Book | Kind | Edition | Version | Last update |
Agents of the Imperium | ||||
Agents of the Imperium | Codex | 10 | 1.1 | October 2024 |
Munitorum Field Manual | ||||
Munitorum Field Manual | Expansion | 10 | 1.13 | October 2024 |
Legends Field Manual | ||||
Legends Field Manual | Expansion | 10 | 1.9 | October 2024 |
Boarding Actions | ||||
Boarding Actions | Expansion | 10 | 1.0 | October 2024 |
Legends: Agents of the Imperium | ||||
Legends: Agents of the Imperium | Datasheet | 10 | September 2024 | |
Balance Dataslate | ||||
Balance Dataslate | Rulebook | 10 | June 2024 | September 2024 |
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 your Army Faction is AGENTS OF THE IMPERIUM, then in the Select Detachment Rules step, you can select one of the available Detachments from this book as normal.
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Thousands of years of collated strategic data and hard-won combat experience have provided the Deathwatch with the ultimate battlefield tactics to combat almost any foe.
At the start of your Command phase, you can select one of the Mission Tactics listed below. Until the start of your next Command phase, that Mission Tactic is active and its effects apply to all DEATHWATCH units from your army. Each Mission Tactic can only be selected once per battle.Furor Tactics The warriors of the Deathwatch are often sorely outnumbered by swarming foes, yet by striking for maximum indiscriminate carnage they soon even the odds. While this Mission Tactic is active, weapons equipped by DEATHWATCH units from your army have the [SUSTAINED HITS 1] ability. |
Malleus Tactics Even the largest behemoth has a weak point, and the Deathwatch find them all. While this Mission Tactic is active, weapons equipped by DEATHWATCH units from your army have the [LETHAL HITS] ability. |
Purgatus Tactics Adopting Purgatus tactics, the Deathwatch focus their ire upon the commanders of the enemy host. While this Mission Tactic is active, each time a DEATHWATCH model from your army makes an attack, on a Critical Wound, that attack has the [PRECISION] ability. |
This talisman houses a hate-filled machine spirit that despises alien artifice. Its influence can be focused against the war engines of aliens and traitors alike to disrupt or even paralyse them altogether. WATCH MASTER model only. At the start of your opponents Shooting phase, select one enemy VEHICLE unit (excluding TITANIC units) within 12" of and visible to the bearer. That unit must take a Leadership test. If that test is passed, until the end of the phase, each time a model in that unit makes an attack, subtract 1 from the Hit roll; if that test is failed, that unit is not eligible to shoot this phase. |
The Beacon Angelis was devised to guide the Death watch to the threshold of the alien adversary. Housed within a reliquary, it calls out to the warriors’ augur arrays with the voices of a hundred electric cherubim, its summons so strong that it draws the righteous unto its locale regardless of what darkness may surround it. WATCH MASTER model only. Models in the bearer’s unit have the Deep Strike ability. In addition, you can target the bearer’s unit with the Rapid Ingress Stratagem for 0CP. |
This hypermorphic bodyglove of uncertain origin is worn beneath a warrior’s armour. It forms a fibrous medium that shields the warrior’s most vital systems. AGENTS OF THE IMPERIUM model only. The bearer has the Feel No Pain 4+ ability. |
A fragment of STC technology, this device tastes the spoor of its owner’s foes, then fashions tailored toxins not even the most resilient victim can long endure. AGENTS OF THE IMPERIUM model only. Melee weapons equipped by the bearer have the [ANTI-INFANTRy 2+] and [ANTI-MONSTER 4+] abilities. |
No matter how cunningly their heretical prey hides, they cannot escape the zealous retribution of the Ordo Hereticus.
Ranged weapons equipped by ADEPTUS ARBITES, INQUISITOR, INQUISITORIAL AGENTS and ORDO HERETICUS models from your army have the [IGNORES COvER] ability.
An artificer-crafted flame projector of focused and terrible vehemence, this weapon has been the bane of countless heretics across the ages. INQUISITOR or MINISTORUM PRIEST model only. The bearers ranged weapons have the [DEVASTATING WOUNDS], [MELTA 1] and [PRECISION] abilities. |
This ancient grimoire contains the collected accounts of many Inquisitorial purges, and is a trove of lore for those seeking to ambush and entrap heretics. INQUISITOR or MINISTORUM PRIEST model only. After both players have deployed their armies, select up to three AGENTS OF THE IMPERIUM units from your army and redeploy them. When doing so, you can set those units up in Strategic Reserves if you wish, regardless of how many units are already in Strategic Reserves. |
None but the most diabolical or desperate stand any chance of slipping through this Inquisitor’s grasp. INQUISITOR model only. While an enemy unit is within 6" of the bearer, each time it is selected to Fall Back it must first take a Leadership test. If that test is failed, that unit must Remain Stationary this phase instead. |
This merciless Imperial agent is monomaniacally focused upon hunting and slaying psykers. INQUISITOR or MINISTORUM PRIEST model only. While the bearer is leading a unit, each time a model in that unit makes an attack that targets a PSYKER unit, you can re-roll the Hit roll. |
Knowing the vital nature of their mission, the servants of the Ordo Malleus fight all the harder to lay their enemies low.
Each time an INQUISITOR, INQUISITORIAL AGENTS or ORDO MALLEUS model from your army makes an attack, re-roll a Hit roll of 1 and, if the target of that attack is a DAEMON unit, re-roll a Wound roll of 1 as well.
Some whisper this weapon of banishment is in fact host to a hostile warp entity in its own right. INQUISITOR model only. Add 1 to the Attacks characteristic of the bearers melee weapons, and those weapons have the [ANTI-DAEMON 3+] ability. |
Inquisitors of the Ordo Malleus are amongst the hardiest and most bombastic of their kind. They must be to survive their duties. INQUISITOR model only. Improve the bearer’s Leadership and Wounds characteristics by 1. Once per battle, at the start of any phase, you can select one friendly Battle-shocked unit within 12" of the bearer. That unit is no longer Battle-shocked. |
Guided by the scryings of their Prognosticars, the Grey Knights strike with deadly precision and timing. INQUISITOR model only. Once per battle, if the bearer is on the battlefield, you can use the Rapid Ingress Stratagem for 0CP. When doing so, you must target a GREY KNIGHTS TERMINATOR SQUAD unit from your army, and when using that Stratagem, that unit can be set up anywhere on the battlefield that is more than 3" away from all enemy units. |
To wield the true name of a daemon is to control its supernatural power, though whether in the name of banishment or to be unleashed as a weapon of terror falls to the discretion of the grimoire’s keeper. INQUISITOR model only. While an enemy unit is within 9" of the bearer, worsen the Leadership characteristic of models in that unit by 1. In addition, while an enemy DAEMON unit is within 9" of the bearer, each time a model in that DAEMON unit makes an attack, subtract 1 from the Hit roll and subtract 1 from the Wound roll. |
While the nature of the missions undertaken by Imperial agents is as varied as they are, the vital importance of these tasks rarely changes. The enemies they face are the most unholy. The prizes they seek are as priceless as they are nightmarishly dangerous. Thus, when such warriors of the Imperium identify a priority target for elimination or acquisition, no effort is too great nor price too high to see their aims achieved.
At the start of your Command phase, you can select one of the following to apply:Eliminate At All Costs Select one enemy unit on the battlefield. Until the start of your next Command phase, each time an AGENTS OF THE IMPERIUM model from your army makes an attack that targets that enemy unit, add 1 to the Hit roll. |
Acquire At All Costs Select one objective marker on the battlefield. Until the start of your next Command phase, while an AGENTS OF THE IMPERIUM unit from your army is within range of that objective marker, improve the Leadership and Objective Control characteristics of models in that unit by 1 and models in that unit have a 5+ invulnerable save. |
This war leader prefers to strike with subtlety and precision, working their forces into advanced positions before commencing hostilities. AGENTS OF THE IMPERIUM model only. At the start of the Declare Battle Formations step, you can select up to three AGENTS OF THE IMPERIUM INFANTRY units from your army (excluding GREY KNIGHTS TERMINATOR SQUAD units) - those units gain the Infiltrators ability. |
This commander has access to swift drop craft that can bear portions of their forces directly into the heart of the most ferocious battles. VOIDFARERS model only. At the start of the Declare Battle Formations step, you can select up to three VOIDFARERS units from your army - those units gain the Deep Strike ability. |
These potent, short-ranged energy weapons are concealed in precious items of jewellery, the better to lethally surprise the foe. AGENTS OF THE IMPERIUM model only. Each time the bearer is selected to fight, roll three D6: for each 4+, one enemy unit within Engagement Range of the bearer suffers 1 mortal wound. Mortal wounds inflicted by this Enhancement are allocated as if they had the [PRECISION] ability. |
Be they a Rogue Trader or some agent of the Imperial Navy, this warrior draws upon a wealth of shrewd voidfarer strategies to aid them in battle. VOIDFARERS model only. Once per battle round, you can target the bearer’s unit with the Violent Acquisition, Masters of the Void or Close-quarters Barrage Stratagems for 0CP. |
In this section you’ll find additional rules for playing Crusade battles that are bespoke to AGENTS OF THE IMPERIUM units.
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Be they the Fabricator General of a forge world or a senior Munitorum adept, this contact channels valuable additional assets towards your forces.
If the bearer is your WARLORD, start the battle with 1CP. If the bearer is on the battlefield at the end of the battle and you won that battle, roll one D6: on a 4+, you gain 1RP.It has taken time and effort to seed these hidden cells of militant agents, but their support is ample reward.
If the bearer is included in a Crusade army whose Army Faction is not AGENTS OF THE IMPERIUM, the maximum number of REQUISITIONED, RETINUE and AGENTS OF THE IMPERIUM CHARACTER units that can be included in that army is increased by 1. Each time you start a Shadow Operation, you start with 1 Influence point.A favour owed or leveraged persuades a legendary Imperial killer to impart their teachings to this willing student.
The bearer’s unit has the Lone Operative, Infiltrators and Stealth abilities. Each time you start a Shadow Operation, you start with 1 Intrigue point.It wasn’t easy to recruit or turn this shadowy figure, but now their intricate covert network is yours to make use of in the Emperors name.
Each time you start a Shadow Operation, you start with 1 Investigation point. Each time you roll on the Plot Twist table, you can re-roll the result.Be it a daemon trapped in a warding circle or artefact, or some trammelled and tormented xenos being, this entity provides powerful - if forbidden - aid.
RADICAL model only. The bearer’s unit has the Deep Strike ability. Once per Shadow Operation, when you attempt to Thwart a ’threat through Intrigue, you can re-roll that test. If the bearer loses the RADICAL keyword or gains the PURITAN keyword by any means, it immediately loses this Battle Honour.A highly publicised blessing delivered by a powerful Imperial priest lends the weight of holy writ to this agents every proclamation and deed.
PURITAN model only. Improve the bearers Leadership and Wounds characteristics by 1. Once per Shadow Operation, when you attempt to Thwart a Threat through Influence, you can re-roll that test. If the bearer loses the PURITAN keyword or gains the RADICAL keyword by any means, it immediately loses this Battle Honour.When fighting hidden wars, a web of favourable contracts, ratified writs and bribed or blackmailed void merchants is an incredibly valuable asset.
If the bearer is on the battlefield at the end of the battle, increase your Crusade forces Supply Limit by 50 points. At the end of any battle, you can select one model from your Crusade force that has one Crusade Relic or one weapon that has a Weapon Modification. If you do, you can remove that Battle Honour from that model - you can either replace that Battle Honour with a different Crusade Relic that model can have or you can gain 1RP.When in search of exotic archeotech or an enhanced and fearsome reputation, diplomacy and threats get an agent of the Throne only so far. Sooner or later, force is almost always required.
There is a horrible art to the battlefield interrogation of captured foes. It must be done swiftly and with the greatest efficacy, prying loose the enemy’s vital secrets using a mixture of shock tactics and frantic agony.
Sometimes the enemy’s plans can be thwarted by the timely application of a single perfectly placed bolt shell or envenomed blade. Such executions of vital targets delay and disrupt an enemy’s plans, buying time to further your own investigations.
Imperial agents will often work in the utmost secrecy to implant embedded operatives behind the enemy lines, such combat-capable assets only revealing themselves when the moment is right.
The Deathwatch stand sentinel over some of the most heavily alien-infested and dangerous expanses of Imperial space. They have guarded these sites for millennia against horrors uncounted, and they seize every opportunity to refine their battle strategies. With each victory over their enemies, so the Shield That Slays is fortified for its next battle against the xenos threat.
In helping an Inquisitor to achieve their own inscrutable agendas, a few honoured servants of the Golden Throne have earned the gratitude of the Holy Ordos. The reward for excelling in the eyes of such remorseless individuals is typically... another job.
Those veteran Space Marines who earn the station of Watch Master become adept at recognising how best to fuse the disparate skills of their subordinate battle-brothers. They know well how to ensure that rival Chapter cultures blend without friction while complementary tactical approaches are exploited to their greatest potential.
Empowered by the Throne and backed by prodigious military forces from Imperial Guard regiments to Space Marine Chapters, Rogue Traders can seize whatever assets they want by force.
It is within the gift of some Imperial agents to requisition warriors augmented by master artificers, enhanced through rare gene therapies or provided with additional elite combat training.
This facility provides your agents with powerful cogitators, encrypted vox-channels and an array of covert assets that can hugely enhance their abilities.
Battle-brothers of the Deathwatch learn not only the many ways in which to slay the xenos, but also gain an understanding of the doctrines and tactics of fellow Chapters. They have learned well the benefits of adapting to best their foes.
These veterans have raised the slaying of xenos to a high art, the creatures' every flaw and weakness known to them.
From foetid xenos burrows to the pulsating innards of hive ships and the ramshackle confines of Ork scrap forts, these warriors are masters of driving deep into the territories of their prey and causing maximum damage.
Zealous and ever-suspicious, these heartless warriors never miss a chance to wring secrets from their tormented foes.
This band of agents displays a cunning knack for moving undetected and appearing wherever their master needs them most.
So single-minded and unrelenting are these agents that their every thought and deed is utterly dedicated to furthering their ability to serve the Master of Mankind.
These Arbitrators are swift and uncompromising in their response to heresy.
This squad executes their unrest suppression drills with an icy calm that seems almost inhuman.
It is second nature to these Arbitrators to stun, disarm or otherwise incapacitate combat opponents for later excruciation.
It often falls to naval landing parties to seize and ransack key strategic objectives during bridgehead operations.
Long experience ofsweepingfoesfrom shipboard corridors has taught these warriors to focus their fire to great effect.
Driving enemy boarding parties back into the void shares many similarities with driving the enemy back from your battle lines.
This agent's travels have seen them learn many powerful secrets and taught them to prepare for anything.
A hunter such as this neverenters battle without worthy prey in their sights.
Some agents invest considerable time and effort into perfecting their duelling skills.
Keen of eye and sharp of mind, nothing escapes the notice of this cunning detective.
This agent’s sheer faith armours them against the horrors of the galaxy.
An agent such as this has no qualms about employing tools deemed heretical if it serves Humanity's interests.
Many Inquisitors have commissioned or acquired masterwork power blades. No two such weapons are exactly alike, but all are potent martial tools taken by them into battle.
Each time the bearer is selected to fight, select one of the following abilities to apply to the bearers melee weapons until the end of the phase:These seemingly ornamental rings conceal powerful lasers, needlers and the like to give foes a deadly shock.
Each time the bearer is selected to shoot, after selecting targets for all of its ranged weapons, select one enemy unit targeted by one or more of the bearers attacks and roll three D6: for each 4+, that unit suffers 1 mortal wound. Mortal wounds inflicted by this Crusade Relic can be allocated as if they had the [PRECISION] ability.This lightweight undersuit is threaded with hexagrammic truesilver microwardings that help shield the wearer from harm.
Each time an attack is allocated to the bearer, change the Damage characteristic of that attack to 1.This weapon serves as the prison of a warp entity whose supernatural might enhances its lethality.
RADICAL model only. Improve the Attacks, Damage and Strength characteristics of the bearer’s melee weapons by 1. Each time the bearer is selected to fight, it can unleash the full power of the blade. If it does, until that fight has been resolved, the bearer’s melee weapons have the [HAzARDOUS] and [DEvASTATING wOUNDS] abilities as well.Believed to be a holy icon that rewards dogmatic adherence to the Imperial Creed, in truth this ancient device contains multiple protective and energy-conversion force fields that preserve their bearer while giving every appearance of a miraculous resurrection.
PURITAN model only. The first time the bearer is destroyed, roll one D6 at the end of the phase. On a 2+, set the bearer back up on the battlefield, as close as possible to where it was destroyed and not within Engagement Range of any enemy units, with its full wounds remaining. All enemy units within 6" of the bearer must then take a Battle-shock test.High-ranking imperial agents maintain a veritable museum of unique treasures about their flagships and bases of operations, many dating from the dawn of the Imperium. A few of their rarest and most coveted treasures are not of Human origin at all.
At the start of the battle, roll three D6 (re-rolling any duplicates), then consult the table below to determine the three effects this Crusade Relic confers upon the bearer until the end of the battle.
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Through your dedication, cunning and strength at arms, you have proven yourself a truly worthy asset. Whichever shadowy patrons you serve, they no longer consider you expendable and are instead watching your endeavours with interest. There are few who can long endure the shadow wars fought in the Emperors name, but you may yet prove to be such a one.
You have halted profane rituals, exposed debased cults and brought stability to entire Imperial systems. Your battles may have cost many lives, but they have preserved vital Imperial infrastructure and institutions. Your star might be veiled amidst the shadows, but it is rising nonetheless.
Where once you fought to fulfil the agendas of other - more powerful - patrons, now you are the one pulling the strings. You have crushed mighty enemies of the Imperium. You have set worlds ablaze in the name of the Master of Mankind, and feel no regret. Your name is whispered in terror by heretics and aliens alike, and spoken with respect in Terras halls of power.
Comprising the shipboard garrison and those who command them, this is a balanced force specialising in both the defence of, and boarding of voidships. Going chamber by chamber to secure and control vital systems and locations, this naval complement know their business all too well.
The militarised agents of the Imperium may be disparate but they share one thing in common: the valuable insights and specialist skills to be uniquely useful and efficient in service to the God-Emperor. This is as true amidst shipboard warfare as anywhere else.
Units from your army with the Assigned Agents ability replace that ability with this one.Key to the duty of dedicated shipboard soldiery is the ability to move easily through even code-locked hatchways, or those whose machine spirits are corrupted or heretical. Dataspikes loaded with potent codes to appease or banish such troublesome gatekeepers allow them the swift progress they need.
In your Movement phase, each time a VOIDFARERS unit from your army makes a Normal move, while that unit is moving it can attempt to operate a closed Hatchway that it is within 1" of at any point during the move. It cannot do this, however, if there are one or more enemy units also within 1" of that Hatchway. If that VOIDFARERS unit does attempt to operate that Hatchway, it cannot operate a Hatchway again this turn.Lathimon’s Flock This unique flock of artificer servo-skulls can rapidly map every twist and turn of even the largest voidships, before providing their master with comprehensive data on enemy strengths and movements. VOIDFARERS model only. In the Deploy Armies step, your opponent must deploy their entire army before you deploy yours. If both players have this rule, they must roll off and deploy their armies normally. In addition, IMPERIAL NAVY BREACHERS units from your army gain the Infiltrators ability. |
Heirloom Blade Passed through generations of Rogue Traders, this archeotech weapon can sustain short but tremendously potent bursts of disruptor-field overcharge. VOIDFARERS model only. Once per battle, when the bearer’s unit is selected to light, it can use this Enhancement. If it does, until the end of the phase, improve every characteristic of the bearer’s monomolecular cane-rapier by 1. |
Whether boarding a vessel smuggling unsanctioned psyker-mutants, eliminating the unholy allies of some corrupt Planetary Governor, or moving swiftly to snatch proscribed interstellar contraband, Adeptus Arbites Interdiction Teams handle the most perilous of void crimes with extreme prejudice.
The militarised agents of the Imperium may be disparate but they share one thing in common: the valuable insights and specialist skills to be uniquely useful and efficient in service to the God-Emperor. This is as true amidst shipboard warfare as anywhere else.
Units from your army with the Assigned Agents ability replace that ability with this one.Booming admonishments ring from vox-amps and laud hailers built into the Arbitrators’ wargear, demanding foes lay down arms and submit.
In your opponent’s Command phase, each enemy unit within 3" of one or more ADEPTUS ARBITES units from your army must take a Battle-shock test. If that enemy unit is also Below Half-strength, subtract 1 from that test. This Detachment rule cannot cause a unit to take two Battle-shock tests in the same phase.Manhunter’s Helm This unique flock of artificer servo-skulls can rapidly map every twist and turn of even the largest voidships, before providing their master with comprehensive data on enemy strengths and movements. PROCTOR-EXACTANT model only. At the start of the first battle round, select one enemy unit to be your Priority Target. Each time an ADEPTUS ARBITES model from your army makes an attack that targets your Priority Target, if the bearer is on the battlefield, add 1 to the Wound roll. Each time your Priority Target is destroyed, if the bearer is on the battlefield, you can select a new enemy unit to be your Priority Target. |
Vasov’s Auto-Oppressor This ancient device emits focused grav-pulses that forces its targets to their knees in obeisance. PROCTOR-EXACTANT model only. At the end of your Movement phase, you can select one enemy unit visible to the bearer. Until the start of your next Movement phase, halve the Move characteristic of models in that unit and halve Advance and Charge rolls made for it. |
The CHARACTER keyword is used in the following Imperial Agents datasheets:
The greatest warriors, most cunning tacticians and seers lead their armies to war possessed of hard-won skills and powerful artefacts that mark them out as legendary commanders.
The DEDICATED TRANSPORT keyword is used in the following Imperial Agents datasheets:
The RETINUE keyword is used in the following Imperial Agents datasheets:
The REQUISITIONED keyword is used in the following Imperial Agents datasheets:
The TRANSPORT keyword is used in the following Imperial Agents datasheets:
The TERMINATOR keyword is used in the following Imperial Agents datasheets:
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.The DEATHWATCH keyword is used in the following Imperial Agents datasheets:
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’.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.
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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.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. If a unit with the Deep Strike ability arrives from Strategic Reserves, the controlling player can choose for that unit to be set up either using the rules for Strategic Reserves or using the Deep Strike ability.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, after that unit has resolved all of its attacks, for each Hazardous weapon that targets were selected for when resolving those attacks, that unit must take one Hazardous test. To do so, roll one D6: on a 1, that test is failed. For each failed test you must resolve the following sequence (resolve each failed test one at a time):Some attacks are so powerful that no armour or force field can withstand their fury.
Some rules inflict mortal wounds on units. Each time mortal wounds are inflicted on a unit, each of those mortal wounds inflicts one point of damage to that unit, and they are always applied one at a time. Each mortal wound is allocated to a model in the same manner as allocating an attack. 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.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.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.The DEATHWATCH and INFANTRY keywords are used in the following Imperial Agents datasheets:
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.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.The INQUISITOR keyword is used in the following Imperial Agents datasheets:
The ADEPTUS ARBITES keyword is used in the following Imperial Agents datasheets:
The ORDO HERETICUS keyword is used in the following Imperial Agents 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’.The
keyword is used in the following Imperial Agents datasheets:The PSYKER keyword is used in the following Imperial Agents datasheets:
The GRENADES and ORDO HERETICUS keywords are used in the following Imperial Agents datasheets:
The INFANTRY and ORDO HERETICUS keywords are used in the following Imperial Agents datasheets:
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).The ORDO MALLEUS keyword is used in the following Imperial Agents datasheets:
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.The INFANTRY keyword is used in the following Imperial Agents datasheets:
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.The VOIDFARERS keyword is used in the following Imperial Agents datasheets:
The VOIDFARERS and CHARACTER keywords are used in the following Imperial Agents datasheets:
Lance weapons are deadly on the charge.
Weapons with [LANCE] in their profile are known as Lance weapons. Each time an attack is made with such a weapon, if the bearer made a Charge move this turn, add 1 to that attack’s Wound roll.The OFFICIO ASSASSINORUM keyword is used in the following Imperial Agents datasheets:
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.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".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.The EPIC HERO keyword is used in the following Imperial Agents datasheets:
The CHARACTER and DEATHWATCH keywords are used in the following Imperial Agents datasheets:
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", with the exception that, while making that move, the distance moved by each model in that unit can be greater than that model's Move characteristic, as long as it is not greater than x".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.The ORDO XENOS and INQUISITOR keywords are used in the following Imperial Agents datasheets:
The ORDO HERETICUS and INQUISITOR keywords are used in the following Imperial Agents datasheets:
ARCHEOTECH CURIOSITY
High-ranking imperial agents maintain a veritable museum of unique treasures about their flagships and bases of operations, many dating from the dawn of the Imperium. A few of their rarest and most coveted treasures are not of Human origin at all.
At the start of the battle, roll three D6 (re-rolling any duplicates), then consult the table below to determine the three effects this Crusade Relic confers upon the bearer until the end of the battle.The INQUISITOR and INFANTRY keywords are used in the following Imperial Agents 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 your Army Faction is , then in the Select Detachment Rules step, you can select one of the available Detachments from this book as normal.
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