survival, these warriors hold their ground against seemingly impossible odds.
WHEN: Battle-shock step of your Command phase, just before you take a Battle-shock test for a unit from your army.

TARGET: A unit from your army that must take a Battle-shock test.

EFFECT: Your unit automatically passes that Battle-shock test.

RESTRICTIONS: You cannot use this Stratagem more than once per battle.
Normal Moves
When a unit makes a Normal move, each model in that unit can move a distance in inches less than or equal to its Move (M) characteristic, but no model can be moved within Engagement Range of any enemy models.

  • Normal Move: Models move up to M".
  • Cannot move within Engagement Range of any enemy models.
Unit Visible
If one or more models in a unit is visible to the observing model, then that model’s unit is visible to the observing model.

FIRE OVERWATCH
1CP
Core – Strategic Ploy Stratagem
A hail of wildfire can drive back advancing foes.
WHEN: Your opponent’s Movement or Charge phase, just after an enemy unit is set up or when an enemy unit starts or ends a Normal, Advance, Fall Back or Charge move.

TARGET: One unit from your army that is within 24" of that enemy unit and that would be eligible to shoot if it were your Shooting phase.

EFFECT: If that enemy unit is visible to your unit, your unit can shoot that enemy unit as if it were your Shooting phase.

RESTRICTIONS: You cannot target a TITANIC unit with this Stratagem. Until the end of the phase, each time a model in your unit makes a ranged attack, an unmodified Hit roll of 6 is required to score a hit, irrespective of the attacking weapon’s Ballistic Skill or any modifiers. You can only use this Stratagem once per turn.
RAPID INGRESS
1CP
Core – Strategic Ploy Stratagem
Be it cunning strategy, potent technology or supernatural ritual, there are many means by which a commander may hasten their warriors’ onset.
WHEN: End of your opponent’s Movement phase.

TARGET: One unit from your army that is in Reserves.

EFFECT: Your unit can arrive on the battlefield as if it were the Reinforcements step of your Movement phase, and if every model in that unit has the Deep Strike ability, you can set that unit up as described in the Deep Strike ability (even though it is not your Movement phase).

RESTRICTIONS: You cannot use this Stratagem to enable a unit to arrive on the battlefield during a battle round it would not normally be able to do so in.
Invulnerable Saves

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.

Unlike armour saving throws (which use a model’s Save characteristic), invulnerable saving throws are never modified by an attack’s Armour Penetration characteristic, but otherwise follow the normal rules for saving throws.

  • Invulnerable Save: Never modified by an attack’s AP.
  • The controlling player can choose to use either a model’s invulnerable save or its Save characteristic.
Benefit of Cover

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.

Each time a ranged attack is allocated to a model that has the Benefit of Cover, add 1 to the saving throw made for that attack (excluding invulnerable saving throws). Models with a Save characteristic of 3+ or better cannot have the Benefit of Cover against attacks with an Armour Penetration characteristic of 0. Multiple instances of the Benefit of Cover are not cumulative – a model cannot benefit from this rule more than once at any one time.

  • Benefit of Cover: Add 1 to armour saving throws against ranged attacks.
  • Does not apply to models with a Save of 3+ or better against attacks with an AP of 0.
  • Multiple instances are not cumulative.
GO TO GROUND
1CP
Core – Battle Tactic Stratagem
Seeking salvation from incoming fire, warriors hurl themselves into whatever cover they can find.
WHEN: Your opponent’s Shooting phase, just after an enemy unit has selected its targets.

TARGET: One INFANTRY unit from your army that was selected as the target of one or more of the attacking unit’s attacks.

EFFECT: Until the end of the phase, all models in your unit have a 6+ invulnerable save and have the Benefit of Cover.
Charge Bonus

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.
HEROIC INTERVENTION
2CP
Core – Strategic Ploy Stratagem
Voices raised in furious war cries, your warriors surge forth to meet the enemy’s onslaught head-on.
WHEN: Your opponent’s Charge phase, just after an enemy unit ends a Charge move.

TARGET: One unit from your army that is within 6" of that enemy unit and would be eligible to declare a charge against that enemy unit if it were your Charge phase.

EFFECT: Your unit now declares a charge that targets only that enemy unit, and you resolve that charge as if it were your Charge phase.

RESTRICTIONS: You can only select a VEHICLE unit from your army if it is a WALKER. Note that even if this charge is successful, your unit does not receive any Charge bonus this turn.
COUNTER-OFFENSIVE
2CP
Core – Strategic Ploy Stratagem
In close-quarters combat, the slightest hesitation can leave an opening for a swift foe to exploit.
WHEN: Fight phase, just after an enemy unit has fought.

TARGET: One unit from your army that is within Engagement Range of one or more enemy units and that has not already been selected to fight this phase.

EFFECT: Your unit fights next.
Attached Units
Some CHARACTER units have the Leader ability, which lets them merge with other units (known as Bodyguard units) to form an Attached unit.

The Starting Strength of an Attached unit is equal to the combined Starting Strengths of all of its units (i.e. the number of models in the Leader unit added to the number of models in the Bodyguard unit). If either the Leader unit or the Bodyguard unit in an Attached unit is destroyed, the Starting Strength of the remaining unit is changed to be equal to its original Starting Strength.

Example: A Primaris Captain (Starting Strength 1) is attached to a unit of Intercessors (Starting Strength 5). This Attached unit has a Starting Strength of 6. If all the Intercessors are destroyed, the remaining Primaris Captain would revert to having a Starting Strength of 1.

For the purposes of rules that are triggered when a unit is destroyed, such rules are still triggered when one of the individual units that made up an Attached unit is destroyed (the Leader or the Bodyguard unit).

Example: If a rule awards you with 1VP each time an enemy unit is destroyed, and you target an Attached unit, you would gain 1VP if the Bodyguard unit is destroyed and 1VP if the Leader unit is destroyed (for a total of 2VP).
EPIC CHALLENGE
1CP
Core – Epic Deed Stratagem
The legends of the 41st Millennium are replete with deadly duels between mighty champions.
WHEN: Fight phase, when a CHARACTER unit from your army that is within Engagement Range of one or more Attached units is selected to fight.

TARGET: One CHARACTER model in your unit.

EFFECT: Until the end of the phase, all melee attacks made by that model have the [PRECISION] ability.
Alternative models by Artel W:

STEALTH

Some warriors are masters of disguise and concealment.

If every model in a unit has this ability, then each time a ranged attack is made against it, subtract 1 from that attack’s Hit roll.
Mortal Wounds

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.

Unlike damage inflicted by normal attacks, excess damage from mortal wounds is not lost if the damage can be allocated to another model. Instead, keep allocating damage to another model in the target unit until either all the damage has been allocated or the target unit is destroyed.

If, when a unit is selected to shoot or fight, one or more of its attacks can inflict mortal wounds on the target, resolve any normal damage inflicted by the attacking unit’s attacks on that target before inflicting any mortal wounds on that target. If an attack inflicts mortal wounds in addition to any normal damage, but the normal damage is subsequently saved, the target unit still suffers those mortal wounds, as described above.

  • Each mortal wound inflicted on a unit causes one model in that unit to lose one wound.
  • No saving throws can be made against mortal wounds.
  • Mortal wounds inflicted by attacks always apply after any normal damage, even if that damage was saved.
Feel No Pain
FEEL NO PAIN

Some warriors refuse to be laid low, even by what should be fatal wounds.

Some models have ‘Feel No Pain x+’ listed in their abilities. Each time a model with this ability suffers damage and so would lose a wound (including wounds lost due to mortal wounds), roll one D6: if the result is greater than or equal to the number denoted by ‘x’, that wound is ignored and is not lost. If a model has more than one Feel No Pain ability, you can only use one of those abilities each time that model suffers damage and so would lose a wound.

  • Feel No Pain x+: Each time this model would lose a wound, roll one D6: if the result equals or exceeds ‘x’, that wound is not lost.
Psychic Weapons and Abilities
Some weapons and abilities can only be used by PSYKERS. Such weapons and abilities are tagged with the word ‘Psychic’. If a Psychic weapon or ability causes any unit to suffer one or more wounds, each of those wounds is considered to have been inflicted by a Psychic Attack.
Assault

Assault weapons fire so indiscriminately that they can be shot from the hip as warriors dash forward.

Weapons with [ASSAULT] in their profile are known as Assault weapons. If a unit that Advanced this turn contains any models equipped with Assault weapons, it is still eligible to shoot in this turn’s Shooting phase. When such a unit is selected to shoot, you can only resolve attacks using Assault weapons its models are equipped with.

  • Can be shot even if the bearer’s unit Advanced.
Devastating Wounds

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.

  • Saving throws cannot be made against Critical Wounds scored by this weapon (including invulnerable saving throws).
GRENADE
1CP
Core – Wargear Stratagem
Priming their hand-held projectiles, these warriors draw back and hurl death into the enemy’s midst.
WHEN: Your Shooting phase.

TARGET: One GRENADES unit from your army that is not within Engagement Range of any enemy units and has not been selected to shoot this phase.

EFFECT: Select one enemy unit that is not within Engagement Range of any units from your army and is within 8" of and visible to your GRENADES unit. Roll six D6: for each 4+, that enemy unit suffers 1 mortal wound.
Alternative models by Artel W:

Destroyed
Throughout a battle, models will suffer damage and be destroyed. When a model is destroyed, it is removed from the battlefield. When every model in a unit has been destroyed, that unit is destroyed.
Disembark
If a unit from your army starts your Movement phase embarked within a TRANSPORT model, that unit can disembark in that phase.

When a unit disembarks from a TRANSPORT model, set it up on the battlefield so that it is wholly within 3" of that TRANSPORT model and not within Engagement Range of any enemy models. If, for any reason, a disembarking model cannot be set up, that model’s unit cannot disembark.

Units that disembark from a TRANSPORT model that either Remained Stationary this phase or has not yet made a Normal, Advance or Fall Back move this phase can then act normally (make a Normal move, Advance, shoot, declare a charge, fight, etc.) in the remainder of the turn. Such a disembarking unit cannot choose to Remain Stationary.

Units that disembark from a TRANSPORT model that made a Normal move this phase count as having made a Normal move themselves; they cannot move further during this phase. Such a unit also cannot declare a charge in the same turn, but can otherwise act normally in the remainder of the turn.

Units cannot disembark from a TRANSPORT model that either Advanced or Fell Back this turn.

  • Units that start your Movement phase embarked within a TRANSPORT can disembark this phase, provided their TRANSPORT has not Advanced or Fallen Back.
  • If a unit disembarks before its TRANSPORT moves, it can act normally.
  • If a unit disembarks after its TRANSPORT moves, it cannot move or charge this turn, but can otherwise act normally.
  • Disembarking units must be set up wholly within 3" of their TRANSPORT and not within Engagement Range of any enemy models (or the unit cannot disembark).
  • Units that disembark this turn cannot Remain Stationary.
DEADLY DEMISE

From detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat.

Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6").

Example: A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly.

  • Deadly Demise x: When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds.
SCOUTS

Scouts form the vanguard of many armies. Unnoticed by the enemy, they range ahead of the main force.

Some units have ‘Scouts x"’ listed in their abilities. If every model in a unit has this ability, then at the start of the first battle round, before the first turn begins, it can make a Normal move of up to x" as if it were your Movement phase – as can any DEDICATED TRANSPORT model such a unit starts the battle embarked within (provided only models with this ability are embarked within that DEDICATED TRANSPORT model). A unit that moves using this ability must end that move more than 9" horizontally away from all enemy models. If both players have units that can do this, the player who is taking the first turn moves their units first.

Example: A unit has the Scouts 6" ability. At the start of the first battle round, the controlling player can make a Normal move with that unit of up to 6".

  • Scouts x": Unit can make a Normal move of up to x" before the first turn begins.
  • If embarked in a DEDICATED TRANSPORT, that DEDICATED TRANSPORT can make this move instead.
  • Must end this move more than 9" horizontally away from all enemy models.
Sustained Hits

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’.

Example: A model makes an attack with a melee weapon with the [SUSTAINED HITS 2] ability. If the Hit roll is an unmodified 6 (a Critical Hit), then that attack scores a total of 3 hits on the target (1 from the successful Hit roll of 6, and 2 from the [SUSTAINED HITS 2] ability).

  • [SUSTAINED HITS X]: Each Critical Hit scores ‘x’ additional hits on the target.
Pistol

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.

If a model is equipped with one or more Pistols, unless it is a MONSTER or VEHICLE model, it can either shoot with its Pistols or with all of its other ranged weapons. Declare whether such a model will shoot with its Pistols or its other ranged weapons before selecting targets.

  • Can be shot even if the bearer’s unit is within Engagement Range of enemy units, but must target one of those enemy units.
  • Cannot be shot alongside any other non-Pistol weapon (except by a MONSTER or VEHICLE).
Embark
If a unit makes a Normal, Advance or Fall Back move, and every model in that unit ends that move within 3" of a friendly TRANSPORT model, they can embark within it. A unit cannot embark if it has already disembarked from a TRANSPORT model in the same phase. Remove the unit from the battlefield and place it to one side – it is now embarked within that TRANSPORT model. Unless otherwise stated, units cannot do anything or be affected in any way while they are embarked.

  • A unit can embark within a friendly TRANSPORT if all of its models end a Normal, Advance or Fall Back move within 3" of that TRANSPORT.
  • A unit cannot embark and disembark in the same phase.
Rapid Fire

Rapid fire weapons are capable of long-ranged precision shots or controlled bursts at nearby targets.

Weapons with [RAPID FIRE X] in their profile are known as Rapid Fire weapons. Each time such a weapon targets a unit within half that weapon’s range, the Attacks characteristic of that weapon is increased by the amount denoted by ‘x’.

Example: A model targets a unit that is within half range of a weapon with an Attacks characteristic of 1 and the [RAPID FIRE 1] ability. That weapon therefore makes two attacks at the target, and you make two Hit rolls.

  • [RAPID FIRE X]: Increase the Attacks by ‘x’ when targeting units within half range.

The PSYKER keyword is used in the following Agents of the Imperium datasheets:

Alternative models by Artel W:

Leadership Tests
If a rule requires you to take a Leadership test for a unit, roll 2D6: if the total is greater than or equal to the best Leadership characteristic in that unit, that test is passed. Otherwise, it is failed.
Melta

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’.

Example: A model targets a unit that is within half range of a weapon with a Damage characteristic of D6 and the [MELTA 2] ability. If that attack inflicts damage on the target, it inflicts D6+2 damage.

  • [MELTA X]: Increase the Damage by ‘x’ when targeting units within half range.
TANK SHOCK
1CP
Core – Strategic Ploy Stratagem
Ramming the foe with a speeding vehicle may be an unsubtle tactic, but it is a murderously effective one.
WHEN: Your Charge phase.

TARGET: One VEHICLE unit from your army.

EFFECT: Until the end of the phase, after your unit ends a Charge move, select one enemy unit within Engagement Range of it, then select one melee weapon your unit is equipped with. Roll a number of D6 equal to that weapon’s Strength characteristic. If that Strength characteristic is greater than that enemy unit’s Toughness characteristic, roll two additional D6. For each 5+, that enemy unit suffers 1 mortal wound (to a maximum of 6 mortal wounds).
Indirect Fire

Indirect fire weapons launch munitions over or around intervening obstacles – nowhere is safe from their fury.

Weapons with [INDIRECT FIRE] in their profile are known as Indirect Fire weapons, and attacks can be made with them even if the target is not visible to the attacking model. These attacks can destroy enemy models in a target unit even though none may have been visible to the attacking unit when you selected that target.

If no models in a target unit are visible to the attacking unit when you select that target, then each time a model in the attacking unit makes an attack against that target using an Indirect Fire weapon, subtract 1 from that attack’s Hit roll and the target has the Benefit of Cover against that attack.

Example: An enemy unit is targeted by an attacking model equipped with a weapon with the [INDIRECT FIRE] ability. No models in the target unit are visible to the attacking model, so when resolving the attacks made with that weapon, subtract 1 from that attack’s Hit roll and each time an attack is allocated to a model in the target unit, it has the Benefit of Cover against that attack.

  • Can target and make attacks against units that are not visible to the attacking unit.
  • If no models are visible in a target unit when it is selected, then when making an attack against that target with an Indirect Fire weapon, subtract 1 from that attack’s Hit roll and the target has the Benefit of Cover against that attack.

The IMPERIUM and BATTLELINE keywords are used in the following Agents of the Imperium datasheets:

Roll-offs
Some rules instruct players to roll off. To do so, both players roll one D6, and whoever scores highest wins the roll-off. If there is a tie for the highest roll, roll off again. Neither player is allowed to re-roll or modify any of the D6 when making a roll-off.

The NAVIS IMPERIALIS keyword is used in the following Agents of the Imperium datasheets:

Alternative models by Artel W:

Ignores Cover

Some weapons are designed to root enemy formations out of entrenched positions.

Weapons with [IGNORES COVER] in their profile are known as Ignores Cover weapons. Each time an attack is made with such a weapon, the target cannot have the Benefit of Cover against that attack.
Heavy

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.

  • Add 1 to Hit rolls if the bearer’s unit Remained Stationary this turn.
SMOKESCREEN
1CP
Core – Wargear Stratagem
Even the most skilled marksmen struggle to hit targets veiled by billowing screens of smoke.
WHEN: Your opponent’s Shooting phase, just after an enemy unit has selected its targets.

TARGET: One SMOKE unit from your army that was selected as the target of one or more of the attacking unit’s attacks.

EFFECT: Until the end of the phase, all models in your unit have the Benefit of Cover and the Stealth ability.
Alternative models by Artel W:

Below Half-strength
Some rules will refer to a unit being Below Half-strength.
  • If a unit has a Starting Strength of 1, then it is said to be Below Half-strength while its remaining number of wounds is less than half of its Wounds characteristic.
  • For any other unit, while the number of models in that unit is less than half of its Starting Strength, that unit is said to be Below Half-strength.
Blast

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).

Example: If a weapon with the [BLAST] ability and an Attacks characteristic of 2D6 targets a unit that contains 11 models, and the roll to determine how many attacks are made is a 9, a total of 11 attacks would be made against that unit.

  • Add 1 to the Attacks characteristic for every five models in the target unit (rounding down).
  • Can never be used against a target that is within Engagement Range of any units from the attacking model’s army (including its own).

The BATTLELINE keyword is used in the following Agents of the Imperium datasheets:

The RETINUE keyword is used in the following Agents of the Imperium datasheets:

Alternative models by Artel W:

Objective Markers
Objective markers represent objects of tactical or strategic import that both sides are attempting to secure, such as valuable artefacts, vital supplies or communications nodes. If a mission uses objective markers, it will state where they are located on the battlefield. These can be represented using any suitable marker, but we recommend using round markers that are 40mm in diameter.

When setting objective markers up on the battlefield, place them so they are centred on the point specified by the mission. When measuring distances to and from objective markers, measure to and from the closest part of them. Models can move over objective markers as if they were not there, but they cannot end a move on top of an objective marker.

At the start of the battle, each objective marker on the battlefield is said to be contested, and so is not controlled by either player. To control an objective marker, a player will first need to move models within range of it. A model is within range of an objective marker if it is within 3" horizontally and 5" vertically of that objective marker.

Every model has an Objective Control (OC) characteristic listed on its datasheet. To determine a player’s Level of Control over an objective marker, add together the OC characteristics of all the models from that player’s army that are within range of that objective marker. A player will control an objective marker at the end of any phase or turn if their Level of Control over it is greater than their opponent’s. If both players have the same Level of Control over an objective marker, that objective marker is contested.

  • A model is within range of an objective marker if within 3" horizontally and 5" vertically.
  • Level of Control: Add together the OC characteristics of all of a player’s models within range of the objective marker.
  • An objective marker is controlled by the player with the highest Level of Control over it (in a tie, it is contested).
  • Models cannot end a move on top of an objective marker.
Faction Rules

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