Imperial Agents – Datasheets
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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
ABILITIES
CORE: Deep Strike, Fights First, Infiltrators, Lone Operative
FACTION: Assigned Agents
Acrobatic Escape: At the end of the Fight phase, if this model is within Engagement Range of one or more enemy units, it can make a Fall Back move of up to D6". In addition, at the end of your opponent’s turn, if this model is not within 3" of one or more 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.
Lord of Deceit (Aura): Each time your opponent targets a unit from their army with a Stratagem, if that unit is within 12" of this model, increase the cost of that use of that Stratagem by 1CP.
UNIT COMPOSITION
  • 1 Callidus Assassin – EPIC HERO
This model is equipped with: neural shredder; phase sword and poison blades.
1 model
100
SHADOW ASSIGNMENT
This model cannot be selected to be your WARLORD.

If your army faction is , then during the Declare Battle Formations step, you can replace this model with a different OFFICIO ASSASSINORUM model, provided the total points value of the new model does not exceed the points value of the model it replaced. Your army cannot include duplicates of the same model (i.e. after replacing a model with this rule, your army cannot have more than 1 VINDICARE ASSASSIN, it cannot have more than 1 CULEXUS ASSASSIN, it cannot have more than 1 EVERSOR ASSASSIN and it cannot have more than 1 CALLIDUS ASSASSIN).
KEYWORDS: INFANTRY, CHARACTER, EPIC HERO, IMPERIUM, OFFICIO ASSASSINORUM, CALLIDUS ASSASSIN
FACTION KEYWORDS:
STRATAGEMS
BATTLEFIELD COMMAND
1CP
Boarding Actions – Strategic Ploy
BA
COMMAND RE-ROLL
1CP
Boarding Actions – Epic Deed
BA
INSANE BRAVERY
1CP
Boarding Actions – Epic Deed
BA
EXPLOSIVE CLEARANCE
1CP
Boarding Actions – Battle Tactic
BA
COUNTER-OFFENSIVE
2CP
Boarding Actions – Strategic Ploy
BA
COMMAND RE-ROLL
1CP
Core – Battle Tactic
C
INSANE BRAVERY
1CP
Core – Epic Deed
C
FIRE OVERWATCH
1CP
Core – Strategic Ploy
C
RAPID INGRESS
1CP
Core – Strategic Ploy
C
GO TO GROUND
1CP
Core – Battle Tactic
C
HEROIC INTERVENTION
1CP
Core – Strategic Ploy
C
COUNTER-OFFENSIVE
2CP
Core – Strategic Ploy
C
EPIC CHALLENGE
1CP
Core – Epic Deed
C
EMPEROR’S WILL
1CP
Imperialis Fleet – Strategic Ploy
VIOLENT ACQUISITION
2CP
Imperialis Fleet – Strategic Ploy
EXACT PUNISHMENT
1CP
Purgation Force – Strategic Ploy
DETACHMENT ABILITY
At all Costs


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.
ABILITIES
CORE: Deep Strike, Lone Operative, Stealth
FACTION: Assigned Agents
Etheric Emergence: When this model is set up on the battlefield using the Deep Strike ability, it can perform an etheric emergence. If it does, this model can be set up anywhere on the battlefield that is more than 3" horizontally away from all enemy units, but until the end of the turn, it is not eligible to declare a charge.
Abomination: This model has the Feel No Pain 2+ ability against Psychic Attacks.
Soulless Horror: Once per battle, at the start of any Command phase, this model can use this ability. If it does, each enemy unit within 9" of this model must take a Battle-shock test, subtracting 1 from that test (or subtracting 2 if that unit is a PSYKER).
UNIT COMPOSITION
  • 1 Culexus Assassin – EPIC HERO
This model is equipped with: animus speculum; life-draining touch.
1 model
100
SHADOW ASSIGNMENT
This model cannot be selected to be your WARLORD.

If your army faction is , then during the Declare Battle Formations step, you can replace this model with a different OFFICIO ASSASSINORUM model, provided the total points value of the new model does not exceed the points value of the model it replaced. Your army cannot include duplicates of the same model (i.e. after replacing a model with this rule, your army cannot have more than 1 VINDICARE ASSASSIN, it cannot have more than 1 CULEXUS ASSASSIN, it cannot have more than 1 EVERSOR ASSASSIN and it cannot have more than 1 CALLIDUS ASSASSIN).
KEYWORDS: INFANTRY, CHARACTER, EPIC HERO, GRENADES, IMPERIUM, OFFICIO ASSASSINORUM, CULEXUS ASSASSIN
FACTION KEYWORDS:
STRATAGEMS
BATTLEFIELD COMMAND
1CP
Boarding Actions – Strategic Ploy
BA
COMMAND RE-ROLL
1CP
Boarding Actions – Epic Deed
BA
INSANE BRAVERY
1CP
Boarding Actions – Epic Deed
BA
EXPLOSIVE CLEARANCE
1CP
Boarding Actions – Battle Tactic
BA
COUNTER-OFFENSIVE
2CP
Boarding Actions – Strategic Ploy
BA
COMMAND RE-ROLL
1CP
Core – Battle Tactic
C
INSANE BRAVERY
1CP
Core – Epic Deed
C
FIRE OVERWATCH
1CP
Core – Strategic Ploy
C
RAPID INGRESS
1CP
Core – Strategic Ploy
C
GRENADE
1CP
Core – Wargear
C
GO TO GROUND
1CP
Core – Battle Tactic
C
HEROIC INTERVENTION
1CP
Core – Strategic Ploy
C
COUNTER-OFFENSIVE
2CP
Core – Strategic Ploy
C
EPIC CHALLENGE
1CP
Core – Epic Deed
C
EMPEROR’S WILL
1CP
Imperialis Fleet – Strategic Ploy
VIOLENT ACQUISITION
2CP
Imperialis Fleet – Strategic Ploy
EXACT PUNISHMENT
1CP
Purgation Force – Strategic Ploy
DETACHMENT ABILITY
At all Costs


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, PRECISION, SUSTAINED HITS 3]
Executioner pistol [ANTI-INFANTRY 3+, PISTOL, PRECISION, SUSTAINED HITS 3]
12"
4
2+
4
0
1
MELEE WEAPONS
RANGE
A
WS
S
AP
D
Power sword and neuro gauntlet [ANTI-INFANTRY 3+, PRECISION, SUSTAINED HITS 3]
Power sword and neuro gauntlet [ANTI-INFANTRY 3+, PRECISION, SUSTAINED HITS 3]
Melee
6
2+
5
-2
2
ABILITIES
CORE: Deadly Demise D3, Lone Operative, Scouts 9"
FACTION: Assigned Agents
Frenzon: This model is eligible to shoot and declare a charge in a turn in which it Advanced.
Overkill: Once per battle, in your Movement phase, this model can use this ability before it makes a Normal move. If it does, until the end of the turn, add 6" to this model’s Move characteristic and add 3 to the Attacks characteristic of this model’s melee weapons.
UNIT COMPOSITION
  • 1 Eversor Assassin – EPIC HERO
This model is equipped with: executioner pistol; power sword and neuro gauntlet.
1 model ( Detachment)
110
1 model (Assigned Agent)
120
SHADOW ASSIGNMENT
This model cannot be selected to be your WARLORD.

If your army faction is , then during the Declare Battle Formations step, you can replace this model with a different OFFICIO ASSASSINORUM model, provided the total points value of the new model does not exceed the points value of the model it replaced. Your army cannot include duplicates of the same model (i.e. after replacing a model with this rule, your army cannot have more than 1 VINDICARE ASSASSIN, it cannot have more than 1 CULEXUS ASSASSIN, it cannot have more than 1 EVERSOR ASSASSIN and it cannot have more than 1 CALLIDUS ASSASSIN).
KEYWORDS: INFANTRY, CHARACTER, EPIC HERO, GRENADES, IMPERIUM, OFFICIO ASSASSINORUM, EVERSOR ASSASSIN
FACTION KEYWORDS:
STRATAGEMS
BATTLEFIELD COMMAND
1CP
Boarding Actions – Strategic Ploy
BA
COMMAND RE-ROLL
1CP
Boarding Actions – Epic Deed
BA
INSANE BRAVERY
1CP
Boarding Actions – Epic Deed
BA
EXPLOSIVE CLEARANCE
1CP
Boarding Actions – Battle Tactic
BA
COUNTER-OFFENSIVE
2CP
Boarding Actions – Strategic Ploy
BA
COMMAND RE-ROLL
1CP
Core – Battle Tactic
C
INSANE BRAVERY
1CP
Core – Epic Deed
C
FIRE OVERWATCH
1CP
Core – Strategic Ploy
C
RAPID INGRESS
1CP
Core – Strategic Ploy
C
GRENADE
1CP
Core – Wargear
C
GO TO GROUND
1CP
Core – Battle Tactic
C
HEROIC INTERVENTION
1CP
Core – Strategic Ploy
C
COUNTER-OFFENSIVE
2CP
Core – Strategic Ploy
C
EPIC CHALLENGE
1CP
Core – Epic Deed
C
EMPEROR’S WILL
1CP
Imperialis Fleet – Strategic Ploy
VIOLENT ACQUISITION
2CP
Imperialis Fleet – Strategic Ploy
EXACT PUNISHMENT
1CP
Purgation Force – Strategic Ploy
DETACHMENT ABILITY
At all Costs


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
-2
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
  • This model’s bolt pistol can be replaced with 1 combi-weapon.
  • This model’s blessed wardings can be replaced with 1 psychic gifts and 1 Psychic Shock Wave.
  • If this model is equipped with 1 psychic gifts, its Inquisitorial melee weapon can be replaced with 1 force 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 6+ invulnerable save.
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
KEYWORDS: INFANTRY, CHARACTER, GRENADES, IMPERIUM, INQUISITOR
FACTION KEYWORDS:
STRATAGEMS
RAPID TACTICAL RELOCATION
1CP
Alien Hunters – Strategic Ploy
BATTLEFIELD COMMAND
1CP
Boarding Actions – Strategic Ploy
BA
COMMAND RE-ROLL
1CP
Boarding Actions – Epic Deed
BA
INSANE BRAVERY
1CP
Boarding Actions – Epic Deed
BA
EXPLOSIVE CLEARANCE
1CP
Boarding Actions – Battle Tactic
BA
COUNTER-OFFENSIVE
2CP
Boarding Actions – Strategic Ploy
BA
COMMAND RE-ROLL
1CP
Core – Battle Tactic
C
INSANE BRAVERY
1CP
Core – Epic Deed
C
FIRE OVERWATCH
1CP
Core – Strategic Ploy
C
RAPID INGRESS
1CP
Core – Strategic Ploy
C
GRENADE
1CP
Core – Wargear
C
GO TO GROUND
1CP
Core – Battle Tactic
C
HEROIC INTERVENTION
1CP
Core – Strategic Ploy
C
COUNTER-OFFENSIVE
2CP
Core – Strategic Ploy
C
EPIC CHALLENGE
1CP
Core – Epic Deed
C
RITUAL OF WARDING
1CP
Daemon Hunters – Strategic Ploy
RITES OF EXORCISM
1CP
Daemon Hunters – Strategic Ploy
EMPEROR’S WILL
1CP
Imperialis Fleet – Strategic Ploy
VIOLENT ACQUISITION
2CP
Imperialis Fleet – Strategic Ploy
DISPLACER FIELD
1CP
Imperialis Fleet – Wargear
EXACT PUNISHMENT
1CP
Purgation Force – Strategic Ploy
DETACHMENT ABILITY
Root out Heresy
Destroy the Daemonic
At all Costs
ENHANCEMENTS
Universal Anathema
10
Blackweave Shroud
15
Ignis Judicium
10
Liber Heresius
10
Witch Hunter
15
No Escape (Aura)
25
Daemon Slayer
10
Grimoire of True Names (Aura)
10
Gift of the Prescient
20
Formidable Resolve
5
Digital Weapons
10
Clandestine Operation
15


Inquisitor Coteaz
(⌀40mm)
M
6"
T
3
Sv
2+
W
4
Ld
6+
OC
1
INVULNERABLE SAVE
4+
RANGED WEAPONS
RANGE
A
BS
S
AP
D
Bolt pistol [pistol]
Bolt pistol [pistol]
12"
1
3+
4
0
1
Psychic Blast [anti-daemon 4+, anti-infantry 5+, devastating wounds, psychic]
Psychic Blast [anti-daemon 4+, anti-infantry 5+, devastating wounds, psychic]
18"
D6
3+
3
-1
1
MELEE WEAPONS
RANGE
A
WS
S
AP
D
Nemesis daemon hammer [psychic]
Nemesis daemon hammer [psychic]
Melee
3
3+
9
-3
3
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 a 6+ invulnerable save, and a 4+ invulnerable save 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.
WARGEAR ABILITIES
Glovodan Psyber-eagle: In your Command phase, you can select one enemy unit within 18" of the bearer. Until the start of your next Command phase, that unit cannot have the Benefit of Cover.

Designer’s Note: Place a Glovodan Psyber-eagle token next to the selected unit to remind you.
UNIT COMPOSITION
  • 1 Inquisitor Coteaz – EPIC HERO
This model is equipped with: bolt pistol; Psychic Blast; Nemesis daemon hammer; Glovodan psyber-eagle.
1 model ( Detachment)
75
1 model (Assigned Agent)
95
LEADER
KEYWORDS: INFANTRY, CHARACTER, EPIC HERO, PSYKER, IMPERIUM, ORDO MALLEUS, INQUISITOR, COTEAZ
FACTION KEYWORDS:
STRATAGEMS
RAPID TACTICAL RELOCATION
1CP
Alien Hunters – Strategic Ploy
BATTLEFIELD COMMAND
1CP
Boarding Actions – Strategic Ploy
BA
COMMAND RE-ROLL
1CP
Boarding Actions – Epic Deed
BA
INSANE BRAVERY
1CP
Boarding Actions – Epic Deed
BA
EXPLOSIVE CLEARANCE
1CP
Boarding Actions – Battle Tactic
BA
COUNTER-OFFENSIVE
2CP
Boarding Actions – Strategic Ploy
BA
COMMAND RE-ROLL
1CP
Core – Battle Tactic
C
INSANE BRAVERY
1CP
Core – Epic Deed
C
FIRE OVERWATCH
1CP
Core – Strategic Ploy
C
RAPID INGRESS
1CP
Core – Strategic Ploy
C
GO TO GROUND
1CP
Core – Battle Tactic
C
HEROIC INTERVENTION
1CP
Core – Strategic Ploy
C
COUNTER-OFFENSIVE
2CP
Core – Strategic Ploy
C
EPIC CHALLENGE
1CP
Core – Epic Deed
C
RITUAL OF WARDING
1CP
Daemon Hunters – Strategic Ploy
HEXAGRAMMIC WARDS
1CP
Daemon Hunters – Wargear
RITES OF EXORCISM
1CP
Daemon Hunters – Strategic Ploy
EMPEROR’S WILL
1CP
Imperialis Fleet – Strategic Ploy
VIOLENT ACQUISITION
2CP
Imperialis Fleet – Strategic Ploy
DISPLACER FIELD
1CP
Imperialis Fleet – Wargear
EXACT PUNISHMENT
1CP
Purgation Force – Strategic Ploy
DETACHMENT ABILITY
Root out Heresy
Destroy the Daemonic
At all Costs


Inquisitor 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 [psychic, sustained hits 2]
Psychic Tempest [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
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 that does not have the IMPERIUM or CHAOS keywords, 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 Inquisitor Draxus – EPIC HERO
This model is equipped with: Dirgesinger; Psychic Tempest; power fist.
1 model ( Detachment)
75
1 model (Assigned Agent)
95
LEADER
KEYWORDS: INFANTRY, CHARACTER, EPIC HERO, PSYKER, GRENADES, IMPERIUM, ORDO XENOS, INQUISITOR, DRAXUS
FACTION KEYWORDS:
STRATAGEMS
RAPID TACTICAL RELOCATION
1CP
Alien Hunters – Strategic Ploy
BATTLEFIELD COMMAND
1CP
Boarding Actions – Strategic Ploy
BA
COMMAND RE-ROLL
1CP
Boarding Actions – Epic Deed
BA
INSANE BRAVERY
1CP
Boarding Actions – Epic Deed
BA
EXPLOSIVE CLEARANCE
1CP
Boarding Actions – Battle Tactic
BA
COUNTER-OFFENSIVE
2CP
Boarding Actions – Strategic Ploy
BA
COMMAND RE-ROLL
1CP
Core – Battle Tactic
C
INSANE BRAVERY
1CP
Core – Epic Deed
C
FIRE OVERWATCH
1CP
Core – Strategic Ploy
C
RAPID INGRESS
1CP
Core – Strategic Ploy
C
GRENADE
1CP
Core – Wargear
C
GO TO GROUND
1CP
Core – Battle Tactic
C
HEROIC INTERVENTION
1CP
Core – Strategic Ploy
C
COUNTER-OFFENSIVE
2CP
Core – Strategic Ploy
C
EPIC CHALLENGE
1CP
Core – Epic Deed
C
RITUAL OF WARDING
1CP
Daemon Hunters – Strategic Ploy
RITES OF EXORCISM
1CP
Daemon Hunters – Strategic Ploy
EMPEROR’S WILL
1CP
Imperialis Fleet – Strategic Ploy
VIOLENT ACQUISITION
2CP
Imperialis Fleet – Strategic Ploy
DISPLACER FIELD
1CP
Imperialis Fleet – Wargear
EXACT PUNISHMENT
1CP
Purgation Force – Strategic Ploy
DETACHMENT ABILITY
Root out Heresy
Destroy the Daemonic
At all Costs


Inquisitor Greyfax
(⌀32mm)
M
6"
T
3
Sv
3+
W
4
Ld
6+
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
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 Mercy: While this model is leading a unit, each time a model in that unit makes an attack that targets a unit that is Below Half-strength, add 1 to the Hit roll.
UNIT COMPOSITION
  • 1 Inquisitor Greyfax – EPIC HERO
This model is equipped with: Castigation; condemnor stake; master-crafter power sword.
1 model
65
LEADER
KEYWORDS: INFANTRY, CHARACTER, EPIC HERO, PSYKER, GRENADES, IMPERIUM, ORDO HERETICUS, INQUISITOR, GREYFAX
FACTION KEYWORDS:
STRATAGEMS
RAPID TACTICAL RELOCATION
1CP
Alien Hunters – Strategic Ploy
BATTLEFIELD COMMAND
1CP
Boarding Actions – Strategic Ploy
BA
COMMAND RE-ROLL
1CP
Boarding Actions – Epic Deed
BA
INSANE BRAVERY
1CP
Boarding Actions – Epic Deed
BA
EXPLOSIVE CLEARANCE
1CP
Boarding Actions – Battle Tactic
BA
COUNTER-OFFENSIVE
2CP
Boarding Actions – Strategic Ploy
BA
COMMAND RE-ROLL
1CP
Core – Battle Tactic
C
INSANE BRAVERY
1CP
Core – Epic Deed
C
FIRE OVERWATCH
1CP
Core – Strategic Ploy
C
RAPID INGRESS
1CP
Core – Strategic Ploy
C
GRENADE
1CP
Core – Wargear
C
GO TO GROUND
1CP
Core – Battle Tactic
C
HEROIC INTERVENTION
1CP
Core – Strategic Ploy
C
COUNTER-OFFENSIVE
2CP
Core – Strategic Ploy
C
EPIC CHALLENGE
1CP
Core – Epic Deed
C
RITUAL OF WARDING
1CP
Daemon Hunters – Strategic Ploy
RITES OF EXORCISM
1CP
Daemon Hunters – Strategic Ploy
EMPEROR’S WILL
1CP
Imperialis Fleet – Strategic Ploy
VIOLENT ACQUISITION
2CP
Imperialis Fleet – Strategic Ploy
DISPLACER FIELD
1CP
Imperialis Fleet – Wargear
STUN GRENADES
1CP
Purgation Force – Wargear
EXECUTION ORDER
2CP
Purgation Force – Epic Deed
DISPENSE JUSTICE
1CP
Purgation Force – Battle Tactic
INVIOLATE JURISDICTION
1CP
Purgation Force – Strategic Ploy
LINE OF FIRE
2CP
Purgation Force – Strategic Ploy
EXACT PUNISHMENT
1CP
Purgation Force – Strategic Ploy
DETACHMENT ABILITY
Root out Heresy
Destroy the Daemonic
At all Costs


Ministorum Priest
(⌀32mm)
M
6"
T
3
Sv
6+
W
3
Ld
7+
OC
1
INVULNERABLE SAVE
4+
RANGED WEAPONS
RANGE
A
BS
S
AP
D
Holy pistol [pISTOl]
Holy pistol [pISTOl]
12"
3
4+
4
0
1
Zealot’s vindictor [IGNORES COvER, TORRENT]
Zealot’s vindictor [IGNORES COvER, TORRENT]
12"
D6
N/A
5
0
1
MELEE WEAPONS
RANGE
A
WS
S
AP
D
Power weapon
Power weapon
Melee
3
4+
4
-2
1
Zealot's vindictor
Zealot's vindictor
Melee
3
4+
5
-1
2
WARGEAR OPTIONS
  • This model’s zealot’s vindictor can be replaced with 1 holy pistol and 1 power weapon

ABILITIES
CORE: Leader
FACTION: Assigned Agents
Holy Hatred: While this model is leading a unit, melee weapons equipped by models in that unit have the [SUSTAINED HITS 1] ability.
Zealot: Once per battle, in the Fight phase, this model can use this ability. If it does, until the end of the phase, improve the Strength and Attacks characteristics of melee weapons equipped by this model by 3.
UNIT COMPOSITION
  • 1 Ministorum Priest
This model is equipped with: zealot’s vindictor.
1 model
40
LEADER
This model can be attached to the following units: You can attach this model to an INQUISITORIAL AGENTS unit, even if one INQUISITOR has already been attached to it. If you do, and that Bodyguard unit is destroyed, the Leader units attached to it become separate units, with their original Starting Strengths.
KEYWORDS: INFANTRY, CHARACTER, IMPERIUM, ORDO HERETICUS, MINISTORUM PRIEST
FACTION KEYWORDS:
STRATAGEMS
BATTLEFIELD COMMAND
1CP
Boarding Actions – Strategic Ploy
BA
COMMAND RE-ROLL
1CP
Boarding Actions – Epic Deed
BA
INSANE BRAVERY
1CP
Boarding Actions – Epic Deed
BA
EXPLOSIVE CLEARANCE
1CP
Boarding Actions – Battle Tactic
BA
COUNTER-OFFENSIVE
2CP
Boarding Actions – Strategic Ploy
BA
COMMAND RE-ROLL
1CP
Core – Battle Tactic
C
INSANE BRAVERY
1CP
Core – Epic Deed
C
FIRE OVERWATCH
1CP
Core – Strategic Ploy
C
RAPID INGRESS
1CP
Core – Strategic Ploy
C
GO TO GROUND
1CP
Core – Battle Tactic
C
HEROIC INTERVENTION
1CP
Core – Strategic Ploy
C
COUNTER-OFFENSIVE
2CP
Core – Strategic Ploy
C
EPIC CHALLENGE
1CP
Core – Epic Deed
C
EMPEROR’S WILL
1CP
Imperialis Fleet – Strategic Ploy
VIOLENT ACQUISITION
2CP
Imperialis Fleet – Strategic Ploy
DISPLACER FIELD
1CP
Imperialis Fleet – Wargear
EXECUTION ORDER
2CP
Purgation Force – Epic Deed
DISPENSE JUSTICE
1CP
Purgation Force – Battle Tactic
INVIOLATE JURISDICTION
1CP
Purgation Force – Strategic Ploy
LINE OF FIRE
2CP
Purgation Force – Strategic Ploy
EXACT PUNISHMENT
1CP
Purgation Force – Strategic Ploy
DETACHMENT ABILITY
Root out Heresy
At all Costs
ENHANCEMENTS
Universal Anathema
10
Blackweave Shroud
15
Ignis Judicium
10
Liber Heresius
10
Witch Hunter
15
Digital Weapons
10
Clandestine Operation
15


Navigator
(⌀32mm)
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
3
4+
6
-1
D3
ABILITIES
CORE: Leader
FACTION: Assigned Agents
Gaze into the Empyrean (Psychic): Enemy units that are set up on the battlefield as Reinforcements cannot be set up within 12" of this model.
Third Eye (Psychic): At the start of your Shooting phase, select one enemy unit within 12" of and visible to this model. That unit must take a Battle-shock test, subtracting 2 from the result if it is an INFANTRY unit. If the test is failed, that enemy unit suffers 3 mortal wounds.
UNIT COMPOSITION
  • 1 Navigator
This model is equipped with: laspistol; force-orb cane.
1 model ( Detachment)
60
1 model (Assigned Agent)
75
LEADER
This model can be attached to the following units:
KEYWORDS: INFANTRY, CHARACTER, PSYKER, IMPERIUM, VOIDFARERS, NAVIGATOR
FACTION KEYWORDS:
STRATAGEMS
BATTLEFIELD COMMAND
1CP
Boarding Actions – Strategic Ploy
BA
COMMAND RE-ROLL
1CP
Boarding Actions – Epic Deed
BA
INSANE BRAVERY
1CP
Boarding Actions – Epic Deed
BA
EXPLOSIVE CLEARANCE
1CP
Boarding Actions – Battle Tactic
BA
COUNTER-OFFENSIVE
2CP
Boarding Actions – Strategic Ploy
BA
COMMAND RE-ROLL
1CP
Core – Battle Tactic
C
INSANE BRAVERY
1CP
Core – Epic Deed
C
FIRE OVERWATCH
1CP
Core – Strategic Ploy
C
RAPID INGRESS
1CP
Core – Strategic Ploy
C
GO TO GROUND
1CP
Core – Battle Tactic
C
HEROIC INTERVENTION
1CP
Core – Strategic Ploy
C
COUNTER-OFFENSIVE
2CP
Core – Strategic Ploy
C
EPIC CHALLENGE
1CP
Core – Epic Deed
C
EMPEROR’S WILL
1CP
Imperialis Fleet – Strategic Ploy
MASTERS OF THE VOID
1CP
Imperialis Fleet – Epic Deed
VIOLENT ACQUISITION
2CP
Imperialis Fleet – Strategic Ploy
CLOSE-QUARTERS BARRAGE
1CP
Imperialis Fleet – Battle Tactic
DISPLACER FIELD
1CP
Imperialis Fleet – Wargear
EXACT PUNISHMENT
1CP
Purgation Force – Strategic Ploy
DETACHMENT ABILITY
At all Costs
ENHANCEMENTS
Universal Anathema
10
Blackweave Shroud
15
Combat Landers
10
Digital Weapons
10
Clandestine Operation
15
Fleetmaster
20


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
OTHER MODELS(⌀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 [pistol, devastating wounds]
Household pistol [pistol, devastating wounds]
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
ABILITIES
CORE: Leader
FACTION: Assigned Agents
Backroom Deals: If your army contains one or more units with this ability, during the Declare Battle Formations step, select one of those units. While the selected 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 both players have deployed their armies, select upto D3 IMPERIUM BATTLELINE units from your army and redeploy them. When doing so, you can set those units up in Strategic Reserves, regardless of how many units are already in Strategic Reserves.
WARGEAR ABILITIES
Healing Serum: At the start of your Command phase, if the bearer’s unit is below its Starting Strength, you can return up to D3 destroyed models (excluding CHARACTERS) to the bearer’s unit.
UNIT COMPOSITION
  • 1 Rogue Trader
  • 1 Death Cult Assassin
  • 1 Lectro-Maester
  • 1 Rejuvenat Adept
The Rogue Trader is equipped with: household pistol; monomolecular cane-rapier.

The Death Cult Assassin is equipped with: dartmask; Death Cult power blade.

The Lectro-Maester is equipped with: voltaic pistol; close combat weapon.

The Rejuvenat Adept is equipped with: laspistol; close combat weapon; healing serum.
4 models ( Detachment)
75
4 models (Assigned Agent)
105
LEADER
This model can be attached to the following units:
KEYWORDS – ALL MODELS: INFANTRY, GRENADES, IMPERIUM, VOIDFARERS, ROGUE TRADER ENTOURAGEROGUE TRADER: CHARACTER
FACTION KEYWORDS:
STRATAGEMS
BATTLEFIELD COMMAND
1CP
Boarding Actions – Strategic Ploy
BA
COMMAND RE-ROLL
1CP
Boarding Actions – Epic Deed
BA
INSANE BRAVERY
1CP
Boarding Actions – Epic Deed
BA
EXPLOSIVE CLEARANCE
1CP
Boarding Actions – Battle Tactic
BA
COUNTER-OFFENSIVE
2CP
Boarding Actions – Strategic Ploy
BA
COMMAND RE-ROLL
1CP
Core – Battle Tactic
C
INSANE BRAVERY
1CP
Core – Epic Deed
C
FIRE OVERWATCH
1CP
Core – Strategic Ploy
C
RAPID INGRESS
1CP
Core – Strategic Ploy
C
GRENADE
1CP
Core – Wargear
C
GO TO GROUND
1CP
Core – Battle Tactic
C
HEROIC INTERVENTION
1CP
Core – Strategic Ploy
C
COUNTER-OFFENSIVE
2CP
Core – Strategic Ploy
C
EPIC CHALLENGE
1CP
Core – Epic Deed
C
EMPEROR’S WILL
1CP
Imperialis Fleet – Strategic Ploy
MASTERS OF THE VOID
1CP
Imperialis Fleet – Epic Deed
VIOLENT ACQUISITION
2CP
Imperialis Fleet – Strategic Ploy
CLOSE-QUARTERS BARRAGE
1CP
Imperialis Fleet – Battle Tactic
DISPLACER FIELD
1CP
Imperialis Fleet – Wargear
EXACT PUNISHMENT
1CP
Purgation Force – Strategic Ploy
AMMO RATIONS
1CP
Voidship’s Company – Battle Tactic
BOARDING DRILL
1CP
Voidship’s Company – Strategic Ploy
DETACHMENT ABILITY
At all Costs
Beseechment Codes
ENHANCEMENTS
Universal Anathema
10
Blackweave Shroud
15
Combat Landers
10
Digital Weapons
10
Clandestine Operation
15
Fleetmaster
20
Heirloom Blade
Lathimon’s Flock


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+
6
-2
3
Exitus rifle [devastating wounds, heavy, ignores cover, precision]
Exitus rifle [devastating wounds, heavy, ignores cover, precision]
48"
1
2+
8
-3
D3+3
MELEE WEAPONS
RANGE
A
WS
S
AP
D
Vindicare combat knife
Vindicare combat knife
Melee
4
2+
4
-1
1
ABILITIES
CORE: Infiltrators, Lone Operative, Stealth
FACTION: Assigned Agents
Deadshot: Each time this model makes a ranged attack, when selecting targets for that attack, you can ignore the Lone Operative ability.
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, add 1 to the Wound roll and any successful Wound roll scores a Critical Wound.
UNIT COMPOSITION
  • 1 Vindicare Assassin – EPIC HERO
This model is equipped with: exitus pistol; exitus rifle; Vindicare combat knife.
1 model ( Detachment)
110
1 model (Assigned Agent)
150
SHADOW ASSIGNMENT
This model cannot be selected to be your WARLORD.

If your army faction is , then during the Declare Battle Formations step, you can replace this model with a different OFFICIO ASSASSINORUM model, provided the total points value of the new model does not exceed the points value of the model it replaced. Your army cannot include duplicates of the same model (i.e. after replacing a model with this rule, your army cannot have more than 1 VINDICARE ASSASSIN, it cannot have more than 1 CULEXUS ASSASSIN, it cannot have more than 1 EVERSOR ASSASSIN and it cannot have more than 1 CALLIDUS ASSASSIN).
KEYWORDS: INFANTRY, CHARACTER, EPIC HERO, SMOKE, IMPERIUM, OFFICIO ASSASSINORUM, VINDICARE ASSASSIN
FACTION KEYWORDS:
STRATAGEMS
BATTLEFIELD COMMAND
1CP
Boarding Actions – Strategic Ploy
BA
COMMAND RE-ROLL
1CP
Boarding Actions – Epic Deed
BA
INSANE BRAVERY
1CP
Boarding Actions – Epic Deed
BA
EXPLOSIVE CLEARANCE
1CP
Boarding Actions – Battle Tactic
BA
COUNTER-OFFENSIVE
2CP
Boarding Actions – Strategic Ploy
BA
COMMAND RE-ROLL
1CP
Core – Battle Tactic
C
INSANE BRAVERY
1CP
Core – Epic Deed
C
FIRE OVERWATCH
1CP
Core – Strategic Ploy
C
RAPID INGRESS
1CP
Core – Strategic Ploy
C
GO TO GROUND
1CP
Core – Battle Tactic
C
SMOKESCREEN
1CP
Core – Wargear
C
HEROIC INTERVENTION
1CP
Core – Strategic Ploy
C
COUNTER-OFFENSIVE
2CP
Core – Strategic Ploy
C
EPIC CHALLENGE
1CP
Core – Epic Deed
C
EMPEROR’S WILL
1CP
Imperialis Fleet – Strategic Ploy
VIOLENT ACQUISITION
2CP
Imperialis Fleet – Strategic Ploy
EXACT PUNISHMENT
1CP
Purgation Force – Strategic Ploy
DETACHMENT ABILITY
At all Costs


Watch Captain Artemis
(⌀32mm)
M
6"
T
4
Sv
3+
W
4
Ld
6+
OC
1
INVULNERABLE SAVE
4+
RANGED WEAPONS
RANGE
A
BS
S
AP
D
Hellfire Extremis [anti-infantry 4+, devastating wounds, ignores cover, torrent]
Hellfire Extremis [anti-infantry 4+, devastating wounds, ignores cover, torrent]
12"
D6
N/A
4
-1
1
MELEE WEAPONS
RANGE
A
WS
S
AP
D
Master-crafted power weapon
Master-crafted power weapon
Melee
6
2+
5
-2
2
ABILITIES
CORE: Feel No Pain 6+, Leader
FACTION: Assigned Agents
Tactical Instinct: While this model is leading a unit, weapons equipped by models in that unit have the [LETHAL HITS] ability.
Unstoppable Champion: The first time this model is destroyed, roll one D6 at the end of the phase. On a 2+, set this model back up on the battlefield, as close as possible to where it was destroyed and not within Engagement Range of any enemy units, with 1 wound remaining.
UNIT COMPOSITION
  • 1 Watch Captain Artemis
This model is equipped with: Hellfire Extremis; master-crafted power weapon.
1 model
65
LEADER
KEYWORDS: INFANTRY, CHARACTER, EPIC HERO, GRENADES, IMPERIUM, ORDO XENOS, DEATHWATCH, WATCH CAPTAIN ARTEMIS
FACTION KEYWORDS:
STRATAGEMS
ADAPTIVE TACTICS
1CP
Alien Hunters – Strategic Ploy
ARMOUR OF CONTEMPT
1CP
Alien Hunters – Battle Tactic
DRAGONFIRE ROUNDS
1CP
Alien Hunters – Wargear
HELLFIRE ROUNDS
1CP
Alien Hunters – Wargear
KRAKEN ROUNDS
1CP
Alien Hunters – Wargear
RAPID TACTICAL RELOCATION
1CP
Alien Hunters – Strategic Ploy
BATTLEFIELD COMMAND
1CP
Boarding Actions – Strategic Ploy
BA
COMMAND RE-ROLL
1CP
Boarding Actions – Epic Deed
BA
INSANE BRAVERY
1CP
Boarding Actions – Epic Deed
BA
EXPLOSIVE CLEARANCE
1CP
Boarding Actions – Battle Tactic
BA
COUNTER-OFFENSIVE
2CP
Boarding Actions – Strategic Ploy
BA
COMMAND RE-ROLL
1CP
Core – Battle Tactic
C
INSANE BRAVERY
1CP
Core – Epic Deed
C
FIRE OVERWATCH
1CP
Core – Strategic Ploy
C
RAPID INGRESS
1CP
Core – Strategic Ploy
C
GRENADE
1CP
Core – Wargear
C
GO TO GROUND
1CP
Core – Battle Tactic
C
HEROIC INTERVENTION
1CP
Core – Strategic Ploy
C
COUNTER-OFFENSIVE
2CP
Core – Strategic Ploy
C
EPIC CHALLENGE
1CP
Core – Epic Deed
C
EMPEROR’S WILL
1CP
Imperialis Fleet – Strategic Ploy
VIOLENT ACQUISITION
2CP
Imperialis Fleet – Strategic Ploy
DISPLACER FIELD
1CP
Imperialis Fleet – Wargear
EXACT PUNISHMENT
1CP
Purgation Force – Strategic Ploy
DETACHMENT ABILITY
Deathwatch Mission Tactics
At all Costs


Watch Master
(⌀32mm)
M
6"
T
4
Sv
2+
W
5
Ld
6+
OC
1
INVULNERABLE SAVE
4+
RANGED WEAPONS
RANGE
A
BS
S
AP
D
Vigil spear
Vigil spear
24"
2
2+
4
-1
2
MELEE WEAPONS
RANGE
A
WS
S
AP
D
Vigil spear [lance]
Vigil spear [lance]
Melee
6
2+
6
-2
D3
ABILITIES
CORE: Leader
FACTION: Assigned Agents
Strategic Knowledge: While this model is leading a unit, that unit is eligible to shoot and declare a charge in a turn in which it Advanced or Fell Back.
Rites of Battle: Once per battle round, one unit from your army with this ability can use it when its unit is targeted with a Stratagem. If it does, reduce the CP cost of that use of that Stratagem by 1CP.
UNIT COMPOSITION
  • 1 Watch Master
This model is equipped with: vigil spear.
1 model
105
LEADER
KEYWORDS: INFANTRY, CHARACTER, GRENADES, IMPERIUM, ORDO XENOS, DEATHWATCH, WATCH MASTER
FACTION KEYWORDS:
STRATAGEMS
ADAPTIVE TACTICS
1CP
Alien Hunters – Strategic Ploy
ARMOUR OF CONTEMPT
1CP
Alien Hunters – Battle Tactic
DRAGONFIRE ROUNDS
1CP
Alien Hunters – Wargear
HELLFIRE ROUNDS
1CP
Alien Hunters – Wargear
KRAKEN ROUNDS
1CP
Alien Hunters – Wargear
RAPID TACTICAL RELOCATION
1CP
Alien Hunters – Strategic Ploy
BATTLEFIELD COMMAND
1CP
Boarding Actions – Strategic Ploy
BA
COMMAND RE-ROLL
1CP
Boarding Actions – Epic Deed
BA
INSANE BRAVERY
1CP
Boarding Actions – Epic Deed
BA
EXPLOSIVE CLEARANCE
1CP
Boarding Actions – Battle Tactic
BA
COUNTER-OFFENSIVE
2CP
Boarding Actions – Strategic Ploy
BA
COMMAND RE-ROLL
1CP
Core – Battle Tactic
C
INSANE BRAVERY
1CP
Core – Epic Deed
C
FIRE OVERWATCH
1CP
Core – Strategic Ploy
C
RAPID INGRESS
1CP
Core – Strategic Ploy
C
GRENADE
1CP
Core – Wargear
C
GO TO GROUND
1CP
Core – Battle Tactic
C
HEROIC INTERVENTION
1CP
Core – Strategic Ploy
C
COUNTER-OFFENSIVE
2CP
Core – Strategic Ploy
C
EPIC CHALLENGE
1CP
Core – Epic Deed
C
EMPEROR’S WILL
1CP
Imperialis Fleet – Strategic Ploy
VIOLENT ACQUISITION
2CP
Imperialis Fleet – Strategic Ploy
DISPLACER FIELD
1CP
Imperialis Fleet – Wargear
EXACT PUNISHMENT
1CP
Purgation Force – Strategic Ploy
DETACHMENT ABILITY
Deathwatch Mission Tactics
At all Costs
ENHANCEMENTS
Universal Anathema
10
Blackweave Shroud
15
Amulet of Auto-Chastisement
25
Beacon Angelis
30
Digital Weapons
10
Clandestine Operation
15


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 melee 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, ORDO XENOS, INQUISITOR, EISENHORN
FACTION KEYWORDS:
STRATAGEMS
RAPID TACTICAL RELOCATION
1CP
Alien Hunters – Strategic Ploy
BATTLEFIELD COMMAND
1CP
Boarding Actions – Strategic Ploy
BA
COMMAND RE-ROLL
1CP
Boarding Actions – Epic Deed
BA
INSANE BRAVERY
1CP
Boarding Actions – Epic Deed
BA
EXPLOSIVE CLEARANCE
1CP
Boarding Actions – Battle Tactic
BA
COUNTER-OFFENSIVE
2CP
Boarding Actions – Strategic Ploy
BA
COMMAND RE-ROLL
1CP
Core – Battle Tactic
C
INSANE BRAVERY
1CP
Core – Epic Deed
C
FIRE OVERWATCH
1CP
Core – Strategic Ploy
C
RAPID INGRESS
1CP
Core – Strategic Ploy
C
GRENADE
1CP
Core – Wargear
C
GO TO GROUND
1CP
Core – Battle Tactic
C
HEROIC INTERVENTION
1CP
Core – Strategic Ploy
C
COUNTER-OFFENSIVE
2CP
Core – Strategic Ploy
C
EPIC CHALLENGE
1CP
Core – Epic Deed
C
RITUAL OF WARDING
1CP
Daemon Hunters – Strategic Ploy
RITES OF EXORCISM
1CP
Daemon Hunters – Strategic Ploy
EMPEROR’S WILL
1CP
Imperialis Fleet – Strategic Ploy
VIOLENT ACQUISITION
2CP
Imperialis Fleet – Strategic Ploy
DISPLACER FIELD
1CP
Imperialis Fleet – Wargear
EXACT PUNISHMENT
1CP
Purgation Force – Strategic Ploy
DETACHMENT ABILITY
Root out Heresy
Destroy the Daemonic
At all Costs


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
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
Psycannon [psychic]
Psycannon [psychic]
24"
3
3+
8
-1
2
Psychic shock wave [devastating wounds, psychic, torrent]
Psychic shock wave [devastating wounds, psychic, torrent]
18"
2D6
N/A
3
-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
WARGEAR OPTIONS
  • This model’s storm bolter can be replaced with 1 combi-weapon.
  • This model’s blessed wardings can be replaced with 1 psychic gifts and 1 psychic shock wave.
  • 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.

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 the bearer is leading a unit, models in that unit have a 6+ invulnerable save.
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
KEYWORDS: INFANTRY, CHARACTER, GRENADES, TERMINATOR, IMPERIUM, INQUISITOR
FACTION KEYWORDS:
STRATAGEMS
RAPID TACTICAL RELOCATION
1CP
Alien Hunters – Strategic Ploy
BATTLEFIELD COMMAND
1CP
Boarding Actions – Strategic Ploy
BA
COMMAND RE-ROLL
1CP
Boarding Actions – Epic Deed
BA
INSANE BRAVERY
1CP
Boarding Actions – Epic Deed
BA
EXPLOSIVE CLEARANCE
1CP
Boarding Actions – Battle Tactic
BA
COUNTER-OFFENSIVE
2CP
Boarding Actions – Strategic Ploy
BA
COMMAND RE-ROLL
1CP
Core – Battle Tactic
C
INSANE BRAVERY
1CP
Core – Epic Deed
C
FIRE OVERWATCH
1CP
Core – Strategic Ploy
C
RAPID INGRESS
1CP
Core – Strategic Ploy
C
GRENADE
1CP
Core – Wargear
C
GO TO GROUND
1CP
Core – Battle Tactic
C
HEROIC INTERVENTION
1CP
Core – Strategic Ploy
C
COUNTER-OFFENSIVE
2CP
Core – Strategic Ploy
C
EPIC CHALLENGE
1CP
Core – Epic Deed
C
RITUAL OF WARDING
1CP
Daemon Hunters – Strategic Ploy
RITES OF EXORCISM
1CP
Daemon Hunters – Strategic Ploy
EMPEROR’S WILL
1CP
Imperialis Fleet – Strategic Ploy
VIOLENT ACQUISITION
2CP
Imperialis Fleet – Strategic Ploy
DISPLACER FIELD
1CP
Imperialis Fleet – Wargear
EXACT PUNISHMENT
1CP
Purgation Force – Strategic Ploy
DETACHMENT ABILITY
Root out Heresy
Destroy the Daemonic
At all Costs
ENHANCEMENTS
Universal Anathema
10
Blackweave Shroud
15
Ignis Judicium
10
Liber Heresius
10
Witch Hunter
15
No Escape (Aura)
25
Daemon Slayer
10
Grimoire of True Names (Aura)
10
Gift of the Prescient
20
Formidable Resolve
5
Digital Weapons
10
Clandestine Operation
15


Inquisitor Karamazov
(⌀60mm)
M
8"
T
9
Sv
3+
W
10
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, improve the Leadership characteristic of models in that unit by 1. While an enemy unit is within 6" of this model, worsen the Leadership characteristic of models in that unit by 1.
Unsubtle Crusader: At the start of the Declare Battle Formations step, you can select up to three INFANTRY units from your army, or one IMPERIUM BATTLELINE unit from your army – those units gain the Scouts 6" ability.
UNIT COMPOSITION
  • 1 Inquisitor Karamazov – EPIC HERO
This model is equipped with: master-crafted multi-melta; master-crafted power sword.
1 model
140
KEYWORDS: VEHICLE, WALKER, CHARACTER, EPIC HERO, IMPERIUM, INQUISITOR, ORDO HERETICUS, KARAMAZOV
FACTION KEYWORDS:
STRATAGEMS
RAPID TACTICAL RELOCATION
1CP
Alien Hunters – Strategic Ploy
BATTLEFIELD COMMAND
1CP
Boarding Actions – Strategic Ploy
BA
COMMAND RE-ROLL
1CP
Boarding Actions – Epic Deed
BA
INSANE BRAVERY
1CP
Boarding Actions – Epic Deed
BA
EXPLOSIVE CLEARANCE
1CP
Boarding Actions – Battle Tactic
BA
COUNTER-OFFENSIVE
2CP
Boarding Actions – Strategic Ploy
BA
COMMAND RE-ROLL
1CP
Core – Battle Tactic
C
INSANE BRAVERY
1CP
Core – Epic Deed
C
FIRE OVERWATCH
1CP
Core – Strategic Ploy
C
RAPID INGRESS
1CP
Core – Strategic Ploy
C
TANK SHOCK
1CP
Core – Strategic Ploy
C
HEROIC INTERVENTION
1CP
Core – Strategic Ploy
C
COUNTER-OFFENSIVE
2CP
Core – Strategic Ploy
C
EPIC CHALLENGE
1CP
Core – Epic Deed
C
RITUAL OF WARDING
1CP
Daemon Hunters – Strategic Ploy
RITES OF EXORCISM
1CP
Daemon Hunters – Strategic Ploy
EMPEROR’S WILL
1CP
Imperialis Fleet – Strategic Ploy
VIOLENT ACQUISITION
2CP
Imperialis Fleet – Strategic Ploy
DISPLACER FIELD
1CP
Imperialis Fleet – Wargear
DISPENSE JUSTICE
1CP
Purgation Force – Battle Tactic
LINE OF FIRE
2CP
Purgation Force – Strategic Ploy
EXACT PUNISHMENT
1CP
Purgation Force – Strategic Ploy
DETACHMENT ABILITY
Root out Heresy
Destroy the Daemonic
At all Costs


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
3
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
Backroom Deals: If your army contains one or more units with this ability, during the Declare Battle Formations step, select one of those units. While the selected 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 both players have deployed their armies, select up to D3 IMPERIUM BATTLELINE units from your army and redeploy them. When doing so, you can set those units up in Strategic Reserves, regardless of how many units are already in Strategic Reserves.
UNIT COMPOSITION
  • 1 Janus Draik – EPIC HERO
This model is equipped with: heirloom pistol; monomolecular rapier.
1 model
40
LEADER
This model can be attached to the following units:
KEYWORDS: INFANTRY, GRENADES, IMPERIUM, VOIDFARERS, CHARACTER, EPIC HERO, JANUS DRAIK
FACTION KEYWORDS:
STRATAGEMS
BATTLEFIELD COMMAND
1CP
Boarding Actions – Strategic Ploy
BA
COMMAND RE-ROLL
1CP
Boarding Actions – Epic Deed
BA
INSANE BRAVERY
1CP
Boarding Actions – Epic Deed
BA
EXPLOSIVE CLEARANCE
1CP
Boarding Actions – Battle Tactic
BA
COUNTER-OFFENSIVE
2CP
Boarding Actions – Strategic Ploy
BA
COMMAND RE-ROLL
1CP
Core – Battle Tactic
C
INSANE BRAVERY
1CP
Core – Epic Deed
C
FIRE OVERWATCH
1CP
Core – Strategic Ploy
C
RAPID INGRESS
1CP
Core – Strategic Ploy
C
GRENADE
1CP
Core – Wargear
C
GO TO GROUND
1CP
Core – Battle Tactic
C
HEROIC INTERVENTION
1CP
Core – Strategic Ploy
C
COUNTER-OFFENSIVE
2CP
Core – Strategic Ploy
C
EPIC CHALLENGE
1CP
Core – Epic Deed
C
EMPEROR’S WILL
1CP
Imperialis Fleet – Strategic Ploy
MASTERS OF THE VOID
1CP
Imperialis Fleet – Epic Deed
VIOLENT ACQUISITION
2CP
Imperialis Fleet – Strategic Ploy
CLOSE-QUARTERS BARRAGE
1CP
Imperialis Fleet – Battle Tactic
DISPLACER FIELD
1CP
Imperialis Fleet – Wargear
EXACT PUNISHMENT
1CP
Purgation Force – Strategic Ploy
DETACHMENT ABILITY
At all Costs


Jokaero Weaponsmith
(⌀25mm)
M
6"
T
3
Sv
5+
W
2
Ld
7+
OC
-
INVULNERABLE SAVE
4+
RANGED WEAPONS
RANGE
A
BS
S
AP
D
Jokaero weapons – scattered [TORRENT]
Jokaero weapons – scattered [TORRENT]
12"
D6
N/A
4
0
1
Jokaero weapons – focused
Jokaero weapons – focused
24"
1
4+
10
-1
3
MELEE WEAPONS
RANGE
A
WS
S
AP
D
Close combat weapon
Close combat weapon
Melee
2
5+
4
0
1
WARGEAR OPTIONS
  • None

INQUISITORIAL AGENT
If your Army Faction is not , then for each unique pairing of 1 INQUISITORIAL AGENTS unit and 1 JOKAERO WEAPONSMITH unit occuring in your army, increase the maximum number of CHARACTER units permitted in your army by 1.
ABILITIES
CORE: Leader
FACTION: Assigned Agents
Inconceivable Augmentation: While this model is leading a unit, ranged weapons equipped by models in that unit have the [LETHAL HITS] ability.
A Weaponsmith, Not a Warlord: This model cannot be selected to be your WARLORD. While an INQUISITOR model is leading a unit that includes one or more JOKAERO WEAPONSMITH models, the Objective Control characteristic of JOKAERO WEAPONSMITH models in that unit is 1.
UNIT COMPOSITION
  • 1 Jokaero Weaponsmith
Every model is equipped with: unholy gaze; Warp grasp.
1 model
30
LEADER
This model can be attached to the following unit: You can attach this model to an INQUISITORIAL AGENTS unit, even if one INQUISITOR unit has already been attached to it. If you do, and that Bodyguard unit is destroyed, the Leader units attached to it become separate units, with their original Starting Strengths.
KEYWORDS: INFANTRY, IMPERIUM, CHARACTER, JOKAERO WEAPONSMITH
FACTION KEYWORDS:
STRATAGEMS
BATTLEFIELD COMMAND
1CP
Boarding Actions – Strategic Ploy
BA
COMMAND RE-ROLL
1CP
Boarding Actions – Epic Deed
BA
INSANE BRAVERY
1CP
Boarding Actions – Epic Deed
BA
EXPLOSIVE CLEARANCE
1CP
Boarding Actions – Battle Tactic
BA
COUNTER-OFFENSIVE
2CP
Boarding Actions – Strategic Ploy
BA
COMMAND RE-ROLL
1CP
Core – Battle Tactic
C
INSANE BRAVERY
1CP
Core – Epic Deed
C
FIRE OVERWATCH
1CP
Core – Strategic Ploy
C
RAPID INGRESS
1CP
Core – Strategic Ploy
C
GO TO GROUND
1CP
Core – Battle Tactic
C
HEROIC INTERVENTION
1CP
Core – Strategic Ploy
C
COUNTER-OFFENSIVE
2CP
Core – Strategic Ploy
C
EPIC CHALLENGE
1CP
Core – Epic Deed
C
EMPEROR’S WILL
1CP
Imperialis Fleet – Strategic Ploy
VIOLENT ACQUISITION
2CP
Imperialis Fleet – Strategic Ploy
DISPLACER FIELD
1CP
Imperialis Fleet – Wargear
EXACT PUNISHMENT
1CP
Purgation Force – Strategic Ploy
DETACHMENT ABILITY
At all Costs
ENHANCEMENTS
Universal Anathema
10
Blackweave Shroud
15
Digital Weapons
10
Clandestine Operation
15


Kill Team Cassius
M
6"
T
4
Sv
3+
W
2
Ld
6+
OC
2
KILL TEAM VETERAN(⌀32mm)
12"
5
3+
3
6+
2
KILL TEAM BIKER(⌀75 x 42mm)
6"
4
3+
4
5+
2
CHAPLAIN CASSIUS(⌀32mm)
INVULNERABLE SAVE
4+
5"
5
2+
3
6+
2
KILL TEAM TERMINATOR(⌀40mm)
INVULNERABLE SAVE
4+
RANGED WEAPONS
RANGE
A
BS
S
AP
D
Bolt pistol [pistol]
Bolt pistol [pistol]
12"
1
3+
4
0
1
Boltgun
Boltgun
24"
2
3+
4
0
1
Deathwatch twin boltgun [TWIN-LINKED]
Deathwatch twin boltgun [TWIN-LINKED]
24"
2
3+
4
0
1
Frag cannon [blast, heavy, rapid fire d3]
Frag cannon [blast, heavy, rapid fire d3]
18"
D3
4+
7
-1
2
Heavy flamer [ignores cover, torrent]
Heavy flamer [ignores cover, torrent]
12"
D6
N/A
5
-1
1
Long Vigil ranged weapon [anti-infantry 4+, devastating wounds, rapid fire 1]
Long Vigil ranged weapon [anti-infantry 4+, devastating wounds, rapid fire 1]
24"
1
4+
4
0
1
Psychic Cleanse [psychic]
Psychic Cleanse [psychic]
24"
D6
3+
5
-1
D3
MELEE WEAPONS
RANGE
A
WS
S
AP
D
Artificer crozius
Artificer crozius
Melee
5
2+
6
-1
2
Close combat weapon
Close combat weapon
Melee
3
3+
5
-2
1
Force weapon [psychic]
Force weapon [psychic]
Melee
5
2+
5
-3
D3
Long Vigil melee weapon
Long Vigil melee weapon
Melee
3
3+
5
-2
1
Power fist
Power fist
Melee
3
3+
8
-2
2
Twin lightning claws [twin-linked]
Twin lightning claws [twin-linked]
Melee
4
3+
5
-2
1
WARGEAR OPTIONS
  • Chaplain Cassius is equipped with: artificer crozius; bolt pistol.
  • Vael Donatus is equipped with: boltgun; bolt pistol; close combat weapon.
  • Zameon Gydrael is equipped with: Long Vigil ranged weapon; Long Vigil melee weapon.
  • Rodricus Grytt is equipped with: frag cannon; bolt pistol; close combat weapon.
  • Antor Delassio is equipped with: Long Vigil ranged weapon; Long Vigil melee weapon, jump pack.
  • Edryc Setorax is equipped with: twin lightning claws, jump pack.
  • Jensus Natorian is equipped with: psychic Cleanse; bolt pistol; force weapon; psychic hood.
  • Drenn Redblade is equipped with: Long Vigil melee weapon; boltgun.
  • Garran Branatar is equipped with: heavy flamer; Long Vigil ranged weapon; power fist.
  • Ennox Sorrlock is equipped with: Long Vigil ranged weapon; close combat weapon.
  • Jetek Suberei is equipped with: Deathwatch twin boltgun; Long Vigil melee weapon.

ABILITIES
CORE: Deep Strike
FACTION: Assigned Agents, Kill Team
Catechism of Death: While this unit contains Chaplain Cassius, melee weapons equipped by models in this unit have the [DEVASTATING WOUNDS] ability.
Unflinching: You can re-roll Battle-shock tests for this unit.
WARGEAR ABILITIES
Jump Pack: The bearer has a Move characteristic of 12" and can move over models and terrain as if they were not there.
Psychic Hood: Models in the bearer’s unit have the Feel No Pain 4+ ability against Psychic Attacks.
UNIT COMPOSITION
  • 1 Chaplain Cassius – EPIC HERO
  • 8 Kill Team Veterans:
    • Vael Donatus
    • Zameon Gydrael
    • Rodricus Grytt
    • Antor Delassio
    • Edryc Setorax
    • Jensus Natorian
    • Drenn Redblade
    • Ennox Sorrlock
  • 1 Kill Team Terminator (Garran Branatar)
  • 1 Kill Team Biker (Jetek Suberei)
11 models
220
CASSIUS
Your army cannot contain both Chaplain Cassius and KILL TEAM CASSIUS.
KEYWORDS – ALL: INFANTRY, KILL TEAM, GRENADES, IMPERIUM, ORDO XENOS, DEATHWATCH, KILL TEAM CASSIUSCHAPLAIN CASSIUS: CHARACTER, EPIC HERO
FACTION KEYWORDS:
STRATAGEMS
ADAPTIVE TACTICS
1CP
Alien Hunters – Strategic Ploy
ARMOUR OF CONTEMPT
1CP
Alien Hunters – Battle Tactic
DRAGONFIRE ROUNDS
1CP
Alien Hunters – Wargear
HELLFIRE ROUNDS
1CP
Alien Hunters – Wargear
KRAKEN ROUNDS
1CP
Alien Hunters – Wargear
RAPID TACTICAL RELOCATION
1CP
Alien Hunters – Strategic Ploy
BATTLEFIELD COMMAND
1CP
Boarding Actions – Strategic Ploy
BA
COMMAND RE-ROLL
1CP
Boarding Actions – Epic Deed
BA
INSANE BRAVERY
1CP
Boarding Actions – Epic Deed
BA
EXPLOSIVE CLEARANCE
1CP
Boarding Actions – Battle Tactic
BA
COUNTER-OFFENSIVE
2CP
Boarding Actions – Strategic Ploy
BA
COMMAND RE-ROLL
1CP
Core – Battle Tactic
C
INSANE BRAVERY
1CP
Core – Epic Deed
C
FIRE OVERWATCH
1CP
Core – Strategic Ploy
C
RAPID INGRESS
1CP
Core – Strategic Ploy
C
GRENADE
1CP
Core – Wargear
C
GO TO GROUND
1CP
Core – Battle Tactic
C
HEROIC INTERVENTION
1CP
Core – Strategic Ploy
C
COUNTER-OFFENSIVE
2CP
Core – Strategic Ploy
C
EPIC CHALLENGE
1CP
Core – Epic Deed
C
EMPEROR’S WILL
1CP
Imperialis Fleet – Strategic Ploy
VIOLENT ACQUISITION
2CP
Imperialis Fleet – Strategic Ploy
DISPLACER FIELD
1CP
Imperialis Fleet – Wargear
EXACT PUNISHMENT
1CP
Purgation Force – Strategic Ploy
LED BY
DETACHMENT ABILITY
Deathwatch Mission Tactics
At all Costs


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"
4
3+
4
-2
1
MELEE WEAPONS
RANGE
A
WS
S
AP
D
Close combat weapon
Close combat weapon
Melee
4
3+
3
0
1
WARGEAR OPTIONS
  • None

ABILITIES
CORE: Infiltrators, Leader
FACTION: Assigned Agents
Backroom Deals: If your army contains one or more units with this ability, during the Declare Battle Formations step, select one of those units. While the selected 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 both players have deployed their armies, select up to D3 IMPERIUM BATTLELINE units from your army and redeploy them. When doing so, you can set those units up in Strategic Reserves, regardless of how many units are already in Strategic Reserves.
UNIT COMPOSITION
  • 1 Neyam Shai Murad – EPIC HERO
This model is equipped with: negotiator pistols; close combat weapon.
1 model
40
LEADER
This model can be attached to the following units:
KEYWORDS: INFANTRY, GRENADES, IMPERIUM, VOIDFARERS, CHARACTER, EPIC HERO, NEYAM SHAI MURAD
FACTION KEYWORDS:
STRATAGEMS
BATTLEFIELD COMMAND
1CP
Boarding Actions – Strategic Ploy
BA
COMMAND RE-ROLL
1CP
Boarding Actions – Epic Deed
BA
INSANE BRAVERY
1CP
Boarding Actions – Epic Deed
BA
EXPLOSIVE CLEARANCE
1CP
Boarding Actions – Battle Tactic
BA
COUNTER-OFFENSIVE
2CP
Boarding Actions – Strategic Ploy
BA
COMMAND RE-ROLL
1CP
Core – Battle Tactic
C
INSANE BRAVERY
1CP
Core – Epic Deed
C
FIRE OVERWATCH
1CP
Core – Strategic Ploy
C
RAPID INGRESS
1CP
Core – Strategic Ploy
C
GRENADE
1CP
Core – Wargear
C
GO TO GROUND
1CP
Core – Battle Tactic
C
HEROIC INTERVENTION
1CP
Core – Strategic Ploy
C
COUNTER-OFFENSIVE
2CP
Core – Strategic Ploy
C
EPIC CHALLENGE
1CP
Core – Epic Deed
C
EMPEROR’S WILL
1CP
Imperialis Fleet – Strategic Ploy
MASTERS OF THE VOID
1CP
Imperialis Fleet – Epic Deed
VIOLENT ACQUISITION
2CP
Imperialis Fleet – Strategic Ploy
CLOSE-QUARTERS BARRAGE
1CP
Imperialis Fleet – Battle Tactic
DISPLACER FIELD
1CP
Imperialis Fleet – Wargear
EXACT PUNISHMENT
1CP
Purgation Force – Strategic Ploy
DETACHMENT ABILITY
At all Costs


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 [ASSAULT]
Mk 1 assault weapon [ASSAULT]
24"
4
3+
5
-1
1
MELEE WEAPONS
RANGE
A
WS
S
AP
D
Power claw
Power claw
Melee
3
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: INFANTRY, IMPERIUM, CHARACTER, EPIC HERO, UR-025
FACTION KEYWORDS:
STRATAGEMS
BATTLEFIELD COMMAND
1CP
Boarding Actions – Strategic Ploy
BA
COMMAND RE-ROLL
1CP
Boarding Actions – Epic Deed
BA
INSANE BRAVERY
1CP
Boarding Actions – Epic Deed
BA
EXPLOSIVE CLEARANCE
1CP
Boarding Actions – Battle Tactic
BA
COUNTER-OFFENSIVE
2CP
Boarding Actions – Strategic Ploy
BA
COMMAND RE-ROLL
1CP
Core – Battle Tactic
C
INSANE BRAVERY
1CP
Core – Epic Deed
C
FIRE OVERWATCH
1CP
Core – Strategic Ploy
C
RAPID INGRESS
1CP
Core – Strategic Ploy
C
GO TO GROUND
1CP
Core – Battle Tactic
C
HEROIC INTERVENTION
1CP
Core – Strategic Ploy
C
COUNTER-OFFENSIVE
2CP
Core – Strategic Ploy
C
EPIC CHALLENGE
1CP
Core – Epic Deed
C
EMPEROR’S WILL
1CP
Imperialis Fleet – Strategic Ploy
VIOLENT ACQUISITION
2CP
Imperialis Fleet – Strategic Ploy
DISPLACER FIELD
1CP
Imperialis Fleet – Wargear
EXACT PUNISHMENT
1CP
Purgation Force – Strategic Ploy
DETACHMENT ABILITY
At all Costs

Battleline


Deathwatch Kill Team
(⌀32mm)
M
6"
T
4
Sv
3+
W
2
Ld
6+
OC
2
RANGED WEAPONS
RANGE
A
BS
S
AP
D
Boltgun
Boltgun
24"
2
3+
4
0
1
Frag cannon [blast, heavy, rapid fire d3]
Frag cannon [blast, heavy, rapid fire d3]
18"
D3
4+
7
-1
2
Infernus heavy bolter – heavy bolter [heavy, sustained hits 1]
Infernus heavy bolter – heavy bolter [heavy, sustained hits 1]
36"
3
4+
5
-1
2
Infernus heavy bolter – heavy flamer [ignores cover, torrent]
Infernus heavy bolter – heavy flamer [ignores cover, torrent]
12"
D6
N/A
5
-1
1
Combi-weapon [anti-infantry 4+, devastating wounds, rapid fire 1]
Combi-weapon [anti-infantry 4+, devastating wounds, rapid fire 1]
24"
1
4+
4
0
1
Stalker-pattern boltgun [HEAVY, PRECISION]
Stalker-pattern boltgun [HEAVY, PRECISION]
24"
1
3+
4
-1
2
Deathwatch shotgun [ASSAULT]
Deathwatch shotgun [ASSAULT]
18"
2
3+
4
0
2
MELEE WEAPONS
RANGE
A
WS
S
AP
D
Black Shield blades [TwIN-lINkED]
Black Shield blades [TwIN-lINkED]
Melee
4
3+
5
-2
1
Close combat weapon
Close combat weapon
Melee
3
3+
4
0
1
Deathwatch thunder hammer [devastating wounds]
Deathwatch thunder hammer [devastating wounds]
Melee
3
4+
10
-2
3
Power weapon
Power weapon
Melee
3
3+
5
-2
1
Xenophase blade [devastating wounds]
Xenophase blade [devastating wounds]
Melee
4
3+
5
-2
1
WARGEAR OPTIONS
  • For every 5 models in this unit, up to 2 models can each have their boltgun and power weapon replaced with one of the following:
    • 1 boltgun and 1 Astartes shield
    • 1 power weapon and 1 Astartes shield
  • For every 5 models in this unit, up to 2 models can each have their boltgun and power weapon replaced with 1 Deathwatch thunder hammer.
  • For every 5 models in this unit, 1 model can have their boltgun and power weapon replaced with 1 stalker-pattern boltgun and 1 close combat weapon.
  • For every 5 models in this unit, up to 2 models can each have their boltgun and power weapon replaced with 1 Deathwatch shotgun and 1 close combat weapon.
  • For every 5 models in this unit, 1 model can have its boltgun and power weapon replaced with 1 frag cannon and 1 close combat weapon.
  • For every 5 models in this unit, 1 model can have its boltgun and power weapon replaced with 1 infernus heavy bolter and 1 close combat weapon.
  • One model's boltgun and power weapon can be replaced with 1 Black Shield blades.
  • The Watch Sergeant’s power weapon can be replaced with 1 xenophase blade.
  • The Watch Sergeant's boltgun can be replaced with 1 combi-weapon.

ABILITIES
FACTION: Assigned Agents
Death to the Alien: Each time a model in this unit makes an attack, re-roll a Hit roll of 1. If the target of that attack does not have the IMPERIUM or CHAOS keywords, you can re-roll the Hit roll instead.
WARGEAR ABILITIES
Astartes Shield: The bearer has a 4+ invulnerable save.
UNIT COMPOSITION
  • 1 Watch Sergeant
  • 4-9 Deathwatch Veterans
Every model is equipped with: boltgun; power weapon.
5 models
100
10 models
200
KEYWORDS: INFANTRY, BATTLELINE, GRENADES, IMPERIUM, ORDO XENOS, RETINUE, DEATHWATCH, KILL TEAM
FACTION KEYWORDS:
STRATAGEMS
ADAPTIVE TACTICS
1CP
Alien Hunters – Strategic Ploy
ARMOUR OF CONTEMPT
1CP
Alien Hunters – Battle Tactic
DRAGONFIRE ROUNDS
1CP
Alien Hunters – Wargear
HELLFIRE ROUNDS
1CP
Alien Hunters – Wargear
KRAKEN ROUNDS
1CP
Alien Hunters – Wargear
RAPID TACTICAL RELOCATION
1CP
Alien Hunters – Strategic Ploy
COMMAND RE-ROLL
1CP
Boarding Actions – Epic Deed
BA
INSANE BRAVERY
1CP
Boarding Actions – Epic Deed
BA
EXPLOSIVE CLEARANCE
1CP
Boarding Actions – Battle Tactic
BA
COUNTER-OFFENSIVE
2CP
Boarding Actions – Strategic Ploy
BA
COMMAND RE-ROLL
1CP
Core – Battle Tactic
C
INSANE BRAVERY
1CP
Core – Epic Deed
C
FIRE OVERWATCH
1CP
Core – Strategic Ploy
C
RAPID INGRESS
1CP
Core – Strategic Ploy
C
GRENADE
1CP
Core – Wargear
C
GO TO GROUND
1CP
Core – Battle Tactic
C
HEROIC INTERVENTION
1CP
Core – Strategic Ploy
C
COUNTER-OFFENSIVE
2CP
Core – Strategic Ploy
C
EMPEROR’S WILL
1CP
Imperialis Fleet – Strategic Ploy
VIOLENT ACQUISITION
2CP
Imperialis Fleet – Strategic Ploy
EXACT PUNISHMENT
1CP
Purgation Force – Strategic Ploy
LED BY
DETACHMENT ABILITY
Deathwatch Mission Tactics
At all Costs


Imperial Navy Breachers
(⌀25mm)
M
6"
T
3
Sv
4+
W
1
Ld
7+
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
5+
9
-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
Chainsword
Chainsword
Melee
3
4+
3
0
1
Close combat weapon
Close combat weapon
Melee
1
4+
3
0
1
Power weapon
Power weapon
Melee
2
4+
4
-2
1
One Shot: The bearer can only shoot with this weapon once per battle.
WARGEAR OPTIONS
  • 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
  • 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 power weapon.
  • 1 Navis Armsman’s Navis shotgun can be replaced with 1 autopistol and 1 chainfist.
  • 1 Navis Armsman can be equipped with 1 demolition charge.

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 is within range of an objective marker, you can re-roll the Wound roll instead.
Gheistskull: Once per battle, when you select this unit as the target of the Grenade Stratagem, you can target one enemy unit visible to and within 18" of this unit that is not within Engagement Range of any units from your army, instead of one within 8".
CAT Unit: Once per battle, when this unit is selected to shoot, until the end of the phase, ranged weapons equipped by models in this unit gain the [IGNORES COVER] ability.

Designer’s Note: Place one Gheistskull and one CAT Unit token next to this unit, removing each token once the relevant ability has been used.
WARGEAR ABILITIES
Endurant Shield: The bearer has a 4+ invulnerable save.
UNIT COMPOSITION
  • 1 Navis Sergeant-at-Arms
  • 9 Navis Armsmen
The Navis Sergeant-at-Arms is equipped with: Navis shotgun; close combat weapon.

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
90
KEYWORDS: INFANTRY, BATTLELINE, GRENADES, SMOKE, IMPERIUM, VOIDFARERS, RETINUE, IMPERIAL NAVY BREACHERS
FACTION KEYWORDS:
STRATAGEMS
COMMAND RE-ROLL
1CP
Boarding Actions – Epic Deed
BA
INSANE BRAVERY
1CP
Boarding Actions – Epic Deed
BA
EXPLOSIVE CLEARANCE
1CP
Boarding Actions – Battle Tactic
BA
COUNTER-OFFENSIVE
2CP
Boarding Actions – Strategic Ploy
BA
COMMAND RE-ROLL
1CP
Core – Battle Tactic
C
INSANE BRAVERY
1CP
Core – Epic Deed
C
FIRE OVERWATCH
1CP
Core – Strategic Ploy
C
RAPID INGRESS
1CP
Core – Strategic Ploy
C
GRENADE
1CP
Core – Wargear
C
GO TO GROUND
1CP
Core – Battle Tactic
C
SMOKESCREEN
1CP
Core – Wargear
C
HEROIC INTERVENTION
1CP
Core – Strategic Ploy
C
COUNTER-OFFENSIVE
2CP
Core – Strategic Ploy
C
EMPEROR’S WILL
1CP
Imperialis Fleet – Strategic Ploy
VIOLENT ACQUISITION
2CP
Imperialis Fleet – Strategic Ploy
CLOSE-QUARTERS BARRAGE
1CP
Imperialis Fleet – Battle Tactic
EXACT PUNISHMENT
1CP
Purgation Force – Strategic Ploy
BREACH AND CLEAR
1CP
Voidship’s Company – Battle Tactic
LED BY
DETACHMENT ABILITY
At all Costs
Beseechment Codes
ENHANCEMENTS
Combat Landers
10


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
  • 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
  • The Proctor-Vigilant can be equipped with 1 nuncio aquila.

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): Once per battle, at the start of any Command phase, you can select one objective marker within 6" of the bearer. All enemy units (excluding MONSTERS and VEHICLES) within range of that objective marker must take a Battle-shock test. Each objective marker can only be targeted by this ability once per turn.

Designer’s Note: Place one Nuncio-aquila token next to the bearer, removing it once it uses this ability.
UNIT COMPOSITION
  • 1 Proctor-Vigilant
  • 9 Vigilants
  • 1 Cyber-mastiff
Every Proctor-Vigilant and Vigilant is equipped with: Arbites combat shotgun; Arbites shotpistol; close combat weapon.

The Cyber-mastiff is equipped with: mechanical bite.
11 models
85
KEYWORDS: INFANTRY, BATTLELINE, GRENADES, IMPERIUM, RETINUE, ADEPTUS ARBITES, VIGILANT SQUAD
FACTION KEYWORDS:
STRATAGEMS
COMMAND RE-ROLL
1CP
Boarding Actions – Epic Deed
BA
INSANE BRAVERY
1CP
Boarding Actions – Epic Deed
BA
EXPLOSIVE CLEARANCE
1CP
Boarding Actions – Battle Tactic
BA
COUNTER-OFFENSIVE
2CP
Boarding Actions – Strategic Ploy
BA
COMMAND RE-ROLL
1CP
Core – Battle Tactic
C
INSANE BRAVERY
1CP
Core – Epic Deed
C
FIRE OVERWATCH
1CP
Core – Strategic Ploy
C
RAPID INGRESS
1CP
Core – Strategic Ploy
C
GRENADE
1CP
Core – Wargear
C
GO TO GROUND
1CP
Core – Battle Tactic
C
HEROIC INTERVENTION
1CP
Core – Strategic Ploy
C
COUNTER-OFFENSIVE
2CP
Core – Strategic Ploy
C
EMPEROR’S WILL
1CP
Imperialis Fleet – Strategic Ploy
VIOLENT ACQUISITION
2CP
Imperialis Fleet – Strategic Ploy
INESCAPABLE JUDGEMENT
1CP
Interdiction Team – Strategic Ploy
DUTY AND DEATH
1CP
Interdiction Team – Battle Tactic
ARBITRARY EXECUTION
1CP
Interdiction Team – Strategic Ploy
CRACKDOWN
1CP
Interdiction Team – Battle Tactic
STUN GRENADES
1CP
Purgation Force – Wargear
EXECUTION ORDER
2CP
Purgation Force – Epic Deed
DISPENSE JUSTICE
1CP
Purgation Force – Battle Tactic
INVIOLATE JURISDICTION
1CP
Purgation Force – Strategic Ploy
LINE OF FIRE
2CP
Purgation Force – Strategic Ploy
EXACT PUNISHMENT
1CP
Purgation Force – Strategic Ploy
LED BY
DETACHMENT ABILITY
Root out Heresy
At all Costs
Chastisor Auto-Vox

Dedicated Transports


Imperial Rhino
(⌀Use model)
M
12"
T
9
Sv
3+
W
10
Ld
6+
OC
2
RANGED WEAPONS
RANGE
A
BS
S
AP
D
Hunter-killer missile [one shot]
Hunter-killer missile [one shot]
48"
1
2+
14
-3
D6
Storm bolter [rapid fire 2]
Storm bolter [rapid fire 2]
24"
2
3+
4
0
1
MELEE WEAPONS
RANGE
A
WS
S
AP
D
Armoured tracks
Armoured tracks
Melee
3
4+
6
0
1
One Shot: The bearer can only shoot with this weapon once per battle.
WARGEAR OPTIONS
  • This model can be equipped with 1 hunter-killer missile.

ABILITIES
CORE: Deadly Demise D3, Firing Deck 2
FACTION: Assigned Agents
Self Repair: At the end of your Command phase, this model regains 1 lost wound.
UNIT COMPOSITION
  • 1 Imperial Rhino
This model is equipped with: storm bolter; armoured tracks.
1 model
75
TRANSPORT
This model has a transport capacity of 12 INFANTRY models. It cannot transport TERMINATOR or OFFICIO ASSASSINORUM models.
KEYWORDS: VEHICLE, SMOKE, TRANSPORT, DEDICATED TRANSPORT, IMPERIUM, IMPERIAL RHINO
FACTION KEYWORDS:
STRATAGEMS
COMMAND RE-ROLL
1CP
Boarding Actions – Epic Deed
BA
INSANE BRAVERY
1CP
Boarding Actions – Epic Deed
BA
EXPLOSIVE CLEARANCE
1CP
Boarding Actions – Battle Tactic
BA
COUNTER-OFFENSIVE
2CP
Boarding Actions – Strategic Ploy
BA
COMMAND RE-ROLL
1CP
Core – Battle Tactic
C
INSANE BRAVERY
1CP
Core – Epic Deed
C
FIRE OVERWATCH
1CP
Core – Strategic Ploy
C
RAPID INGRESS
1CP
Core – Strategic Ploy
C
SMOKESCREEN
1CP
Core – Wargear
C
TANK SHOCK
1CP
Core – Strategic Ploy
C
HEROIC INTERVENTION
1CP
Core – Strategic Ploy
C
COUNTER-OFFENSIVE
2CP
Core – Strategic Ploy
C
EMPEROR’S WILL
1CP
Imperialis Fleet – Strategic Ploy
VIOLENT ACQUISITION
2CP
Imperialis Fleet – Strategic Ploy
EXACT PUNISHMENT
1CP
Purgation Force – Strategic Ploy
DETACHMENT ABILITY
At all Costs


Inquisitorial Chimera
(⌀Use model)
M
10"
T
9
Sv
3+
W
11
Ld
7+
OC
2
RANGED WEAPONS
RANGE
A
BS
S
AP
D
Heavy bolter [sustained hits 1]
Heavy bolter [sustained hits 1]
36"
3
4+
5
-1
2
Heavy flamer [ignores cover, torrent]
Heavy flamer [ignores cover, torrent]
12"
D6
N/A
5
-1
1
Heavy stubber [rapid fire 3]
Heavy stubber [rapid fire 3]
36"
3
4+
4
0
1
Hunter-killer missile [one shot]
Hunter-killer missile [one shot]
48"
1
4+
14
-3
D6
Lasgun array [rapid fire 6]
Lasgun array [rapid fire 6]
24"
6
4+
3
0
1
Multi-laser
Multi-laser
36"
4
4+
6
0
1
Storm bolter [rapid fire 2]
Storm bolter [rapid fire 2]
24"
2
4+
4
0
1
MELEE WEAPONS
RANGE
A
WS
S
AP
D
Armoured tracks
Armoured tracks
Melee
3
4+
6
0
1
One Shot: The bearer can only shoot with this weapon once per battle.
WARGEAR OPTIONS
  • This model’s heavy bolter can be replaced with 1 heavy flamer.
  • This model’s multi-laser can be replaced with one of the following:
    • 1 Heavy bolter*
    • 1 Heavy flamer*
  • This model can be equipped with one of the following:
    • 1 heavy stubber
    • 1 storm bolter
  • This model can be equipped with 1 hunter-killer missile.

This weapon cannot be replaced.
ABILITIES
CORE: Deadly Demise D3, Firing Deck 2
FACTION: Assigned Agents
Rapid Deployment: Units can disembark from this TRANSPORT after it has Advanced. Units that do so count as having made a Normal move that phase, and cannot declare a charge in the same turn, but can otherwise act normally.
UNIT COMPOSITION
  • 1 Inquisitorial Chimera
This model is equipped with: multi-laser; heavy bolter; lasgun array; armoured tracks.
1 model
70
TRANSPORT
This model has a transport capacity of 13 INQUISITOR INFANTRY and INQUISITORIAL AGENT models. It cannot transport TERMINATOR models.
KEYWORDS: VEHICLE, SMOKE, TRANSPORT, DEDICATED TRANSPORT, IMPERIUM, INQUISITORIAL CHIMERA
FACTION KEYWORDS:
STRATAGEMS
COMMAND RE-ROLL
1CP
Boarding Actions – Epic Deed
BA
INSANE BRAVERY
1CP
Boarding Actions – Epic Deed
BA
EXPLOSIVE CLEARANCE
1CP
Boarding Actions – Battle Tactic
BA
COUNTER-OFFENSIVE
2CP
Boarding Actions – Strategic Ploy
BA
COMMAND RE-ROLL
1CP
Core – Battle Tactic
C
INSANE BRAVERY
1CP
Core – Epic Deed
C
FIRE OVERWATCH
1CP
Core – Strategic Ploy
C
RAPID INGRESS
1CP
Core – Strategic Ploy
C
SMOKESCREEN
1CP
Core – Wargear
C
TANK SHOCK
1CP
Core – Strategic Ploy
C
HEROIC INTERVENTION
1CP
Core – Strategic Ploy
C
COUNTER-OFFENSIVE
2CP
Core – Strategic Ploy
C
EMPEROR’S WILL
1CP
Imperialis Fleet – Strategic Ploy
VIOLENT ACQUISITION
2CP
Imperialis Fleet – Strategic Ploy
EXACT PUNISHMENT
1CP
Purgation Force – Strategic Ploy
DETACHMENT ABILITY
At all Costs


Sisters of Battle Immolator
(⌀Use model)
M
12"
T
10
Sv
3+
W
11
Ld
7+
OC
2
INVULNERABLE SAVE
6+
RANGED WEAPONS
RANGE
A
BS
S
AP
D
Heavy bolter [sustained hits 1]
Heavy bolter [sustained hits 1]
36"
3
3+
5
-1
2
Hunter-killer missile [one shot]
Hunter-killer missile [one shot]
48"
1
2+
14
-3
D6
Immolation flamers [ignores cover, torrent]
Immolation flamers [ignores cover, torrent]
18"
2D6
N/A
6
-1
1
Twin heavy bolter [sustained hits 2, twin-linked]
Twin heavy bolter [sustained hits 2, twin-linked]
36"
3
3+
5
-1
2
Twin multi-melta [melta 2, twin-linked]
Twin multi-melta [melta 2, twin-linked]
18"
2
3+
9
-4
D6
MELEE WEAPONS
RANGE
A
WS
S
AP
D
Armoured tracks
Armoured tracks
Melee
3
4+
6
0
1
One Shot: The bearer can only shoot with this weapon once per battle.
WARGEAR OPTIONS
  • This model’s immolation flamers can be replaced with one of the following:
    • 1 twin heavy bolter
    • 1 twin multi-melta
  • This model can be equipped with 1 hunter-killer missile.

ABILITIES
CORE: Deadly Demise D3
FACTION: Assigned Agents
Purge and Cleanse: Each time this model has shot, select one enemy unit hit by one or more of those attacks. Until the end of the phase, that enemy unit cannot have the Benefit of Cover.
UNIT COMPOSITION
  • 1 Immolator
This model is equipped with: heavy bolter; immolation flamers; armoured tracks.
1 model ( Detachment)
100
1 model (Assigned Agent)
115
TRANSPORT
This model has a transport capacity of 6 ORDO HERETICUS INFANTRY models.

At the start of the Declare Battle Formations step, you can select one SISTERS OF BATTLE SQUAD from your army. If you do, that unit is split into two units, each containing as equal a number of models as possible (when splitting a unit in this way, make a note of which models form each of the two new units). One of these units must start the battle embarked within this TRANSPORT; the other can start the battle embarked within another TRANSPORT, or it can be deployed as a separate unit.
KEYWORDS: VEHICLE, SMOKE, TRANSPORT, DEDICATED TRANSPORT, IMPERIUM, ORDO HERETICUS, IMMOLATOR
FACTION KEYWORDS:
STRATAGEMS
COMMAND RE-ROLL
1CP
Boarding Actions – Epic Deed
BA
INSANE BRAVERY
1CP
Boarding Actions – Epic Deed
BA
EXPLOSIVE CLEARANCE
1CP
Boarding Actions – Battle Tactic
BA
COUNTER-OFFENSIVE
2CP
Boarding Actions – Strategic Ploy
BA
COMMAND RE-ROLL
1CP
Core – Battle Tactic
C
INSANE BRAVERY
1CP
Core – Epic Deed
C
FIRE OVERWATCH
1CP
Core – Strategic Ploy
C
RAPID INGRESS
1CP
Core – Strategic Ploy
C
SMOKESCREEN
1CP
Core – Wargear
C
TANK SHOCK
1CP
Core – Strategic Ploy
C
HEROIC INTERVENTION
1CP
Core – Strategic Ploy
C
COUNTER-OFFENSIVE
2CP
Core – Strategic Ploy
C
EMPEROR’S WILL
1CP
Imperialis Fleet – Strategic Ploy
VIOLENT ACQUISITION
2CP
Imperialis Fleet – Strategic Ploy
DISPENSE JUSTICE
1CP
Purgation Force – Battle Tactic
LINE OF FIRE
2CP
Purgation Force – Strategic Ploy
EXACT PUNISHMENT
1CP
Purgation Force – Strategic Ploy
DETACHMENT ABILITY
Root out Heresy
At all Costs

Other


Corvus Blackstar
(⌀120 x 92mm flying base)
M
20+"
T
10
Sv
3+
W
14
Ld
6+
OC
-
RANGED WEAPONS
RANGE
A
BS
S
AP
D
Blackstar rocket launcher [blast]
Blackstar rocket launcher [blast]
30"
D6+1
3+
5
0
1
Hurricane bolter [rapid fire 6, twin-linked]
Hurricane bolter [rapid fire 6, twin-linked]
24"
6
3+
4
0
1
Stormstrike missile launcher
Stormstrike missile launcher
48"
1
3+
10
-2
3
Twin assault cannon [devastating wounds, twin-linked]
Twin assault cannon [devastating wounds, twin-linked]
24"
6
3+
6
0
1
Twin lascannon [twin-linked]
Twin lascannon [twin-linked]
48"
1
3+
12
-3
D6+1
MELEE WEAPONS
RANGE
A
WS
S
AP
D
Armoured hull
Armoured hull
Melee
3
4+
6
0
1
WARGEAR OPTIONS
  • This model’s twin assault cannon can be replaced with 1 twin lascannon.
  • This model’s 2 Blackstar rocket launchers can be replaced with 2 stormstrike missile launchers.
  • This model can be equipped with 1 hurricane bolter.
  • This model can be equipped with one of the following:
    • 1 auspex array
    • 1 infernum halo-launcher

ABILITIES
CORE: Deadly Demise D6, Hover, Stealth
FACTION: Assigned Agents
Blackstar Cluster Launcher: Each time this model ends a Normal move, you can select one enemy unit it moved over during that move and roll six D6: for each 5+, that unit suffers 1 mortal wound.
WARGEAR ABILITIES
Auspex Array: Ranged weapons equipped by the bearer have the [IGNORES COVER] ability.
Infernum Halo-launcher: The bearer has the Smoke keyword.
UNIT COMPOSITION
  • 1 Corvus Blackstar
This model is equipped with: 2 Blackstar rocket launchers; twin assault cannon; armoured hull.
1 model
180
DAMAGED: 1-5 WOUNDS REMAINING
While this model has 1-5 wounds remaining, each time this model makes an attack, subtract 1 from the Hit roll.
TRANSPORT
This model has a transport capacity of 12 DEATHWATCH INFANTRY models.
KEYWORDS: VEHICLE, AIRCRAFT, FLY, TRANSPORT, IMPERIUM, ORDO XENOS, RETINUE, DEATHWATCH, CORVUS BLACKSTAR
FACTION KEYWORDS:
STRATAGEMS
ADAPTIVE TACTICS
1CP
Alien Hunters – Strategic Ploy
ARMOUR OF CONTEMPT
1CP
Alien Hunters – Battle Tactic
COMMAND RE-ROLL
1CP
Boarding Actions – Epic Deed
BA
INSANE BRAVERY
1CP
Boarding Actions – Epic Deed
BA
EXPLOSIVE CLEARANCE
1CP
Boarding Actions – Battle Tactic
BA
COUNTER-OFFENSIVE
2CP
Boarding Actions – Strategic Ploy
BA
COMMAND RE-ROLL
1CP
Core – Battle Tactic
C
INSANE BRAVERY
1CP
Core – Epic Deed
C
FIRE OVERWATCH
1CP
Core – Strategic Ploy
C
RAPID INGRESS
1CP
Core – Strategic Ploy
C
TANK SHOCK
1CP
Core – Strategic Ploy
C
HEROIC INTERVENTION
1CP
Core – Strategic Ploy
C
COUNTER-OFFENSIVE
2CP
Core – Strategic Ploy
C
EMPEROR’S WILL
1CP
Imperialis Fleet – Strategic Ploy
VIOLENT ACQUISITION
2CP
Imperialis Fleet – Strategic Ploy
EXACT PUNISHMENT
1CP
Purgation Force – Strategic Ploy
DETACHMENT ABILITY
Deathwatch Mission Tactics
At all Costs


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 shotgun 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 excruciatormaul.*
  • 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 battle, select one unit from your opponent’s army. Each time a model in this unit makes an attack that targets that unit, that attack has the [LETHAL HITS] and [PRECISION] abilities.
WARGEAR ABILITIES
Arbites Medi-kit: At the start of your Command phase, if the bearer’s unit is below its Starting Strength, you can return up to D3 destroyed Exaction Vigilants to this unit.
Nuncio Aquila: Once per battle, at the start of any Command phase, you can select one objective marker within 6" of the bearer. All enemy units (excluding MONSTERS and VEHICLES) within range of that objective marker must take a Battle-shock test. Each objective marker can only be targeted by this ability once per turn.

Designer’s Note: Place one Nuncio-aquila token next to the bearer, removing it once it uses this ability.
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
  • 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.
11 models
90
KEYWORDS: INFANTRY, GRENADES, IMPERIUM, RETINUE, ADEPTUS ARBITES, EXACTION SQUAD
FACTION KEYWORDS:
STRATAGEMS
COMMAND RE-ROLL
1CP
Boarding Actions – Epic Deed
BA
INSANE BRAVERY
1CP
Boarding Actions – Epic Deed
BA
EXPLOSIVE CLEARANCE
1CP
Boarding Actions – Battle Tactic
BA
COUNTER-OFFENSIVE
2CP
Boarding Actions – Strategic Ploy
BA
COMMAND RE-ROLL
1CP
Core – Battle Tactic
C
INSANE BRAVERY
1CP
Core – Epic Deed
C
FIRE OVERWATCH
1CP
Core – Strategic Ploy
C
RAPID INGRESS
1CP
Core – Strategic Ploy
C
GRENADE
1CP
Core – Wargear
C
GO TO GROUND
1CP
Core – Battle Tactic
C
HEROIC INTERVENTION
1CP
Core – Strategic Ploy
C
COUNTER-OFFENSIVE
2CP
Core – Strategic Ploy
C
EMPEROR’S WILL
1CP
Imperialis Fleet – Strategic Ploy
VIOLENT ACQUISITION
2CP
Imperialis Fleet – Strategic Ploy
INESCAPABLE JUDGEMENT
1CP
Interdiction Team – Strategic Ploy
DUTY AND DEATH
1CP
Interdiction Team – Battle Tactic
ARBITRARY EXECUTION
1CP
Interdiction Team – Strategic Ploy
CRACKDOWN
1CP
Interdiction Team – Battle Tactic
STUN GRENADES
1CP
Purgation Force – Wargear
EXECUTION ORDER
2CP
Purgation Force – Epic Deed
DISPENSE JUSTICE
1CP
Purgation Force – Battle Tactic
INVIOLATE JURISDICTION
1CP
Purgation Force – Strategic Ploy
LINE OF FIRE
2CP
Purgation Force – Strategic Ploy
EXACT PUNISHMENT
1CP
Purgation Force – Strategic Ploy
LED BY
DETACHMENT ABILITY
Root out Heresy
At all Costs
Chastisor Auto-Vox
ENHANCEMENTS
Manhunter’s Helm
Vasov’s Auto-Oppressor


Grey Knights Terminator Squad
(⌀40mm)
M
5"
T
5
Sv
2+
W
3
Ld
6+
OC
2
INVULNERABLE SAVE
4+
RANGED WEAPONS
RANGE
A
BS
S
AP
D
Incinerator [ignores cover, torrent]
Incinerator [ignores cover, torrent]
12"
D6
N/A
6
-1
1
Psilencer [psychic, sustained hits 1]
Psilencer [psychic, sustained hits 1]
24"
6
3+
5
0
1
Psycannon [psychic]
Psycannon [psychic]
24"
3
3+
8
-1
2
Storm bolter [rapid fire 2]
Storm bolter [rapid fire 2]
24"
2
3+
4
0
1
MELEE WEAPONS
RANGE
A
WS
S
AP
D
Nemesis force weapon [psychic]
Nemesis force weapon [psychic]
Melee
4
3+
6
-2
2
WARGEAR OPTIONS
  • For every 5 models in this unit, 1 Grey Knights Terminator's storm bolter can be replaced with one of the following:
    • 1 incinerator
    • 1 psilencer
    • 1 psycannon
  • 1 Grey Knights Terminator equipped with a storm bolter can be equipped with 1 Ancient’s banner.*
  • 1 Grey Knights Terminator can have its storm bolter replaced with 1 narthecium.*

* You cannot select both of these options for the same model.
ABILITIES
CORE: Deep Strike
FACTION: Assigned Agents
Hammerhand (Psychic): Each time a model in this unit makes a Charge move, until the end of the turn, melee weapons equipped by models in this unit have the [LETHAL HITS] ability.
WARGEAR ABILITIES
Ancient’s Banner: Add 1 to the Objective Control characteristic of models in the bearer’s unit.
Narthecium: In your Command phase, you can return 1 destroyed model (excluding CHARACTERS) to the bearer’s unit.
UNIT COMPOSITION
  • 1 Terminator Justicar
  • 4 Grey Knights Terminators
Every model is equipped with: storm bolter; Nemesis force weapon.
5 models ( Detachment)
190
5 models (Assigned Agent)
210
Rites of Teleportation
If one or more INQUISITOR units are attached to this unit during the Declare Battle formations step, models in those units have the Deep Strike ability.
KEYWORDS: INFANTRY, PSYKER, TERMINATOR, GRENADES, IMPERIUM, ORDO MALLEUS, REQUISITIONED, GREY KNIGHTS TERMINATOR SQUAD
FACTION KEYWORDS:
STRATAGEMS
COMMAND RE-ROLL
1CP
Boarding Actions – Epic Deed
BA
INSANE BRAVERY
1CP
Boarding Actions – Epic Deed
BA
EXPLOSIVE CLEARANCE
1CP
Boarding Actions – Battle Tactic
BA
COUNTER-OFFENSIVE
2CP
Boarding Actions – Strategic Ploy
BA
COMMAND RE-ROLL
1CP
Core – Battle Tactic
C
INSANE BRAVERY
1CP
Core – Epic Deed
C
FIRE OVERWATCH
1CP
Core – Strategic Ploy
C
RAPID INGRESS
1CP
Core – Strategic Ploy
C
GRENADE
1CP
Core – Wargear
C
GO TO GROUND
1CP
Core – Battle Tactic
C
HEROIC INTERVENTION
1CP
Core – Strategic Ploy
C
COUNTER-OFFENSIVE
2CP
Core – Strategic Ploy
C
RITUAL OF WARDING
1CP
Daemon Hunters – Strategic Ploy
STEEL HEART
1CP
Daemon Hunters – Strategic Ploy
HEXAGRAMMIC WARDS
1CP
Daemon Hunters – Wargear
RITES OF EXORCISM
1CP
Daemon Hunters – Strategic Ploy
TRUESILVER ARMOUR
1CP
Daemon Hunters – Wargear
PSYBOLT AMMUNITION
1CP
Daemon Hunters – Wargear
EMPEROR’S WILL
1CP
Imperialis Fleet – Strategic Ploy
VIOLENT ACQUISITION
2CP
Imperialis Fleet – Strategic Ploy
SELFLESS BODYGUARD
1CP
Imperialis Fleet – Epic Deed
EXACT PUNISHMENT
1CP
Purgation Force – Strategic Ploy
LED BY
This unit can be led by the following units:
DETACHMENT ABILITY
Destroy the Daemonic
At all Costs


Inquisitorial Agents
(⌀25mm)
M
6"
T
3
Sv
5+
W
1
Ld
7+
OC
1
RANGED WEAPONS
RANGE
A
BS
S
AP
D
Agent firearm [pistol]
Agent firearm [pistol]
12"
1
3+
4
-1
1
Heavy bolter [heavy, sustained hits 1]
Heavy bolter [heavy, sustained hits 1]
36"
3
4+
5
-1
2
Multi-melta [heavy, melta 2]
Multi-melta [heavy, melta 2]
18"
2
4+
9
-4
D6
Plasma cannon – standard [blast, heavy]
Plasma cannon – standard [blast, heavy]
36"
D3
4+
7
-1
1
Plasma cannon – supercharge [blast, hazardous, heavy]
Plasma cannon – supercharge [blast, hazardous, heavy]
36"
D3
4+
8
-2
2
Plasma pistol – standard [pistol]
Plasma pistol – standard [pistol]
12"
1
3+
7
-1
1
Plasma pistol – supercharge [hazardous, pistol]
Plasma pistol – supercharge [hazardous, pistol]
12"
1
3+
8
-2
2
MELEE WEAPONS
RANGE
A
WS
S
AP
D
Agent melee weapon
Agent melee weapon
Melee
3
3+
3
0
1
Eviscerator [devastating wounds]
Eviscerator [devastating wounds]
Melee
2
3+
6
-2
2
Mystic stave [ANTI-INFANTRy 4+, psychic]
Mystic stave [ANTI-INFANTRy 4+, psychic]
Melee
2
3+
5
-1
D3
WARGEAR OPTIONS
  • For every 5 Inquisitorial Agents in this unit, it can be equipped with 1 Tome-skull.
  • For every 5 Inquisitorial Agents in this unit, 1 Inquisitorial Agent can be equipped with 1 plasma pistol.**
  • For every 5 Inquisitorial Agents in this unit, 1 Inquisitorial Agent can be equipped with 1 eviscerator.**
  • For every 5 Inquisitorial Agents in this unit, 1 Inquisitorial Agent can be equipped with 1 mystic stave.**
  • Any number of Gun Servitors can each have their heavy bolter replaced with one of the following:
    • 1 multi-melta
    • 1 plasma cannon

**The some model cannot be equipped with more than one of these wargear options.
ABILITIES
FACTION: Assigned Agents
Loyal Henchmen: While an INQUISITOR model is leading this unit, each time an attack is made against this unit, subtract 1 from the Wound roll.
WARGEAR ABILITIES
Tome-skull: Once per battle for each Tome-skull this unit is equipped with, at the start of any phase, you can select either one friendly unit that is Battle-shocked and within 6" of this unit or one enemy unit within 6" of this unit. If you select a friendly unit, that unit is no longer Battle-shocked. If you select an enemy unit, it must take a Battle-shock test.

Designer’s Note: Place the appropriate number of Tome-skull tokens next to the unit at the start of the battle, removing one each time this unit uses this ability.
UNIT COMPOSITION
  • 5-10 Inquisitorial Agents
  • 1-2 Gun Servitors*
*This unit can only contain 2 Gun Servitors if it also contains 10 Inquisitorial Agents.

Every Inquisitorial Agent is equipped with: agent firearm; agent melee weapon.

Every Gun Servitor is equipped with: heavy bolter; agent melee weapon.
6 models ( Detachment)
50
12 models ( Detachment)
100
6 models (Assigned Agent)
60
12 models (Assigned Agent)
120
INQUISITORIAL HENCHMEN
If your Army Faction is not , then for each INQUISITOR unit you include in your army, you can include one INQUISITORIAL AGENTS unit in your army that does not count towards the number of RETINUE units your army can include (see Assigned Agents).
KEYWORDS: INFANTRY, GRENADES, IMPERIUM, RETINUE, INQUISITORIAL AGENTS
FACTION KEYWORDS:
STRATAGEMS
COMMAND RE-ROLL
1CP
Boarding Actions – Epic Deed
BA
INSANE BRAVERY
1CP
Boarding Actions – Epic Deed
BA
EXPLOSIVE CLEARANCE
1CP
Boarding Actions – Battle Tactic
BA
COUNTER-OFFENSIVE
2CP
Boarding Actions – Strategic Ploy
BA
COMMAND RE-ROLL
1CP
Core – Battle Tactic
C
INSANE BRAVERY
1CP
Core – Epic Deed
C
FIRE OVERWATCH
1CP
Core – Strategic Ploy
C
RAPID INGRESS
1CP
Core – Strategic Ploy
C
GRENADE
1CP
Core – Wargear
C
GO TO GROUND
1CP
Core – Battle Tactic
C
HEROIC INTERVENTION
1CP
Core – Strategic Ploy
C
COUNTER-OFFENSIVE
2CP
Core – Strategic Ploy
C
RITUAL OF WARDING
1CP
Daemon Hunters – Strategic Ploy
RITES OF EXORCISM
1CP
Daemon Hunters – Strategic Ploy
EMPEROR’S WILL
1CP
Imperialis Fleet – Strategic Ploy
VIOLENT ACQUISITION
2CP
Imperialis Fleet – Strategic Ploy
STUN GRENADES
1CP
Purgation Force – Wargear
EXECUTION ORDER
2CP
Purgation Force – Epic Deed
DISPENSE JUSTICE
1CP
Purgation Force – Battle Tactic
INVIOLATE JURISDICTION
1CP
Purgation Force – Strategic Ploy
LINE OF FIRE
2CP
Purgation Force – Strategic Ploy
EXACT PUNISHMENT
1CP
Purgation Force – Strategic Ploy
LED BY
DETACHMENT ABILITY
Root out Heresy
Destroy the Daemonic
At all Costs


Sisters of Battle Squad
(⌀32mm)
M
6"
T
3
Sv
3+
W
1
Ld
7+
OC
2
INVULNERABLE SAVE
6+
RANGED WEAPONS
RANGE
A
BS
S
AP
D
Artificer-crafted storm bolter [rapid fire 2]
Artificer-crafted storm bolter [rapid fire 2]
24"
2
3+
4
0
2
Bolt pistol [pistol]
Bolt pistol [pistol]
12"
1
3+
4
0
1
Boltgun [rapid fire 1]
Boltgun [rapid fire 1]
24"
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
4+
4
0
1
Condemnor boltgun [ANTI-PSYKER 2+, DEVASTATING WOUNDS. PRECISION, RAPID FIRE 1]
Condemnor boltgun [ANTI-PSYKER 2+, DEVASTATING WOUNDS. PRECISION, RAPID FIRE 1]
24"
1
3+
4
0
1
Heavy bolter [heavy, sustained hits 1]
Heavy bolter [heavy, sustained hits 1]
36"
3
4+
5
-1
2
Inferno pistol [MElTA 2, pISTOl]
Inferno pistol [MElTA 2, pISTOl]
6"
1
3+
8
-4
D3
Meltagun [melta 2]
Meltagun [melta 2]
12"
1
3+
9
-4
D6
Ministorum flamer [ignores cover, torrent]
Ministorum flamer [ignores cover, torrent]
12"
D6
N/A
5
0
1
Ministorum hand flamer [IGNORES COvER, pISTOl, TORRENT]
Ministorum hand flamer [IGNORES COvER, pISTOl, TORRENT]
12"
D6
N/A
4
0
1
Ministorum heavy flamer [ignores cover, torrent]
Ministorum heavy flamer [ignores cover, torrent]
12"
D6
N/A
6
-1
1
Multi-melta [heavy, melta 2]
Multi-melta [heavy, melta 2]
18"
2
4+
9
-4
D6
Plasma pistol - standard [pISTOl]
Plasma pistol - standard [pISTOl]
12"
1
3+
7
-2
1
Plasma pistol - supercharge [pISTOl, HAzARDOUS]
Plasma pistol - supercharge [pISTOl, HAzARDOUS]
12"
1
3+
8
-3
2
MELEE WEAPONS
RANGE
A
WS
S
AP
D
Chainsword
Chainsword
Melee
3
4+
3
-1
1
Close combat weapon
Close combat weapon
Melee
1
4+
3
-1
1
Power weapon
Power weapon
Melee
2
4+
4
-2
1
WARGEAR OPTIONS
  • The Sister Superior’s boltgun can be replaced with one of the following:
    • 1 bolt pistol
    • 1 combi-weapon
    • 1 condemnor boltgun
    • 1 inferno pistol
    • 1 Ministorum hand flamer
    • 1 plasma pistol
  • The Sister Superior can be equipped with one of the following:
    • 1 chainsword
    • 1 power weapon
  • 1 Battle Sister’s boltgun can be replaced with one of the following:
    • 1 artificer-crafted storm bolter
    • 1 meltagun
    • 1 Ministorum flamer
  • 1 Battle Sister’s boltgun can be replaced with one of the following:
    • 1 artificer-crafted storm bolter
    • 1 heavy bolter
    • 1 meltagun
    • 1 Ministorum flamer
    • 1 Ministorum heavy flamer
    • 1 multi-melta
  • 1 Battle Sister equipped with 1 boltgun can be equipped with 1 simulacrum imperialis (that model’s boltgun cannot be replaced).

ABILITIES
FACTION: Assigned Agents
Defenders of the Faith: If you control an objective marker at the end of your Command phase and this unit is within range of that objective marker, that objective marker remains under your control, even if you have no models within range of it, until your opponent controls it at the start or end of any turn.
Incensor Cherub: Once per battle, you can target this unit with the Command Re-roll Stratagem for 0CP, and can do so even if you have already targeted a different unit with that Stratagem this phase.

Designer’s Note: Place an Incensor Cherub token next to the unit, removing it once this ability has been used.
WARGEAR ABILITIES
Simulacrum Imperials: Improve the Leadership characteristic of models in the bearer’s unit by 1.
UNIT COMPOSITION
  • 1 Sister Superior
  • 9 Battle Sisters
Every model is equipped with: bolt pistol; boltgun; close combat weapon.
10 models ( Detachment)
100
1 model (Assigned Agent)
115
KEYWORDS: INFANTRY, GRENADES, IMPERIUM, ORDO HERETICUS, REQUISITIONED, SISTERS OF BATTLE SQUAD
FACTION KEYWORDS:
STRATAGEMS
COMMAND RE-ROLL
1CP
Boarding Actions – Epic Deed
BA
INSANE BRAVERY
1CP
Boarding Actions – Epic Deed
BA
EXPLOSIVE CLEARANCE
1CP
Boarding Actions – Battle Tactic
BA
COUNTER-OFFENSIVE
2CP
Boarding Actions – Strategic Ploy
BA
COMMAND RE-ROLL
1CP
Core – Battle Tactic
C
INSANE BRAVERY
1CP
Core – Epic Deed
C
FIRE OVERWATCH
1CP
Core – Strategic Ploy
C
RAPID INGRESS
1CP
Core – Strategic Ploy
C
GRENADE
1CP
Core – Wargear
C
GO TO GROUND
1CP
Core – Battle Tactic
C
HEROIC INTERVENTION
1CP
Core – Strategic Ploy
C
COUNTER-OFFENSIVE
2CP
Core – Strategic Ploy
C
EMPEROR’S WILL
1CP
Imperialis Fleet – Strategic Ploy
VIOLENT ACQUISITION
2CP
Imperialis Fleet – Strategic Ploy
STUN GRENADES
1CP
Purgation Force – Wargear
EXECUTION ORDER
2CP
Purgation Force – Epic Deed
DISPENSE JUSTICE
1CP
Purgation Force – Battle Tactic
INVIOLATE JURISDICTION
1CP
Purgation Force – Strategic Ploy
LINE OF FIRE
2CP
Purgation Force – Strategic Ploy
EXACT PUNISHMENT
1CP
Purgation Force – Strategic Ploy
LED BY
DETACHMENT ABILITY
Root out Heresy
At all Costs


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: Once per battle, at the start of any Command phase, you can select one objective marker within 6" of the bearer. All enemy units (excluding MONSTERS and VEHICLES) within range of that objective marker must take a Battle-shock test. Each objective marker can only be targeted by this ability once per turn.

Designer’s Note: Place one Nuncio-aquila token next to the bearer, removing it once it uses this ability.
UNIT COMPOSITION
  • 1 Proctor-Subductor
  • 9 Subductors
  • 1 Cyber-mastiff
Every Proctor-Subductor and Subductor is equipped with: Arbites shotpistol; shock maul.

The Cyber-mastiff is equipped with: mechanical bite.
11 models ( Detachment)
85
11 models (Assigned Agent)
100
KEYWORDS: INFANTRY, GRENADES, IMPERIUM, RETINUE, ADEPTUS ARBITES, SUBDUCTOR SQUAD
FACTION KEYWORDS:
STRATAGEMS
COMMAND RE-ROLL
1CP
Boarding Actions – Epic Deed
BA
INSANE BRAVERY
1CP
Boarding Actions – Epic Deed
BA
EXPLOSIVE CLEARANCE
1CP
Boarding Actions – Battle Tactic
BA
COUNTER-OFFENSIVE
2CP
Boarding Actions – Strategic Ploy
BA
COMMAND RE-ROLL
1CP
Core – Battle Tactic
C
INSANE BRAVERY
1CP
Core – Epic Deed
C
FIRE OVERWATCH
1CP
Core – Strategic Ploy
C
RAPID INGRESS
1CP
Core – Strategic Ploy
C
GRENADE
1CP
Core – Wargear
C
GO TO GROUND
1CP
Core – Battle Tactic
C
HEROIC INTERVENTION
1CP
Core – Strategic Ploy
C
COUNTER-OFFENSIVE
2CP
Core – Strategic Ploy
C
EMPEROR’S WILL
1CP
Imperialis Fleet – Strategic Ploy
VIOLENT ACQUISITION
2CP
Imperialis Fleet – Strategic Ploy
INESCAPABLE JUDGEMENT
1CP
Interdiction Team – Strategic Ploy
DUTY AND DEATH
1CP
Interdiction Team – Battle Tactic
ARBITRARY EXECUTION
1CP
Interdiction Team – Strategic Ploy
CRACKDOWN
1CP
Interdiction Team – Battle Tactic
STUN GRENADES
1CP
Purgation Force – Wargear
EXECUTION ORDER
2CP
Purgation Force – Epic Deed
DISPENSE JUSTICE
1CP
Purgation Force – Battle Tactic
INVIOLATE JURISDICTION
1CP
Purgation Force – Strategic Ploy
LINE OF FIRE
2CP
Purgation Force – Strategic Ploy
EXACT PUNISHMENT
1CP
Purgation Force – Strategic Ploy
LED BY
DETACHMENT ABILITY
Root out Heresy
At all Costs
Chastisor Auto-Vox


Voidsmen-at-arms
(⌀25mm)
M
6"
T
3
Sv
4+
W
1
Ld
7+
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
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
  • 1 Voidmaster
  • 4 Voidsmen
  • 1 Canid
The Voidmaster is equipped with: artificer shotgun; laspistol; close combat weapon.

One 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.
6 models ( Detachment)
50
6 models (Assigned Agent)
70
NAVY BODYGUARD
If your Army Faction is not , then for each VOIDFARERS CHARACTER unit you include in your army, you can include one VOIDSMEN-AT-ARMS unit in your army that does not count towards the number of RETINUE units your army can include (see Assigned Agents)
KEYWORDS: INFANTRY, GRENADES, IMPERIUM, VOIDFARERS, RETINUE, VOIDSMEN-AT-ARMS
FACTION KEYWORDS:
STRATAGEMS
COMMAND RE-ROLL
1CP
Boarding Actions – Epic Deed
BA
INSANE BRAVERY
1CP
Boarding Actions – Epic Deed
BA
EXPLOSIVE CLEARANCE
1CP
Boarding Actions – Battle Tactic
BA
COUNTER-OFFENSIVE
2CP
Boarding Actions – Strategic Ploy
BA
COMMAND RE-ROLL
1CP
Core – Battle Tactic
C
INSANE BRAVERY
1CP
Core – Epic Deed
C
FIRE OVERWATCH
1CP
Core – Strategic Ploy
C
RAPID INGRESS
1CP
Core – Strategic Ploy
C
GRENADE
1CP
Core – Wargear
C
GO TO GROUND
1CP
Core – Battle Tactic
C
HEROIC INTERVENTION
1CP
Core – Strategic Ploy
C
COUNTER-OFFENSIVE
2CP
Core – Strategic Ploy
C
EMPEROR’S WILL
1CP
Imperialis Fleet – Strategic Ploy
VIOLENT ACQUISITION
2CP
Imperialis Fleet – Strategic Ploy
CLOSE-QUARTERS BARRAGE
1CP
Imperialis Fleet – Battle Tactic
EXACT PUNISHMENT
1CP
Purgation Force – Strategic Ploy
SHIP’S WATCH
1CP
Voidship’s Company – Strategic Ploy
LED BY
This unit can be led by the following units:
DETACHMENT ABILITY
At all Costs
Beseechment Codes
ENHANCEMENTS
Combat Landers
10


Daemonhost
(⌀25mm)
M
6"
T
3
Sv
5+
W
3
Ld
7+
OC
-
INVULNERABLE SAVE
5+
RANGED WEAPONS
RANGE
A
BS
S
AP
D
Unholy gaze [PSYCHIC]
Unholy gaze [PSYCHIC]
18"
3
4+
8
-2
D3
MELEE WEAPONS
RANGE
A
WS
S
AP
D
Warp grasp [LETHAL HITS, PSYCHIC]
Warp grasp [LETHAL HITS, PSYCHIC]
Melee
4
3+
4
-2
1
WARGEAR OPTIONS
  • None

INQUISITORIAL RETINUE
If your Army Faction is not , then for each unique pairing of 1 INQUISITORIAL AGENTS unit and 1 DAEMONHOST unit occuring in your army, increase the maximum number of RETINUE units permitted in your army by 1.

At the start of the Declare Battle Formations step, this unit can join one INQUISITORIAL AGENTS unit from your army that is being led by an INQUISITOR model (a unit cannot have more than one DAEMONHOST unit joined to it). If it does, until the end of the battle, every model in this unit counts as being part of that Bodyguard unit, and that Bodyguard unit’s Starting Strength is increased accordingly.
ABILITIES
CORE: Deadly Demise 1
FACTION: Assigned Agents
Malefic Warding: While an INQUISITOR model is leading a unit that includes one or more DAEMONHOST models, models in that unit have a 5+ invulnerable save.
WARGEAR ABILITIES
Bound Daemon: While an INQUISITOR model is leading a unit that includes one or more DAEMONHOST models, the Objective Control characteristic of DAEMONHOST models in that unit is 1.
UNIT COMPOSITION
  • 1-2 Daemonhosts
Every model is equipped with: unholy gaze; Warp grasp.
1 model
40
2 models
80
KEYWORDS: INFANTRY, IMPERIUM, PSYKER, RETINUE, DAEMON, DAEMONHOST
FACTION KEYWORDS:
STRATAGEMS
COMMAND RE-ROLL
1CP
Boarding Actions – Epic Deed
BA
INSANE BRAVERY
1CP
Boarding Actions – Epic Deed
BA
EXPLOSIVE CLEARANCE
1CP
Boarding Actions – Battle Tactic
BA
COUNTER-OFFENSIVE
2CP
Boarding Actions – Strategic Ploy
BA
COMMAND RE-ROLL
1CP
Core – Battle Tactic
C
INSANE BRAVERY
1CP
Core – Epic Deed
C
FIRE OVERWATCH
1CP
Core – Strategic Ploy
C
RAPID INGRESS
1CP
Core – Strategic Ploy
C
GO TO GROUND
1CP
Core – Battle Tactic
C
HEROIC INTERVENTION
1CP
Core – Strategic Ploy
C
COUNTER-OFFENSIVE
2CP
Core – Strategic Ploy
C
EMPEROR’S WILL
1CP
Imperialis Fleet – Strategic Ploy
VIOLENT ACQUISITION
2CP
Imperialis Fleet – Strategic Ploy
EXACT PUNISHMENT
1CP
Purgation Force – Strategic Ploy
DETACHMENT ABILITY
At all Costs


Damned Legionnaires
(⌀25mm)
M
6"
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
Close combat weapon
Close combat weapon
Melee
3
3+
4
0
1
Power weapon
Power weapon
Melee
3
3+
5
-2
1
WARGEAR OPTIONS
  • 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
  • One Legionnaire’s boltgun can be replaced with one of the following:
    • 1 Heavy flamer
    • 1 Multi-melta
  • One Legionnaire’s boltgun can be replaced with one of the following:
    • 1 Flamer
    • 1 Meltagun
    • 1 Plasma gun

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, subtracting 1 from the result when doing so.
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:
STRATAGEMS
COMMAND RE-ROLL
1CP
Boarding Actions – Epic Deed
BA
INSANE BRAVERY
1CP
Boarding Actions – Epic Deed
BA
EXPLOSIVE CLEARANCE
1CP
Boarding Actions – Battle Tactic
BA
COUNTER-OFFENSIVE
2CP
Boarding Actions – Strategic Ploy
BA
COMMAND RE-ROLL
1CP
Core – Battle Tactic
C
INSANE BRAVERY
1CP
Core – Epic Deed
C
FIRE OVERWATCH
1CP
Core – Strategic Ploy
C
RAPID INGRESS
1CP
Core – Strategic Ploy
C
GRENADE
1CP
Core – Wargear
C
GO TO GROUND
1CP
Core – Battle Tactic
C
HEROIC INTERVENTION
1CP
Core – Strategic Ploy
C
COUNTER-OFFENSIVE
2CP
Core – Strategic Ploy
C
EMPEROR’S WILL
1CP
Imperialis Fleet – Strategic Ploy
VIOLENT ACQUISITION
2CP
Imperialis Fleet – Strategic Ploy
EXACT PUNISHMENT
1CP
Purgation Force – Strategic Ploy
DETACHMENT ABILITY
At all Costs


Deathwatch Terminator Squad
(⌀40mm)
M
5"
T
5
Sv
2+
W
3
Ld
6+
OC
1
INVULNERABLE SAVE
4+
RANGED WEAPONS
RANGE
A
BS
S
AP
D
Assault cannon [devastating wounds]
Assault cannon [devastating wounds]
24"
6
3+
6
0
1
Cyclone missile launcher – frag [blast]
Cyclone missile launcher – frag [blast]
36"
2D6
3+
4
0
1
Cyclone missile launcher – krak
Cyclone missile launcher – krak
36"
2
3+
9
-2
D6
Heavy flamer [ignores cover, torrent]
Heavy flamer [ignores cover, torrent]
12"
D6
N/A
5
-1
1
Plasma cannon – standard [blast]
Plasma cannon – standard [blast]
36"
D3
3+
7
-2
1
Plasma cannon – supercharge [blast, hazardous]
Plasma cannon – supercharge [blast, hazardous]
36"
D3
3+
8
-3
2
Storm bolter [rapid fire 2]
Storm bolter [rapid fire 2]
24"
2
3+
4
0
1
MELEE WEAPONS
RANGE
A
WS
S
AP
D
Chainfist [anti-vehicle 3+]
Chainfist [anti-vehicle 3+]
Melee
3
4+
8
-2
2
Power fist
Power fist
Melee
3
3+
8
-2
2
Power weapon
Power weapon
Melee
4
3+
5
-2
1
Thunder hammer [devastating wounds]
Thunder hammer [devastating wounds]
Melee
3
4+
8
-2
2
Twin lightning claws [twin-linked]
Twin lightning claws [twin-linked]
Melee
5
3+
5
-2
1
WARGEAR OPTIONS
  • Up to 3 Deathwatch Terminators can each have their storm bolter replaced with one of the following:
    • 1 assault cannon
    • 1 heavy flamer
    • 1 plasma cannon
    • 1 cyclone missile launcher and 1 storm bolter (this model’s storm bolter cannot be replaced)
  • Any number of models can each have their power fist and storm bolter replaced with one of the following:
    • 1 storm bolter and 1 power weapon
    • 1 storm bolter and 1 chainfist
    • 1 twin lightning claws
    • 1 thunder hammer and 1 storm shield

ABILITIES
CORE: Deep Strike
FACTION: Assigned Agents
Terminatus Assault: Each time this unit ends a Charge move, each enemy unit within Engagement Range of this unit must take a Battle-shock test.
Teleport Homer: At the start of the battle, you can set up one Teleport Homer token for this unit anywhere on the battlefield that is not in your opponent’s deployment zone. If you do, once per battle, you can target this unit with the Rapid Ingress Stratagem for 0CP, but when resolving that Stratagem, you must set this unit up within 3" of that token and not within 9" of any enemy models. That token is then removed.
WARGEAR ABILITIES
Storm Shield: The bearer has a Wounds characteristic of 4.
UNIT COMPOSITION
  • 1 Deathwatch Terminator Sergeant
  • 4-9 Deathwatch Terminators
Every model is equipped with: power fist; storm bolter.
5 models
210
10 models
420
ATTACHED UNIT
If a CHARACTER from your army with the Leader ability can be attached to a DEATHWATCH KILL TEAM, it can be attached to this unit instead.
KEYWORDS: INFANTRY, IMPERIUM, TERMINATOR, ORDO XENOS, RETINUE, DEATHWATCH, TERMINATOR SQUAD
FACTION KEYWORDS:
STRATAGEMS
ADAPTIVE TACTICS
1CP
Alien Hunters – Strategic Ploy
ARMOUR OF CONTEMPT
1CP
Alien Hunters – Battle Tactic
DRAGONFIRE ROUNDS
1CP
Alien Hunters – Wargear
HELLFIRE ROUNDS
1CP
Alien Hunters – Wargear
KRAKEN ROUNDS
1CP
Alien Hunters – Wargear
RAPID TACTICAL RELOCATION
1CP
Alien Hunters – Strategic Ploy
COMMAND RE-ROLL
1CP
Boarding Actions – Epic Deed
BA
INSANE BRAVERY
1CP
Boarding Actions – Epic Deed
BA
EXPLOSIVE CLEARANCE
1CP
Boarding Actions – Battle Tactic
BA
COUNTER-OFFENSIVE
2CP
Boarding Actions – Strategic Ploy
BA
COMMAND RE-ROLL
1CP
Core – Battle Tactic
C
INSANE BRAVERY
1CP
Core – Epic Deed
C
FIRE OVERWATCH
1CP
Core – Strategic Ploy
C
RAPID INGRESS
1CP
Core – Strategic Ploy
C
GO TO GROUND
1CP
Core – Battle Tactic
C
HEROIC INTERVENTION
1CP
Core – Strategic Ploy
C
COUNTER-OFFENSIVE
2CP
Core – Strategic Ploy
C
EMPEROR’S WILL
1CP
Imperialis Fleet – Strategic Ploy
VIOLENT ACQUISITION
2CP
Imperialis Fleet – Strategic Ploy
EXACT PUNISHMENT
1CP
Purgation Force – Strategic Ploy
LED BY
DETACHMENT ABILITY
Deathwatch Mission Tactics
At all Costs


Fortis Kill Team
M
6"
T
4
Sv
3+
W
2
Ld
6+
OC
1
KILL TEAM INTERCESSOR(⌀32mm)
12"
5
3+
4
6+
2
KILL TEAM OUTRIDER(⌀90 x 52mm)
RANGED WEAPONS
RANGE
A
BS
S
AP
D
Bolt pistol [pistol]
Bolt pistol [pistol]
12"
1
3+
4
0
1
Bolt rifle [assault, heavy]
Bolt rifle [assault, heavy]
24"
2
3+
4
-1
1
Hand flamer [ignores cover, pistol, torrent]
Hand flamer [ignores cover, pistol, torrent]
12"
D6
N/A
3
0
1
Heavy bolt pistol [pistol]
Heavy bolt pistol [pistol]
18"
1
3+
4
-1
1
Long Vigil ranged weapon [anti-infantry 4+, devastating wounds, rapid fire 1]
Long Vigil ranged weapon [anti-infantry 4+, devastating wounds, rapid fire 1]
24"
1
4+
4
0
1
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
Plasma incinerator – standard [assault, heavy]
Plasma incinerator – standard [assault, heavy]
24"
2
3+
7
-2
1
Plasma incinerator – supercharge [assault, hazardous, heavy]
Plasma incinerator – supercharge [assault, hazardous, heavy]
24"
2
3+
8
-3
2
Twin bolt rifle [twin-linked]
Twin bolt rifle [twin-linked]
24"
2
3+
4
-1
1
MELEE WEAPONS
RANGE
A
WS
S
AP
D
Astartes chainsword
Astartes chainsword
Melee
4
4+
4
-1
1
Close combat weapon
Close combat weapon
Melee
3
3+
4
0
1
Long Vigil melee weapon
Long Vigil melee weapon
Melee
3
3+
5
-2
1
WARGEAR OPTIONS
  • 1 Kill Team Intercessor’s bolt rifle can be replaced with one of the following:
    • 1 hand flamer
    • 1 plasma pistol
    • 1 Astartes chainsword
    • 1 Long Vigil melee weapon
  • 1 model equipped with a bolt rifle can replace its close combat weapon with one of the following:
    • 1 Astartes chainsword
    • 1 Long Vigil melee weapon
  • For every 5 models in this unit, 1 model’s bolt rifle can be replaced with 1 Long Vigil ranged weapon.
  • Any number of Kill Team Intercessors with plasma incinerators can each have their bolt pistol replaced with 1 plasma pistol.

ATTACHED UNIT
If a CHARACTER from your army with the Leader ability can be attached to a DEATHWATCH KILL TEAM, it can be attached to this unit instead.
TRANSPORT
This unit cannot embark within an IMPERIAL RHINO.
ABILITIES
FACTION: Kill Team, Assigned Agents
Fortis Doctrines: Each time a model in this unit makes an attack that targets a unit that is Below Half-strength, add 1 to the Hit roll.
UNIT COMPOSITION
  • 10 MODELS MAXIMUM
  • 5-10 Kill Team Intercessors
  • 0-4 Kill Team Intercessors with plasma incinerators
  • 0-4 Kill Team Intercessors with heavy bolt pistols
  • 0-2 Kill Team Outriders
Every Kill Team Intercessor is equipped with: bolt pistol; bolt rifle; close combat weapon.

Every Kill Team Intercessor with plasma incinerator is equipped with: bolt pistol; plasma incinerator; close combat weapon.

Every Kill Team Intercessor with heavy bolt pistol is equipped with: heavy bolt pistol; Astartes chainsword.

Every Kill Team Outrider is equipped with: bolt pistol; twin bolt rifle; Astartes chainsword.
5 models
100
10 models
200
KEYWORDS: INFANTRY, KILL TEAM, GRENADES, IMPERIUM, ORDO XENOS, RETINUE, DEATHWATCH, FORTIS KILL TEAM
FACTION KEYWORDS:
STRATAGEMS
ADAPTIVE TACTICS
1CP
Alien Hunters – Strategic Ploy
ARMOUR OF CONTEMPT
1CP
Alien Hunters – Battle Tactic
DRAGONFIRE ROUNDS
1CP
Alien Hunters – Wargear
HELLFIRE ROUNDS
1CP
Alien Hunters – Wargear
KRAKEN ROUNDS
1CP
Alien Hunters – Wargear
RAPID TACTICAL RELOCATION
1CP
Alien Hunters – Strategic Ploy
COMMAND RE-ROLL
1CP
Boarding Actions – Epic Deed
BA
INSANE BRAVERY
1CP
Boarding Actions – Epic Deed
BA
EXPLOSIVE CLEARANCE
1CP
Boarding Actions – Battle Tactic
BA
COUNTER-OFFENSIVE
2CP
Boarding Actions – Strategic Ploy
BA
COMMAND RE-ROLL
1CP
Core – Battle Tactic
C
INSANE BRAVERY
1CP
Core – Epic Deed
C
FIRE OVERWATCH
1CP
Core – Strategic Ploy
C
RAPID INGRESS
1CP
Core – Strategic Ploy
C
GRENADE
1CP
Core – Wargear
C
GO TO GROUND
1CP
Core – Battle Tactic
C
HEROIC INTERVENTION
1CP
Core – Strategic Ploy
C
COUNTER-OFFENSIVE
2CP
Core – Strategic Ploy
C
EMPEROR’S WILL
1CP
Imperialis Fleet – Strategic Ploy
VIOLENT ACQUISITION
2CP
Imperialis Fleet – Strategic Ploy
EXACT PUNISHMENT
1CP
Purgation Force – Strategic Ploy
LED BY
DETACHMENT ABILITY
Deathwatch Mission Tactics
At all Costs


Indomitor Kill Team
(⌀40mm)
M
5"
T
6
Sv
3+
W
3
Ld
6+
OC
1
RANGED WEAPONS
RANGE
A
BS
S
AP
D
Assault bolters [assault, pistol, sustained hits 2, twin-linked]
Assault bolters [assault, pistol, sustained hits 2, twin-linked]
18"
3
3+
5
-1
2
Auto boltstorm gauntlets [twin-linked]
Auto boltstorm gauntlets [twin-linked]
18"
3
3+
4
0
1
Bolt pistol [PISTOL]
Bolt pistol [PISTOL]
12"
1
3+
4
0
1
Fragstorm grenade launcher [blast]
Fragstorm grenade launcher [blast]
18"
D6
3+
4
0
1
Heavy bolt rifle [assault, heavy]
Heavy bolt rifle [assault, heavy]
30"
2
3+
5
-1
1
Heavy bolter [assault, heavy, sustained hits 1]
Heavy bolter [assault, heavy, sustained hits 1]
36"
3
4+
5
-1
2
Flamestorm gauntlets [ignores cover, torrent, twin-linked]
Flamestorm gauntlets [ignores cover, torrent, twin-linked]
12"
D6+1
N/A
4
0
1
Melta rifle [heavy, melta 2]
Melta rifle [heavy, melta 2]
18"
1
3+
9
-4
D6
Multi-melta [heavy, melta 2]
Multi-melta [heavy, melta 2]
18"
2
4+
9
-4
D6
Plasma exterminators – standard [assault, pistol, twin-linked]
Plasma exterminators – standard [assault, pistol, twin-linked]
18"
2
3+
7
-2
2
Plasma exterminators – supercharge [assault, hazardous, pistol, twin-linked]
Plasma exterminators – supercharge [assault, hazardous, pistol, twin-linked]
18"
2
3+
8
-3
3
MELEE WEAPONS
RANGE
A
WS
S
AP
D
Close combat weapon
Close combat weapon
Melee
3
3+
4
0
1
Power fists [twin-linked]
Power fists [twin-linked]
Melee
3
4+
8
-2
2
WARGEAR OPTIONS
  • For every 5 models in this unit, 1 model equipped with a heavy bolt rifle can have its heavy bolt rifle replaced with 1 heavy bolter.
  • 1 model equipped with a melta rifle can have its melta rifle replaced with 1 multi-melta.
  • Any number of models equipped with flamestorm gauntlets can each have their flamestorm gauntlets replaced with 1 auto boltstorm gauntlets and 1 fragstorm grenade launcher.
  • Any number of models equipped with assault bolters can each have their assault bolters replaced with 1 plasma exterminators.

ATTACHED UNIT
If a CHARACTER unit from your army can be attached to a DEATHWATCH KILL TEAM, it can be attached to this unit instead.
TRANSPORT
This unit cannot embark within an IMPERIAL RHINO.
ABILITIES
FACTION: Kill Team, Assigned Agents
Indomitor Doctrines: Each time a model in this unit makes an attack, add 1 to the Hit roll if this unit is below its Starting Strength, and add 1 to the Wound roll as well if this unit is Below Half-strength.
WARGEAR ABILITIES
Jump Pack: The bearer has a Move characteristic of 10" and can move over models and terrain features as if they were not there.
UNIT COMPOSITION
  • 10 MODELS MAXIMUM
  • 5-10 Kill Team Heavy Intercessors
  • 0-2 Kill Team Heavy Intercessors with power fists
  • 0-2 Kill Team Heavy Intercessors with melta rifles
  • 0-2 Kill Team Heavy Intercessors with jump packs
Every Kill Team Heavy Intercessor is equipped with: bolt pistol; heavy bolt rifle; close combat weapon.

Every Kill Team Heavy Intercessor with power fists is equipped with: flamestorm gauntlets; power fists.

Every Kill Team Heavy Intercessor with melta rifle is equipped with: bolt pistol; melta rifle; close combat weapon.

Every Kill Team Heavy Intercessor with jump pack is equipped with: assault bolters; close combat weapon; jump pack.
5 models
120
10 models
240
KEYWORDS: INFANTRY, KILL TEAM, GRENADES, IMPERIUM, ORDO XENOS, RETINUE, DEATHWATCH, INDOMITOR KILL TEAM
FACTION KEYWORDS:
STRATAGEMS
ADAPTIVE TACTICS
1CP
Alien Hunters – Strategic Ploy
ARMOUR OF CONTEMPT
1CP
Alien Hunters – Battle Tactic
DRAGONFIRE ROUNDS
1CP
Alien Hunters – Wargear
HELLFIRE ROUNDS
1CP
Alien Hunters – Wargear
KRAKEN ROUNDS
1CP
Alien Hunters – Wargear
RAPID TACTICAL RELOCATION
1CP
Alien Hunters – Strategic Ploy
COMMAND RE-ROLL
1CP
Boarding Actions – Epic Deed
BA
INSANE BRAVERY
1CP
Boarding Actions – Epic Deed
BA
EXPLOSIVE CLEARANCE
1CP
Boarding Actions – Battle Tactic
BA
COUNTER-OFFENSIVE
2CP
Boarding Actions – Strategic Ploy
BA
COMMAND RE-ROLL
1CP
Core – Battle Tactic
C
INSANE BRAVERY
1CP
Core – Epic Deed
C
FIRE OVERWATCH
1CP
Core – Strategic Ploy
C
RAPID INGRESS
1CP
Core – Strategic Ploy
C
GRENADE
1CP
Core – Wargear
C
GO TO GROUND
1CP
Core – Battle Tactic
C
HEROIC INTERVENTION
1CP
Core – Strategic Ploy
C
COUNTER-OFFENSIVE
2CP
Core – Strategic Ploy
C
EMPEROR’S WILL
1CP
Imperialis Fleet – Strategic Ploy
VIOLENT ACQUISITION
2CP
Imperialis Fleet – Strategic Ploy
EXACT PUNISHMENT
1CP
Purgation Force – Strategic Ploy
LED BY
DETACHMENT ABILITY
Deathwatch Mission Tactics
At all Costs


Proteus Kill Team
M
6"
T
4
Sv
3+
W
2
Ld
6+
OC
1
KILL TEAM VETERANS(⌀32mm)
12"
5
3+
3
6+
2
KILL TEAM BIKER(⌀75 x 42mm)
5"
5
2+
3
6+
1
KILL TEAM TERMINATOR(⌀40mm)
INVULNERABLE SAVE*
4+
RANGED WEAPONS
RANGE
A
BS
S
AP
D
Assault cannon [DEVASTATING WOUNDS]
Assault cannon [DEVASTATING WOUNDS]
24"
6
3+
6
0
1
Boltgun
Boltgun
24"
2
3+
4
0
1
Cyclone missile launcher – frag [BLAST]
Cyclone missile launcher – frag [BLAST]
36"
2D6
3+
4
0
1
Cyclone missile launcher – krak
Cyclone missile launcher – krak
36"
2
3+
9
-2
D6
Frag cannon [blast, heavy, rapid fire d3]
Frag cannon [blast, heavy, rapid fire d3]
18"
D3
4+
7
-1
2
Heavy flamer [IGNORES COVER, TORRENT]
Heavy flamer [IGNORES COVER, TORRENT]
12"
D6
N/A
5
-1
1
Infernus heavy bolter – heavy bolter [HEAVY, SUSTAINED HITS 1]
Infernus heavy bolter – heavy bolter [HEAVY, SUSTAINED HITS 1]
36"
3
4+
5
-1
2
Infernus heavy bolter – heavy flamer [IGNORES COVER, TORRENT]
Infernus heavy bolter – heavy flamer [IGNORES COVER, TORRENT]
12"
D6
N/A
5
-1
1
Long Vigil ranged weapon [ANTI-INFANTRY 4+, DEVASTATING WOUNDS, RAPID FIRE 1]
Long Vigil ranged weapon [ANTI-INFANTRY 4+, DEVASTATING WOUNDS, RAPID FIRE 1]
24"
1
4+
4
0
1
Plasma cannon – standard [BLAST, HEAVY]
Plasma cannon – standard [BLAST, HEAVY]
36"
D3
4+
7
-2
1
Plasma cannon – supercharge [BLAST, HAZARDOUS, HEAVY]
Plasma cannon – supercharge [BLAST, HAZARDOUS, HEAVY]
36"
D3
4+
8
-3
2
Storm bolter [rapid fire 2]
Storm bolter [rapid fire 2]
24"
2
3+
4
0
1
Twin boltgun [twin-linked]
Twin boltgun [twin-linked]
24"
2
3+
4
0
1
MELEE WEAPONS
RANGE
A
WS
S
AP
D
Close combat weapon
Close combat weapon
Melee
3
3+
4
0
1
Chainfist [anti-vehicle 3+]
Chainfist [anti-vehicle 3+]
Melee
3
4+
8
-2
2
Deathwatch thunder hammer [devastating wounds]
Deathwatch thunder hammer [devastating wounds]
Melee
3
4+
10
-2
3
Long Vigil melee weapon
Long Vigil melee weapon
Melee
3
3+
5
-2
1
Power fist
Power fist
Melee
3
3+
8
-2
2
Power weapon
Power weapon
Melee
4
3+
5
-2
1
Terminator thunder hammer [devastating wounds]
Terminator thunder hammer [devastating wounds]
Melee
3
3+
8
-2
2
Twin lightning claws [twin-linked]
Twin lightning claws [twin-linked]
Melee
5
3+
5
-2
1
WARGEAR OPTIONS
  • Any number of Kill Team Veterans can replace their boltgun and Long Vigil melee weapon with:
    • 1 Long Vigil ranged weapon
    • 1 boltgun and 1 Astartes shield
    • 1 Long Vigil melee weapon and 1 Astartes shield
  • For every 5 models in this unit, up to 2 models can replace their boltgun and Long Vigil melee weapon with 1 Deathwatch thunder hammer.
  • For every 5 models in the unit, up to 2 models can replace their boltgun and Long Vigil melee weapon with one of the following:
    • 1 frag cannon
    • 1 Infernus heavy bolter
  • Any number of Kill Team Biker models can be equipped with one of the following:
    • 1 bolt pistol
    • 1 Long Vigil melee weapon
  • For every 5 models in this unit, up to 2 models can replace their boltgun and Long Vigil melee weapon with 1 Deathwatch thunder hammer.
  • Up to 3 models can each have their storm bolter replaced with one of the following:
    • 1 assault cannon
    • 1 heavy flamer
    • 1 plasma cannon
    • 1 cyclone missile launcher and 1 storm bolter (this model’s storm bolter cannot be replaced)
  • Any number of Kill Team Terminator models can replace their power fist and storm bolter with one of the following:
    • 1 storm bolter and 1 power weapon
    • 1 storm bolter and 1 chainfist
    • 1 twin lightning claws
    • 1 Terminator thunder hammer and 1 storm shield

ABILITIES
FACTION: Kill Team, Assigned Agents
Proteus Doctrines: Each time a model in this unit makes an attack that targets a unit that is not Below Half-strength, add 1 to the Hit roll.
WARGEAR ABILITIES
Astartes Shield: The bearer has a 4+ invulnerable save.
Jump Pack: The bearer has a Move characteristic of 12" and can move over models and terrain features as if they were not there.
Storm Shield: The bearer has a Wounds characteristic of 4.
UNIT COMPOSITION
  • 10 MODELS MAXIMUM
  • 5-10 Kill Team Veterans
  • 0-4 Kill Team Veterans with Jump Packs
  • 0-2 Kill Team Bikers
  • 0-4 Kill Team Terminators
Every Kill Team Veteran is equipped with: boltgun; Long Vigil melee weapon; close combat weapon.

Every Kill Team Veteran with Jump Pack is equipped with: Long Vigil melee weapon; close combat weapon; jump pack.

Every Kill Team Biker is equipped with: twin boltgun; close combat weapon.

Every Kill Team Terminator is equipped with: storm bolter; power fist.
5 models
160
10 models
320
ATTACHED UNIT
If a CHARACTER unit from your army with the Leader ability can be attached to a DEATHWATCH KILL TEAM, it can be attached to this unit instead.
KEYWORDS: INFANTRY, KILL TEAM, GRENADES, IMPERIUM, ORDO XENOS, RETINUE, DEATHWATCH, PROTEUS KILL TEAM
FACTION KEYWORDS:
STRATAGEMS
ADAPTIVE TACTICS
1CP
Alien Hunters – Strategic Ploy
ARMOUR OF CONTEMPT
1CP
Alien Hunters – Battle Tactic
DRAGONFIRE ROUNDS
1CP
Alien Hunters – Wargear
HELLFIRE ROUNDS
1CP
Alien Hunters – Wargear
KRAKEN ROUNDS
1CP
Alien Hunters – Wargear
RAPID TACTICAL RELOCATION
1CP
Alien Hunters – Strategic Ploy
COMMAND RE-ROLL
1CP
Boarding Actions – Epic Deed
BA
INSANE BRAVERY
1CP
Boarding Actions – Epic Deed
BA
EXPLOSIVE CLEARANCE
1CP
Boarding Actions – Battle Tactic
BA
COUNTER-OFFENSIVE
2CP
Boarding Actions – Strategic Ploy
BA
COMMAND RE-ROLL
1CP
Core – Battle Tactic
C
INSANE BRAVERY
1CP
Core – Epic Deed
C
FIRE OVERWATCH
1CP
Core – Strategic Ploy
C
RAPID INGRESS
1CP
Core – Strategic Ploy
C
GRENADE
1CP
Core – Wargear
C
GO TO GROUND
1CP
Core – Battle Tactic
C
HEROIC INTERVENTION
1CP
Core – Strategic Ploy
C
COUNTER-OFFENSIVE
2CP
Core – Strategic Ploy
C
EMPEROR’S WILL
1CP
Imperialis Fleet – Strategic Ploy
VIOLENT ACQUISITION
2CP
Imperialis Fleet – Strategic Ploy
EXACT PUNISHMENT
1CP
Purgation Force – Strategic Ploy
LED BY
DETACHMENT ABILITY
Deathwatch Mission Tactics
At all Costs


Spectrus Kill Team
(⌀32mm)
M
6"
T
4
Sv
3+
W
2
Ld
6+
OC
1
RANGED WEAPONS
RANGE
A
BS
S
AP
D
Accelerator autocannon [heavy]
Accelerator autocannon [heavy]
48"
3
4+
8
-1
2
Bolt pistol [pistol]
Bolt pistol [pistol]
12"
1
3+
4
0
1
Bolt carbine [precision]
Bolt carbine [precision]
24"
2
3+
4
0
1
Bolt sniper rifle [heavy, precision]
Bolt sniper rifle [heavy, precision]
36"
1
3+
5
-2
3
Las fusil [heavy]
Las fusil [heavy]
36"
1
3+
9
-3
D6
Marksman bolt carbine [heavy]
Marksman bolt carbine [heavy]
24"
2
3+
4
0
1
Occulus bolt carbine [assault, ignores cover]
Occulus bolt carbine [assault, ignores cover]
24"
2
3+
4
0
1
Special-issue bolt pistol [pistol, precision]
Special-issue bolt pistol [pistol, precision]
12"
1
3+
4
-1
1
MELEE WEAPONS
RANGE
A
WS
S
AP
D
Close combat weapon
Close combat weapon
Melee
3
3+
4
0
1
Combat knife [precision]
Combat knife [precision]
Melee
4
3+
4
0
1
Paired combat blades [sustained hits 1]
Paired combat blades [sustained hits 1]
Melee
3
3+
4
0
1
WARGEAR OPTIONS
  • One model equipped with a marksman bolt carbine can be equipped with 1 helix gauntlet.*
  • One model equipped with a marksman bolt carbine can be equipped with 1 Infiltrator comms array.*
  • One model can replace its bolt sniper rifle with 1 bolt carbine.
  • Any number of models can each replace their bolt sniper rifle with 1 las fusil.
  • Any number of models can each replace their combat knife with 1 bolt carbine and 1 close combat weapon.

* These options cannot be taken on the same model.
ATTACHED UNIT
If a CHARACTER from your army with the Leader ability can be attached to an DEATHWATCH KILL TEAM, it can be attached to this unit instead.
TRANSPORT
This unit cannot embark within an IMPERIAL RHINO.
ABILITIES
CORE: Infiltrators, Scouts 6"
FACTION: Kill Team, Assigned Agents
Spectrus Doctrines: At the end of your opponent’s turn, if this unit is more than 6" away from all enemy units, you can remove this unit from the battlefield and place it into Strategic Reserves.
WARGEAR ABILITIES
Helix Gauntlet: Models in the bearer’s unit have the Feel No Pain 6+ ability.
Infiltrator Comms Array: Each time you target the bearer’s unit with a Stratagem, roll one D6: on a 5+, you gain 1CP.
Jump Pack: The bearer has a Move characteristic of 12" and can move over models and terrain features as if they were not there.
UNIT COMPOSITION
  • 10 MODELS MAXIMUM
  • 5-10 Kill Team Infiltrators
  • 0-2 Kill Team Infiltrators with bolt sniper rifles
  • 0-2 Kill Team Infiltrators with jump packs
  • 0-4 Kill Team Infiltrators with occulus bolt carbines
  • 0-4 Kill Team Infiltrators with combat knives
Every Kill Team Infiltrator is equipped with: bolt pistol; marksman bolt carbine; close combat weapon.

Every Kill Team Infiltrator with bolt sniper rifle is equipped with: bolt pistol; bolt sniper rifle; close combat weapon.

Every Kill Team Infiltrator with jump pack is equipped with: bolt pistol; accelerator autocannon; close combat weapon; jump pack.

Every Kill Team Infiltrator with occulus bolt carbine is equipped with: bolt pistol; occulus bolt carbine; paired combat blades.

Every Kill Team Infiltrator with combat knife is equipped with: special-issue bolt pistol; combat knife.
5 models
90
10 models
180
KEYWORDS: INFANTRY, KILL TEAM, SMOKE, GRENADES, IMPERIUM, ORDO XENOS, RETINUE, DEATHWATCH, SPECTRUS KILL TEAM
FACTION KEYWORDS:
STRATAGEMS
ADAPTIVE TACTICS
1CP
Alien Hunters – Strategic Ploy
ARMOUR OF CONTEMPT
1CP
Alien Hunters – Battle Tactic
DRAGONFIRE ROUNDS
1CP
Alien Hunters – Wargear
HELLFIRE ROUNDS
1CP
Alien Hunters – Wargear
KRAKEN ROUNDS
1CP
Alien Hunters – Wargear
RAPID TACTICAL RELOCATION
1CP
Alien Hunters – Strategic Ploy
COMMAND RE-ROLL
1CP
Boarding Actions – Epic Deed
BA
INSANE BRAVERY
1CP
Boarding Actions – Epic Deed
BA
EXPLOSIVE CLEARANCE
1CP
Boarding Actions – Battle Tactic
BA
COUNTER-OFFENSIVE
2CP
Boarding Actions – Strategic Ploy
BA
COMMAND RE-ROLL
1CP
Core – Battle Tactic
C
INSANE BRAVERY
1CP
Core – Epic Deed
C
FIRE OVERWATCH
1CP
Core – Strategic Ploy
C
RAPID INGRESS
1CP
Core – Strategic Ploy
C
GRENADE
1CP
Core – Wargear
C
GO TO GROUND
1CP
Core – Battle Tactic
C
SMOKESCREEN
1CP
Core – Wargear
C
HEROIC INTERVENTION
1CP
Core – Strategic Ploy
C
COUNTER-OFFENSIVE
2CP
Core – Strategic Ploy
C
EMPEROR’S WILL
1CP
Imperialis Fleet – Strategic Ploy
VIOLENT ACQUISITION
2CP
Imperialis Fleet – Strategic Ploy
EXACT PUNISHMENT
1CP
Purgation Force – Strategic Ploy
LED BY
DETACHMENT ABILITY
Deathwatch Mission Tactics
At all Costs


Veteran Bike Squad
(⌀75 x 25mm)
M
12"
T
5
Sv
3+
W
3
Ld
6+
OC
2
RANGED WEAPONS
RANGE
A
BS
S
AP
D
Bolt pistol [pistol]
Bolt pistol [pistol]
12"
1
3+
4
0
1
Long Vigil ranged weapon [anti-infantry 4+, devastating wounds, rapid fire 1]
Long Vigil ranged weapon [anti-infantry 4+, devastating wounds, rapid fire 1]
24"
1
4+
4
0
1
Twin boltgun [twin-linked]
Twin boltgun [twin-linked]
24"
2
3+
4
0
1
MELEE WEAPONS
RANGE
A
WS
S
AP
D
Close combat weapon
Close combat weapon
Melee
3
3+
4
0
1
Long Vigil melee weapon
Long Vigil melee weapon
Melee
3
3+
5
-2
1
Xenophase blade [devastating wounds]
Xenophase blade [devastating wounds]
Melee
4
3+
5
-2
1
WARGEAR OPTIONS
  • The Veteran Biker Sergeant can be equipped with one of the following:
    • 1 Long Vigil ranged weapon
    • 1 Long Vigil melee weapon
    • 1 xenophase blade
    • 1 Astartes shield
  • Any number of Veteran Biker models can each be equipped with 1 Long Vigil melee weapon.

ABILITIES
FACTION: Assigned Agents
Turbo-boost: Each time this unit Advances, do not make an Advance roll for it. Instead, until the end of the phase, add 6" to the Move characteristic of models in this unit.
WARGEAR ABILITIES
Astartes Shield: The bearer has a 4+ invulnerable save.
UNIT COMPOSITION
  • 1 Veteran Biker Sergeant
  • 2-5 Veteran Bikers
Every model is equipped with: bolt pistol; close combat weapon; twin boltgun.
3 models
70
6 models
140
KEYWORDS: MOUNTED, GRENADES, IMPERIUM, ORDO XENOS, RETINUE, DEATHWATCH, VETERAN BIKE SQUAD
FACTION KEYWORDS:
STRATAGEMS
ADAPTIVE TACTICS
1CP
Alien Hunters – Strategic Ploy
ARMOUR OF CONTEMPT
1CP
Alien Hunters – Battle Tactic
COMMAND RE-ROLL
1CP
Boarding Actions – Epic Deed
BA
INSANE BRAVERY
1CP
Boarding Actions – Epic Deed
BA
EXPLOSIVE CLEARANCE
1CP
Boarding Actions – Battle Tactic
BA
COUNTER-OFFENSIVE
2CP
Boarding Actions – Strategic Ploy
BA
COMMAND RE-ROLL
1CP
Core – Battle Tactic
C
INSANE BRAVERY
1CP
Core – Epic Deed
C
FIRE OVERWATCH
1CP
Core – Strategic Ploy
C
RAPID INGRESS
1CP
Core – Strategic Ploy
C
GRENADE
1CP
Core – Wargear
C
HEROIC INTERVENTION
1CP
Core – Strategic Ploy
C
COUNTER-OFFENSIVE
2CP
Core – Strategic Ploy
C
EMPEROR’S WILL
1CP
Imperialis Fleet – Strategic Ploy
VIOLENT ACQUISITION
2CP
Imperialis Fleet – Strategic Ploy
EXACT PUNISHMENT
1CP
Purgation Force – Strategic Ploy
DETACHMENT ABILITY
Deathwatch Mission Tactics
At all Costs
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. 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.
  • 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.
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.
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, 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.

Each time the last model in a Bodyguard unit is destroyed, each CHARACTER unit that is part of that Attached unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks.

Each time the last model in a CHARACTER unit that is attached to a Bodyguard unit is destroyed and there is not another CHARACTER unit attached, that Attached unit’s Bodyguard unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks.

Each time a unit that is part of an Attached unit is destroyed, it does not have the keywords of any other units that make up that Attached unit (unless it has those keywords on its own datasheet) for the purposes of any rules that would be triggered when that unit is destroyed.

Example: If you only destroy the Bodyguard unit that is part of an Attached unit, you have not destroyed a CHARACTER unit. If you only destroy the CHARACTER unit that is part of an Attached unit, or if you destroy the whole Attached unit, you have destroyed one CHARACTER 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 DEDICATED TRANSPORT keyword is used in the following Imperial Agents datasheets:

Characters
Some models have the CHARACTER keyword. These models can make Heroic Interventions in Charge Phase and are not easy targets in the Shooting Phase (see Look out, Sir, rule). If your Warlord has the CHARACTER keyword he may be able to have a Warlord Trait (see Warlord Trait section on model’s faction page).

Note that CHARACTERS cannot use their Aura Abilities while %000015069performing actions%.

The REQUISITIONED keyword is used in the following Imperial Agents 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 your Army Faction is , then in the Select Detachment Rules step, you can select one of the available Detachments from this book as normal.

If your Army Faction is not , but every model in your army has the IMPERIUM keyword, you can include units in your army even if they do not have the Faction keyword you selected in the Select Army Faction step. In this case, the maximum number of units you can include in your army depends on the battle size, as shown below.

BATTLE SIZERETINUE UNITSCHARACTER UNITSREQUISITIONED UNITS
Incursion111
Strike Force221
Onslaught332

Note that you can include DEDICATED TRANSPORT units in such an army as normal, but each unit must start the battle with one or more units embarked within it, or it cannot be deployed for that battle and will count as having been destroyed during the first battle round.
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.
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.

The OFFICIO ASSASSINORUM keyword is used in the following Imperial Agents datasheets:

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.

The OFFICIO ASSASSINORUM keyword is used in the following Imperial Agents datasheets:

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).
BATTLEFIELD COMMAND
1CP
Boarding Actions – Strategic Ploy Stratagem
The commander's authoritative tone cuts through the din of battle, guiding the actions of nearby troops.
WHEN: Start or end of any phase.

TARGET: One Leader unit from your army and one friendly Bodyguard unit within 6" of it that it could normally be attached to.

EFFECT: Select one of your Leader unit’s Leader abilities. Until the start of your next Command phase, that Bodyguard unit is treated as being led by that Leader unit for the purposes of that Leader ability.

RESTRICTIONS: Once you target a unit with this Stratagem, that unit cannot be targeted with it again until your next Command phase.
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.
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.
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, 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):
  • If possible, select one model in that unit that has lost one or more wounds and is equipped with one or more Hazardous weapons.
  • Otherwise, if possible, select one model in that unit (excluding CHARACTER models) equipped with one or more Hazardous weapons.
  • Otherwise, select one CHARACTER model in that unit equipped with one or more Hazardous weapons.
If a model was selected, that unit suffers 3 mortal wounds and when allocating those mortal wounds, they must be allocated to the selected model.
If a unit from a player’s army is selected as the target of the Fire Overwatch Stratagem in their opponent’s Charge phase, any mortal wounds inflicted by Hazardous tests are allocated after the charging unit has ended its Charge move.

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 so one of those models suffers 3 mortal wounds.

  • After a unit shoots or fights, roll one Hazardous test (one D6) for each Hazardous weapon used. For each 1, a model equipped with a hazardous weapon suffers 3 mortal wounds, that must be allocated to the selected model.
COMMAND RE-ROLL
1CP
Boarding Actions – Epic Deed 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 have made a Hit roll, a Wound roll, a Damage roll, a saving throw, an Advance roll, a Charge roll, a Desperate Escape test, a Hazardous test, or just after you have rolled the dice to determine the number of attacks made with a weapon, for an attack, model or unit from your army.

TARGET: That unit or model 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.

In this step, if for any reason a unit is forced to take a Battle-shock test for being below its Starting Strength, unless otherwise stated, that unit does not also have to take a Battle-shock test for being Below Half-strength. While a unit is Battle-shocked, all models in that unit are also Battle-shocked.

  • 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
Boarding Actions – 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 after you have failed a Battle-shock test taken for a unit from your army.

TARGET: The unit from your army that Battle-shock test was just taken for (even though your Battle-shocked units cannot normally be affected by your Stratagems).

EFFECT: Your unit is treated as having passed that test instead, and is not Battle-shocked as a result.
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).
EXPLOSIVE CLEARANCE
1CP
Boarding Actions – Battle Tactic Stratagem
A well-placed explosive munition in confined shipboard spaces can cause bloody carnage.
WHEN: Your Shooting phase.

TARGET: One unit from your army that has not been selected to shoot this phase.

EFFECT: Select one model in your unit that is equipped with a weapon with the [BLAST] ability. Until the end of the phase, when determining how many models are in the target unit for the purpose of that ability, include models that are not visible to the attacking model. In addition, attacks made with that weapon can be allocated to models that are not visible to the attacking model.
COUNTER-OFFENSIVE
2CP
Boarding Actions – 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.
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. If you are using fast dice rolling, this Stratagem can still be used after rolling multiple rolls or saving throws at once.

TARGET: That unit or model from your army.

EFFECT: You re-roll that roll, test or saving throw. If you are using fast dice rolling, select one of those rolls or saving throws to re-roll.
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: That unit from your army.

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
1CP
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.
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.
EMPEROR’S WILL
1CP
Imperialis Fleet – Strategic Ploy Stratagem
Believing theyfightforthe safety of the Golden Throne motivates warriors to exceptional deeds.
WHEN: Your Movement phase.

TARGET: One unit from your army.

EFFECT: Until the end of the phase, your unit is eligible to shoot in a turn in which it Advanced or Fell Back.
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.
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.
Lance

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.
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.
VIOLENT ACQUISITION
2CP
Imperialis Fleet – Strategic Ploy Stratagem
If a high-ranking Imperial agent locates something they wish to acquire, nothing will stop them from unleashing all the forces at their command to seize it.
WHEN: Your Shooting phase or the Fight phase.

TARGET: One unit from your army.

EFFECT: Until the end of the phase, each time a model in your unit makes an attack that targets an enemy unit within range of an objective marker, that attack has the [SUSTAINED HITS 1], [LANCE] and [IGNORES COVER] abilities.

The ADEPTUS ARBITES keyword is used in the following Imperial Agents datasheets:

Battleline

The ORDO HERETICUS keyword is used in the following Imperial Agents datasheets:

Dedicated Transports
EXACT PUNISHMENT
1CP
Purgation Force – Strategic Ploy Stratagem
Vengeance is swift and unforgiving for those who attack the servants of the Emperor.
WHEN: Your opponent’s Shooting phase, just after an unit from your army is destroyed as the result of an enemy unit's attacks.

TARGET: One ADEPTUS ARBITES, INQUISITORIAL AGENTS or ORDO HERETICUS unit from your army that was within 6" of the destroyed unit (you cannot target the destroyed unit with the Stratagem).

EFFECT: After the attacking unit has shot, your unit can shoot as if it were your Shooting phase, but when resolving those attacks it can only target that enemy unit (and only if it is an eligible target).
At all Costs
Imperialis Fleet Detachment

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 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 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.

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.
Devastating Wounds
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. After that attack is allocated and after any modifiers are applied, it inflicts a number of mortal wounds on the target equal to the Damage characteristic of that attack, instead of inflicting damage normally.

Example: An attack made with a Devastating Wounds weapon with a Damage characteristic of 2 scores a Critical Wound. Instead of allocating the attack and making saving throws normally, the target suffers 2 mortal wounds.

  • A Critical Wound inflicts mortal wounds equal to the weapon’s Damage characteristic, instead of any normal damage.
Mortal Wounds

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.

If an attack inflicts mortal wounds in addition to any normal damage, do not make a Wound roll or saving throw (including invulnerable saving throws) against those mortal wounds. If those mortal wounds are inflicted by an attack that has the [PRECISION] ability, the attacking model’s controlling player can allocate those mortal wounds to a CHARACTER model in that unit.

If mortal wounds are being inflicted as a result of the [HAZARDOUS] ability or by an attack with the [DEVASTATING WOUNDS] ability that scored a Critical Wound, each time those mortal wounds are allocated to a model, if that model is destroyed as a result of those mortal wounds, the remaining mortal wounds from that attack are lost, just as with a normal attack.

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.
  • Unless the source of the mortal wounds is the [HAZARDOUS] ability or an attack with the [DEVASTATING WOUNDS] ability, damage from mortal wounds is not lost if it can be allocated to another model.
  • 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.
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 (excluding units that Advanced, Fell Back or have shot this turn) that is not within Engagement Range of one or more enemy units.

EFFECT: Select one GRENADES model in your unit and 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 model. Roll six D6: for each 4+, that enemy unit suffers 1 mortal wound.
Alternative models by Artel W:

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", 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".

DEDICATED TRANSPORT models can make use of any Scouts x" ability listed in their abilities, or a Scouts x" ability that a unit that starts the battle embarked within that DEDICATED TRANSPORT model has (provided only models with this ability are embarked within that DEDICATED TRANSPORT model), regardless of how that embarked unit gained this ability (e.g. listed in their abilities, conferred by an Enhancement or by an attached CHARACTER, etc.).

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.
Use this value if your Army Faction is
Use this value if your Army Faction is not , but every model in your army has the IMPERIUM keyword
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.
RAPID TACTICAL RELOCATION
1CP
Alien Hunters – Strategic Ploy Stratagem
The Ordo Xenos and Deathwatch alike have access to swift gunships and landers that allow for hasty repositioning in the midst of battle.
WHEN: End of your opponent’s Fight phase.

TARGET: One INQUISITOR or DEATHWATCH INFANTRY unit from your army.

EFFECT: Remove your unit from the battlefield. In the Reinforcements step of your next Movement phase, set your unit up anywhere on the battlefield that is more than 9” horizontally away from all enemy models.

RESTRICTIONS: You cannot select a unit that is within Engagement Range of one or more enemy units.

The ORDO MALLEUS keyword is used in the following Imperial Agents datasheets:

RITUAL OF WARDING
1CP
Daemon Hunters – Strategic Ploy Stratagem
Whether sanctifying the battlefield against heresy or binding sinister guardian entities to keep watch, this ritual extends its practitioner’s strategic influence.
WHEN: Start of any Command phase.

TARGET: One INQUISITOR, INQUISITORIAL AGENTS or ORDO MALLEUS unit from your army that is within range of an objective marker you control.

EFFECT: That objective marker is said to be Warded and remains under your control, even if you have no models within range of it, until your opponent controls it at the start or end of any turn. While an objective marker is Warded and under your control, enemy DAEMON units cannot be set up on the battlefield within 6" of it.
RITES OF EXORCISM
1CP
Daemon Hunters – Strategic Ploy Stratagem
With the correct words of abjuration and banishment, daemons can be driven out of realspace and back into the warp.
WHEN: Your Shooting phase or the Fight phase.

TARGET: One INQUISITOR, INQUISITORIAL AGENTS or ORDO MALLEUS unit from your army.

EFFECT: Select one enemy DAEMON unit within 12" and visible to your unit. That unit must take a Battle-shock test. If that test is failed, then until the end of the phase, each time a friendly unit makes an attack that targets that DAEMON unit, that attack has the [DEVASTATING WOUNDS] ability.
Flying
If a model can FLY, then when it makes a Normal, Advance or Fall Back move, it can be moved over enemy models as if they were not there, and can be moved within Engagement Range of enemy models when making such a move. Note this also means that MONSTER and VEHICLE models that can FLY can be moved over other MONSTER and VEHICLE models when making such a move. However, models that can FLY cannot end their move on top of any other models or within Engagement Range of any enemy models.

When a model that can FLY starts or ends a move on a terrain feature, instead of measuring the path it has moved across the battlefield, you instead measure its path ‘through the air’, as shown in the diagram below.

  • FLY models can move over enemy models when they make a Normal, Advance or Fall Back move.
  • FLY models that start or end a move on a terrain feature measure distance moved through the air when they make a Normal, Advance or Fall Back move.
DISPLACER FIELD
1CP
Imperialis Fleet – Wargear Stratagem
These rare protective fields perform microteleport displacements to remove their bearers from harm.
WHEN: Your opponent's Shooting phase, just after an enemy unit has selected its targets.

TARGET: One CHARACTER unit from your army (excluding OFFICIO ASSASSINORUM units) that was selected as the target of one or more of the attacking unit's attacks.

EFFECT: Until the end of the phase, models in your unit have a 4+ invulnerable save and, after the attacking unit has resolved its attacks, unless your unit is within Engagement Range of one or more enemy units, it can make a Normal move of up to 6" (when doing so, models in this unit move as if they have the Fly keyword).
Root out Heresy
Ordo Hereticus Purgation Force Detachment

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.

Each time an ADEPTUS ARBITES, INQUISITOR, INQUISITORIAL AGENTS or ORDO HERETICUS model from your army makes an attack that targets a CHAOS unit containing 5 or more models, that attack has the [SUSTAINED HITS 1] ability.
Destroy the Daemonic
Ordo Malleus Daemon Hunters Detachment

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.
  • Universal Anathema
    10 pts
Ordo Xenos Alien Hunters Detachment

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.

model only. Melee weapons equipped by the bearer have the [ANTI-INFANTRy 2+] and [ANTI-MONSTER 4+] abilities.

  • Blackweave Shroud
    15 pts
Ordo Xenos Alien Hunters Detachment

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.

model only. The bearer has the Feel No Pain 4+ ability.

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.
  • Ignis Judicium
    10 pts
Ordo Hereticus Purgation Force Detachment

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.

  • Liber Heresius
    10 pts
Ordo Hereticus Purgation Force Detachment

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 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.

The PSYKER keyword is used in the following Imperial Agents datasheets:

  • Witch Hunter
    15 pts
Ordo Hereticus Purgation Force Detachment

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.

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.
Remain Stationary
If a unit Remains Stationary, none of its models can be moved for the rest of the phase.
  • No Escape (Aura)
    25 pts
Ordo Hereticus Purgation Force Detachment

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.

  • Daemon Slayer
    10 pts
Ordo Malleus Daemon Hunters Detachment

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.

  • Grimoire of True Names (Aura)
    10 pts
Ordo Malleus Daemon Hunters Detachment

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.

  • Gift of the Prescient
    20 pts
Ordo Malleus Daemon Hunters Detachment

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.

  • Formidable Resolve
    5 pts
Ordo Malleus Daemon Hunters Detachment

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.

  • Digital Weapons
    10 pts
Imperialis Fleet Detachment

These potent, short-ranged energy weapons are concealed in precious items of jewellery, the better to lethally surprise the foe.

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.

  • Clandestine Operation
    15 pts
Imperialis Fleet Detachment

This war leader prefers to strike with subtlety and precision, working their forces into advanced positions before commencing hostilities.

model only. At the start of the Declare Battle Formations step, you can select up to three INFANTRY units from your army (excluding GREY KNIGHTS TERMINATOR SQUAD units) - those units gain the Infiltrators ability.

The PSYKER keyword is used in the following Imperial Agents datasheets:

The ORDO MALLEUS keyword is used in the following Imperial Agents datasheets:

HEXAGRAMMIC WARDS
1CP
Daemon Hunters – Wargear Stratagem
Ancient warding sigils inscribed in shimmering silver, these strange runic designs ward away the hostile energies of the warp.
WHEN: Your opponent’s Shooting phase or the Fight phase, just after an enemy unit has selected its targets.

TARGET: One ORDO MALLEUS 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 Psychic weapons equipped by models in the attacking unit have the [HAZARDOUS] ability.
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.

The ORDO HERETICUS keyword is used in the following Imperial Agents datasheets:

Dedicated Transports

The GRENADES and ORDO HERETICUS keywords are used in the following Imperial Agents datasheets:

STUN GRENADES
1CP
Purgation Force – Wargear Stratagem
Emitting blasts of light, sound and blinding smoke, these devices disorient the foe.
WHEN: Start of any phase (excluding the Command phase).

TARGET: One ADEPTUS ARBITES, INQUISITORIAL AGENTS or ORDO HERETICUS GRENADES unit from your army that is not within Engagement Range of one or more enemy units.

EFFECT: Select one enemy unit (excluding MONSTERS or VEHICLES) within 8" of and visible to your unit. That enemy unit must take a Battle-shock test and, until the end of the phase, each time a model in that unit makes an attack, subtract 1 from the Hit roll.

The INFANTRY and ORDO HERETICUS keywords are used in the following Imperial Agents datasheets:

EXECUTION ORDER
2CP
Purgation Force – Epic Deed Stratagem
There can be no mercy for heretic leaders.
WHEN: Your Command phase.

TARGET: One ADEPTUS ARBITES, INQUISITORIAL AGENTS or ORDO HERETICUS INFANTRY unit from your army.

EFFECT: Select one enemy CHARACTER unit on the battlefield. Until the start of your next Command phase, each time a model in your unit targets that CHARACTER unit, its weapons have the [PRECISION] ability.
DISPENSE JUSTICE
1CP
Purgation Force – Battle Tactic Stratagem
Agents of the Ordo Hereticus are unmerciful in meting out what they see as the Emperor's justice.
WHEN: Your Shooting phase or the Fight phase.

TARGET: One ADEPTUS ARBITES, INQUISITORIAL AGENTS or ORDO HERETICUS unit from your army that has not been selected to shoot or fight this phase.

EFFECT: Until the end of the phase, weapons equipped by models in your unit have the [LETHAL HITS] ability.
INVIOLATE JURISDICTION
1CP
Purgation Force – Strategic Ploy Stratagem
These warriors defend the sanctity of the Emperor's realm with unwavering determination, no matter the odds stacked against them.
WHEN: Your opponent’s Shooting phase or the Fight phase, just after an enemy unit has selected its targets.

TARGET: One ADEPTUS ARBITES, INQUISITORIAL AGENTS or ORDO HERETICUS INFANTRY unit from your army within range of an objective marker and that was selected as the target of one or more of the attacking unit’s attacks.

EFFECT: Until the end of the phase, models in your unit have the Feel No Pain 5+ ability.
LINE OF FIRE
2CP
Purgation Force – Strategic Ploy Stratagem
These ruthless warriors will risk firing into their own ranks if it ensures the deaths of heretics.
WHEN: Your Shooting phase.

TARGET: One ADEPTUS ARBITES, INQUISITORIAL AGENTS or ORDO HERETICUS unit from your army that has not been selected to shoot this phase.

EFFECT: Until the end of the phase, models in your unit can target enemy units that are within Engagement Range of one or more friendly units with ranged weapons (excluding Blast weapons), provided the target is within 12".
Starting Strength
The number of models a unit contains when it is added to your army is known as its Starting Strength.

The VOIDFARERS keyword is used in the following Imperial Agents datasheets:

The VOIDFARERS and CHARACTER keywords are used in the following Imperial Agents datasheets:

MASTERS OF THE VOID
1CP
Imperialis Fleet – Epic Deed Stratagem
With command of the orbital engagement zone comes the ability to strike at the enemy from unexpected angles.
WHEN: Your Movement phase.

TARGET: One VOIDFARERS CHARACTER unit from your army.

EFFECT: Until the end of the phase, each unit from your army that is arriving from Strategic Reserves this turn can be set up within your opponent’s deployment zone (all other restrictions still apply).
CLOSE-QUARTERS BARRAGE
1CP
Imperialis Fleet – Battle Tactic Stratagem
Soldiers trained in shipboard warfare and chamber-by-chamber clearance know how best to focus theirfirepower during close-range firefights.
WHEN: Your Shooting phase.

TARGET: One VOIDFARERS unit from your army.

EFFECT: Until the end of the phase, each time a model in your unit makes a ranged attack that targets a unit within 12", improve the Strength and Armour Penetration characteristics of that attack by 1.
  • Combat Landers
    10 pts
Imperialis Fleet Detachment

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.

  • Fleetmaster
    20 pts
Imperialis Fleet Detachment

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.

AMMO RATIONS
1CP
Voidship’s Company – Battle Tactic Stratagem
Many Navis officers carry limited quantities of specialist ammunition such as hellfire or manstopper rounds, to be issued to their squads in the face of especially formidable opposition.
WHEN: Start of your Shooting phase.

TARGET: One or more VOIDFARERS units from your army.

EFFECT: Select one enemy unit. Until the end of the phase, each time a model in one of your units makes an attack that targets that enemy unit, improve the Armour Penetration characteristic of that attack by 1.
BOARDING DRILL
1CP
Voidship’s Company – Strategic Ploy Stratagem
Exhaustively trained in the strategy and tactics of shipboard warfare, these warriors never miss an opportunity to seize the advantage over their foes.
WHEN: Start of your Shooting phase.

TARGET: One VOIDFARERS unit from your army.

EFFECT: Until the end of the phase, your unit is eligible to shoot or perform a Tactical Manoeuvre in a turn in which it Fell Back.
Beseechment Codes
Voidship’s Company Detachment

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.
Heirloom Blade
Voidship’s Company Detachment

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.

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.
Lathimon’s Flock
Voidship’s Company Detachment

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.

Alternative models by Artel W:

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.

The SMOKE keyword is used in the following Imperial Agents datasheets:

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.

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.

ADAPTIVE TACTICS
1CP
Alien Hunters – Strategic Ploy Stratagem
Only a truly versatile approach to warfare allows the Deathwatch to focus their tactical genius and best the myriad xenos foes they face.
WHEN: Your Command phase.

TARGET: One DEATHWATCH unit from your army.

EFFECT: Select the Furor Tactics, Malleus Tactics or Purgatus Tactics. Until the start of your next Command phase, that Deathwatch Mission Tactic is active for your unit instead of any other Deathwatch Mission Tactic that is active for your army, even if you have already selected that Deathwatch Mission Tactic this battle.
ARMOUR OF CONTEMPT
1CP
Alien Hunters – Battle Tactic Stratagem
The belligerence and transhuman physiologies of the Deathwatch make them unyielding foes.
WHEN: Your opponent's Shooting phase or the Fight phase, just after an enemy unit has selected its targets.

TARGET: One DEATHWATCH 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, each time an attack targets your unit, worsen the Armour Penetration characteristic of that attack by 1.
DRAGONFIRE ROUNDS
1CP
Alien Hunters – Wargear Stratagem
Dragonf ire rounds explode just before contact, saturating foes in cover with searing gas and flames.
WHEN: Your Shooting phase.

TARGET: One DEATHWATCH INFANTRY unit from your army that has not been selected to shoot this phase.

EFFECT: Until the end of the phase, ranged weapons equipped by models in your unit have the [ASSAULT] and [IGNORES COVER] abilities.

RESTRICTIONS: You cannot select any units that have already been targeted with either the Kraken Rounds or Hellfire Rounds Stratagems this phase.
HELLFIRE ROUNDS
1CP
Alien Hunters – Wargear Stratagem
Hellfire rounds contain reservoirs of virulent bioacids that eat away the flesh of their victims in seconds and leave nothing but bubbling gruel.
WHEN: Your Shooting phase.

TARGET: One DEATHWATCH INFANTRY unit from your army that has not been selected to shoot this phase.

EFFECT: Until the end of the phase, ranged weapons (excluding Devastating Wounds weapons) equipped by models in your unit have the [ANTI-INFANTRY 2+] and [ANTI-MONSTER 5+] abilities.

RESTRICTIONS: You cannot select any units that have already been targeted with either the Kraken Rounds or Dragonfire Rounds Stratagems this phase.
KRAKEN ROUNDS
1CP
Alien Hunters – Wargear Stratagem
Kraken rounds utilise adamantine cores and improved propellants to penetrate the thickest hide.
WHEN: Your Shooting phase.

TARGET: One DEATHWATCH INFANTRY unit from your army that has not been selected to shoot this phase.

EFFECT: Until the end of the phase, improve the Armour Penetration characteristic of ranged weapons equipped by models in your unit by 1 and improve the Range characteristic of those weapons by 6".

RESTRICTIONS: You cannot select any units that have already been targeted with either the Dragonfire Rounds or Hellfire Rounds Stratagems this phase.
Deathwatch Mission Tactics
Ordo Xenos Alien Hunters Detachment

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.

  • Amulet of Auto-Chastisement
    25 pts
Ordo Xenos Alien Hunters Detachment

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.

  • Beacon Angelis
    30 pts
Ordo Xenos Alien Hunters Detachment

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.

Alternative models by Artel W:

The KILL TEAM and DEATHWATCH keywords are used in the following Imperial Agents datasheets:

The TERMINATOR keyword is used in the following Imperial Agents datasheets:

The VEHICLE keyword is used in the following Imperial Agents datasheets:

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, just after a VEHICLE unit from your army ends a Charge move.

TARGET: That VEHICLE unit.

EFFECT: Select one enemy unit within Engagement Range of your unit, and select one VEHICLE model in your unit that is within Engagement Range of that enemy unit. Roll a number of D6 equal to the Toughness characteristic of the selected VEHICLE model. For each 5+, that enemy unit suffers 1 mortal wound (to a maximum of 6 mortal wounds).

The TRANSPORT keyword is used in the following Imperial Agents datasheets:

Kill Team
Each time an attack targets this unit, if it contains models with different Toughness characteristics, until the attacking unit has finished making its attacks, use the Toughness characteristic of the majority of the models in that unit when determining what roll is required for that attack to successfully wound. If two or more Toughness characteristics are tied for majority, use the highest value.

For the purposes of determining which models in this unit can embark within a TRANSPORT, Kill Team Terminator models, Kill Team Outrider models, Kill Team Biker models and models equipped with a jump pack each take up the space of 2 models, but can otherwise embark within any TRANSPORT their unit can embark within, even though similar models in other units have the TERMINATOR, MOUNTED or JUMP PACK keywords.

For the purposes of interacting with terrain features, all models in units with this ability are considered INFANTRY models, even though similar models in other units may have the MOUNTED or JUMP PACK keywords.

Designer’s Note: While the abstractions in the above rule cause some models to behave differently to similar models in other units, they are designed to minimise complicated movement, TRANSPORT and Benefit of Cover rules.
Twin-linked

Dual weapons are often grafted to the same targeting system for greater lethality.

Weapons with [TWIN-LINKED] in their profile are known as Twin-linked weapons. Each time an attack is made with such a weapon, you can re-roll that attack’s Wound roll.

The KILL TEAM keyword is used in the following Imperial Agents datasheets:

The BATTLELINE keyword is used in the following Imperial Agents datasheets:

BREACH AND CLEAR
1CP
Voidship’s Company – Battle Tactic Stratagem
Naval armsmen of every stripe train extensively in the tactics of chamber-by-chamber combat, clearing one space of foes before pressing on to the next.
WHEN: Your Movement phase, just after an IMPERIAL NAVY BREACHERS unit from yourarmy opens a Hatchway.

TARGET: That IMPERIAL NAVY BREACHERS unit.

EFFECT: Until the end of the turn, each time a model in your unit makes an attack, if that model is on the opposite side of the Hatchway from the side it started the turn on, add 1 to the Hit roll and add 1 to the Wound roll.
Alternative models by Artel W:

The ADEPTUS ARBITES keyword is used in the following Imperial Agents datasheets:

Battleline
INESCAPABLE JUDGEMENT
1CP
Interdiction Team – Strategic Ploy Stratagem
Attempting to flee from the implacable Arbitrators and their ferocious cybercanids only exposes the foe to a swift and brutal end.
WHEN: Your opponent's Movement phase, just after an enemy unit is selected to Fall Back.

TARGET: One ADEPTUS ARBITES unit from your army within Engagement Range of that enemy unit.

EFFECT: Until the end of the phase, when that enemy unit Falls Back, models in it 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.
DUTY AND DEATH
1CP
Interdiction Team – Battle Tactic Stratagem
So important are the targets of Adeptus Arbites voidship raids that the Arbitrators will not let themselves fall until they know their duty is done.
WHEN: Your opponent’s Shooting phase or the Fight phase, just after an enemy unit has selected its targets.

TARGET: One ADEPTUS ARBITES 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, models in your unit have the Feel No Pain 4+ ability.
ARBITRARY EXECUTION
1CP
Interdiction Team – Strategic Ploy Stratagem
Well practised in bringing down their targets with effective head shots, the Arbitrators wield their sidearms to deadly effect.
WHEN: Your Shooting phase.

TARGET: One ADEPTUS ARBITES unit from your army that has not been selected to shoot this phase.

EFFECT: Until the end of the phase, Arbites shotpistols equipped by models in your unit have an Attacks characteristic of 2 and the [LETHAL HITS] ability, and models in your unit can target enemy units that are not within Engagement Range of them (provided they are otherwise eligible targets).
CRACKDOWN
1CP
Interdiction Team – Battle Tactic Stratagem
Veterans of close-quarters brutality, these warriors know how to swiftly incapacitate enemies in the close-quarters confines of voidships and the like.
WHEN: Fight phase.

TARGET: One ADEPTUS ARBITES unit from your army.

EFFECT: Until the end of the phase, each time a model in your unit makes an attack, you can re-roll the Hit roll and you can re-roll the Wound roll.
Chastisor Auto-Vox
Interdiction Team Detachment

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.
FIRING DECK

Some transports have firing hatches, ports or platforms from which embarked passengers can shoot.

Some TRANSPORT models have ‘Firing Deck x’ listed in their abilities. Each time such a model is selected to shoot in the Shooting phase, you can select up to ‘x’ models embarked within it whose units have not already shot this phase. Then, for each of those embarked models, you can select one ranged weapon that embarked model is equipped with (excluding weapons with the [ONE SHOT] ability). Until that TRANSPORT model has resolved all of its attacks, it counts as being equipped with all of the weapons you selected in this way, in addition to its other weapons. Until the end of the phase, those selected models’ units are not eligible to shoot.

  • Firing Deck ‘x’: Each time this TRANSPORT shoots, select one weapon (excluding weapons with the [ONE SHOT] ability) from up to ‘x’ models embarked within it whose units have not shot this phase; this TRANSPORT counts as being equipped with those weapons as well. Until the end of the phase, those selected models’ units are not eligible to shoot.
Transport Capacity
All TRANSPORT models have a transport capacity listed on their datasheet. This determines the type and maximum number of friendly models that can embark within them.

Units can start the battle embarked within a TRANSPORT model instead of being set up separately – declare which units are embarked within a TRANSPORT model before you set it up.

FIRING DECK

Some transports have firing hatches, ports or platforms from which embarked passengers can shoot.

Some TRANSPORT models have ‘Firing Deck x’ listed in their abilities. Each time such a model is selected to shoot in the Shooting phase, you can select up to ‘x’ models embarked within it whose units have not already shot this phase. Then, for each of those embarked models, you can select one ranged weapon that embarked model is equipped with (excluding weapons with the [ONE SHOT] ability). Until that TRANSPORT model has resolved all of its attacks, it counts as being equipped with all of the weapons you selected in this way, in addition to its other weapons. Until the end of the phase, those selected models’ units are not eligible to shoot.

  • Firing Deck ‘x’: Each time this TRANSPORT shoots, select one weapon (excluding weapons with the [ONE SHOT] ability) from up to ‘x’ models embarked within it whose units have not shot this phase; this TRANSPORT counts as being equipped with those weapons as well. Until the end of the phase, those selected models’ units are not eligible to shoot.

The TRANSPORT keyword is used in the following Imperial Agents datasheets:

The DEDICATED TRANSPORT keyword is used in the following Imperial Agents datasheets:

The INQUISITOR and INFANTRY keywords are used in the following Imperial Agents datasheets:

HOVER

Some aircraft can use vectored thrusters or anti-grav technology to hover over the battlefield, the better to hunt their prey or deploy embarked troops.

Some AIRCRAFT models have ‘Hover’ listed in their abilities. When you are instructed to Declare Battle Formations, before doing anything else, you must first declare which models from your army with this ability will be in Hover mode.

If a model is in Hover mode, then until the end of the battle, its Move characteristic is changed to 20", it loses the AIRCRAFT keyword and it loses all associated rules for being an AIRCRAFT model. Models in Hover mode do not start the battle in Reserves, but you can choose to place them into Strategic Reserves following the normal rules if you wish.
Manhunter’s Helm
Interdiction Team Detachment

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
Interdiction Team Detachment

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 REQUISITIONED keyword is used in the following Imperial Agents datasheets:

STEEL HEART
1CP
Daemon Hunters – Strategic Ploy Stratagem
The battle-brothers of the Grey Knights never flee from their daemonic foes, instead merely withdrawing momentarily before striking anew.
WHEN: Your Movement phase, just after a GREY KNIGHTS TERMINATOR SQUAD unit from your army Falls Back.

TARGET: That GREY KNIGHTS TERMINATOR SQUAD unit.

EFFECT: Until the end of the turn, your unit is eligible to shoot and declare a charge in a turn in which it Fell Back.
TRUESILVER ARMOUR
1CP
Daemon Hunters – Wargear Stratagem
Grey Knights battle plate incorporates litanies of purity, strands of sanctified silver and other sacred wards, whose defences can be further empowered by ritual mantras.
WHEN: Your opponent's Shooting phase orthe Fight phase, just after an enemy unit has selected its targets.

TARGET: One GREY KNIGHTS TERMINATOR SQUAD 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, each time an attack targets your unit, worsen the Armour Penetration characteristic of that attack by 1.
PSYBOLT AMMUNITION
1CP
Daemon Hunters – Wargear Stratagem
Specially consecrated and silver-tipped, these bolt shells channel the firer’s innate psychic fury and detonate spectacularly on impact.
WHEN: Your Shooting phase.

TARGET: One GREY KNIGHTS TERMINATOR SQUAD unit from your army that has not been selected to shoot this phase.

EFFECT: Until the end of the phase, ranged weapons equipped by models in your unit have the [LETHAL HITS] and [PSYCHIC] abilities.
SELFLESS BODYGUARD
1CP
Imperialis Fleet – Epic Deed Stratagem
Loyal Imperial warriors will martyr themselves gladly to protect high-ranking Imperial agents.
WHEN: Your opponent’s Shooting phase or the Fight phase, just after an enemy unit has selected its targets.

TARGET: One Attached unit that was selected as the target of one or more of the attacking unit’s attacks.

EFFECT: Until the end of the phase, each time an attack with the [PRECISION] ability is allocated to a CHARACTER model in your unit, if there are one or more Bodyguard models in your unit, roll one D6: on a 2+, that attack is allocated to a Bodyguard model of your choice in your unit instead.
Alternative models by Artel W:

SHIP’S WATCH
1CP
Voidship’s Company – Strategic Ploy Stratagem
The Navis Imperialis prides itself on the ironclad discipline and keen watchfulness of its warriors.
WHEN: Your opponent's Movement or Charge phase.

TARGET: Up to two VOIDSMEN-AT-ARMS units from your army that have not fired Overwatch this phase.

EFFECT: Until the end of the phase, each time a model in one of your units makes an attack while firing Overwatch, an unmodified Hit roll of 5+ is required to score a hit, instead of an unmodified 6. When doing so, models in your units can ignore other models in their unit for the purposes of visibility, and each time a model in one of your units makes an attack, if that unit contains a Canid model, a successful unmodified Hit roll of 5+ scores a Critical Hit.

The DEATHWATCH and KILL TEAM keywords are used in the following Imperial Agents datasheets:

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