On this page you will find a wide variety of rules content for use with the Agents of the Imperium. These allow you to take these forces in their respective faction Detachments, or as part of another Detachment with other IMPERIUM units.


Books

BookKindEditionVersionLast update
  Agent of the Imperium
  Agent of the ImperiumDatasheet9April 2023
  Arks of Omen: Lion
  Arks of Omen: LionExpansion9April 2023
  Imperial Armour: Compendium
  Imperial Armour: CompendiumIndex9Indomitus 1.9February 2023
  Munitorum Field Manual 2023 Mk I
  Munitorum Field Manual 2023 Mk IExpansion9January 2023

Keywords

Throughout this section you will come across the <ORDO> keyword. When you include such a unit in your army, you must nominate which Ordo it is from and then replace the <ORDO> keyword in every instance on its datasheet with the name of your chosen Ordo. The Ordos available are ORDO HERETICUS, ORDO MALLEUS, ORDO XENOS and ORDO MINORIS.

For example, if you include an ACOLYTES unit in your army and decide they are from the Ordo Hereticus, their <ORDO> keyword becomes ORDO HERETICUS and the first sentence of their Loyal Servant ability reads, ‘When a friendly ORDO HERETICUS INQUISITOR model within 3" of this unit would lose any wounds as a result of an attack made against that model, this unit can attempt to intercept that attack.’

Abilities

A unit’s datasheet will list all the abilities it has. Certain abilities that are common to many units are only referenced on the datasheets rather than described in full. These abilities are described below.

Agent of the Imperium

If your army is Battle-forged, you can include one AGENT OF THE IMPERIUM unit in each IMPERIUM (excluding FALLEN units) Patrol, Boarding Patrol, Battalion, Brigade and Arks of Omen Detachment in your army without those units taking up Battlefield Role slots in those Detachments. The inclusion of an AGENT OF THE IMPERIUM unit does not prevent other units from their Detachment benefiting from Detachment abilities (e.g. Chapter Tactics), and it does not prevent other units from your army benefiting from abilities that require every model in your army to have that ability (e.g. Combat Doctrines). An AGENT OF THE IMPERIUM unit included in a Patrol, Boarding Patrol, Battalion, Brigade or Arks of Omen Detachment in this manner is ignored for any rules that state all units from that Detachment must have at least one Faction keyword in common (e.g. in a matched play game), and when determining your Army Faction.

An AGENT OF THE IMPERIUM unit can never be included in a BROOD BROTHERS Detachment.

Brutal Judgement

Each time a model in this unit makes an attack that targets a unit within half range, an unmodified hit roll of 6 automatically wounds the target.

Independent Operative

Units with the OFFICIO ASSASSINORUM keyword gain the abilities below:
  • This unit can never have a Warlord Trait.
  • During deployment, you can set up this unit in concealment instead of placing it on the battlefield. If you do, then 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" away from any enemy models.

Authority of the Inquisition

INFANTRY units with this ability can embark within any IMPERIUM TRANSPORT model, even if that model normally only permits models with other Faction keywords to do so. All other restrictions apply normally (e.g. TERMINATOR models can only embark within TRANSPORTS that allow TERMINATOR models to do so).

If your army is Battle-forged, no more than one INQUISITOR unit can be included in each INQUISITON Detachment (i.e. a Detachment that includes only INQUISITION units).

Unquestionable Wisdom (Aura)

While a friendly IMPERIUM unit is within 6" of this model, models in that unit can use this model’s Leadership characteristic instead of their own.

Quarry

Units with the ORDO MALLEUS, ORDO HERETICUS, ORDO XENOS or ORDO MINORIS keyword gain the relevant ability below:
  • ORDO MALLEUS: When resolving an attack made by a model in this unit that targets a CHAOS or DAEMON unit, you can re-roll the hit roll and you can re-roll the wound roll.
  • ORDO HERETICUS: When resolving an attack made by a model in this unit that targets a CHAOS or PSYKER unit, you can re-roll the hit roll and you can re-roll the wound roll.
  • ORDO XENOS: When resolving an attack made by a model in this unit that targets a unit that is not CHAOS, IMPERIUM or UNALIGNED unit, you can re-roll the hit roll and you can re-roll the wound roll.
  • ORDO MINORIS: When resolving an attack made by a model in this unit that targets a CHARACTER unit, you can re-roll the hit roll and you can re-roll the wound roll.

Telethesia Discipline

Before the battle, generate the psychic powers for PSYKER models that know powers from the Telethesia discipline using the powers presented here. You can either roll one D6 on the table below to generate each power randomly (re-rolling duplicate results), or you can select which powers the psyker knows. If you are selecting powers, you can select from the Ordo-specific powers in the boxed sections below, but only if the PSYKER belongs to that Ordo.

D6PSYCHIC POWER
1

TERRIFY

Malediction: Terrify has a warp charge value of 6. If manifested, select one enemy unit within 18" of and visible to this PSYKER. Until the start of your next Psychic phase:

  • Subtract 1 from the Leadership characteristic of models in that unit.
  • That unit cannot fire Overwatch.

2

PSYCHIC FORTITUDE

Blessing: Psychic Fortitude has a warp charge value of 4. If manifested, select one friendly IMPERIUM unit within 12" of this PSYKER. Until the start of your next Psychic phase, when a Morale test is taken for that unit, do not roll the dice; it is automatically passed.

3

DOMINATE

Malediction: Dominate has a warp charge value of 6. If manifested, select one enemy model (excluding VEHICLE models) within 12" of this PSYKER and roll 3D6. If the total is equal to or greater than that enemy model’s Leadership characteristic, that enemy model can immediately shoot with one weapon it is equipped with as if it were your Shooting phase, or make one attack as if it were the Fight phase. In either case, treat that enemy model as if it is a separate unit that is part of your army while shooting or making that melee attack.

4

MENTAL INTERROGATION

Malediction: Mental Interrogation has a warp charge value of 6. If manifested, select one enemy CHARACTER model within 12" of and visible to this PSYKER.

  • Until the start of your next Psychic phase, when resolving an attack made by that enemy model, subtract 1 from the hit roll.
  • If your army is Battle-forged roll, 3D6: if the result is equal to or greater than that enemy model’s Leadership characteristic, you gain 1 Command point.

5

PSYCHIC PURSUIT

Blessing: Psychic Pursuit has a warp charge value of 7. If manifested, select one enemy CHARACTER unit that only contains models with a Wounds characteristic of 9 or less and is within 18" of and visible to this PSYKER. Then, select one friendly <ORDO> INFANTRY unit within 6" of this PSYKER. Until the end of your next Shooting phase, each time you select a target for a ranged weapon a model in that friendly <ORDO> INFANTRY unit is making an attack with, you can ignore the Look Out, Sir rule if you select that enemy CHARACTER unit as the target.

6

CASTIGATION

Witchfire: Castigation has a warp charge value of 6. If manifested, select one enemy unit within 18" of and visible to this PSYKER and roll 3D6: if the total exceeds the lowest Leadership characteristic in that enemy unit, that enemy unit suffers D3 mortal wounds.


Ordo Hereticus: Scourging

The psyker fashions a lash from their foe’s own guilt and uses it to flay their writhing minds.

Malediction: Scourging has a warp charge value of 6. If manifested, select one enemy unit within 12" of this PSYKER.
  • Until the start of your next Psychic phase, subtract 1 from the Attacks characteristic of models in that enemy unit (to a minimum of 1).
  • Roll 2D6; if the total is equal to or greater than the highest Leadership characteristic in that enemy unit, then until the start of your next Psychic phase, when resolving an attack made by a model in that enemy unit, subtract 1 from the hit roll.

Ordo Xenos: Psychic Veil

The psyker conjures a glamour to shield their allies.

Blessing (Aura): Psychic Veil has a warp charge value of 5. If manifested, until the start of your next Psychic phase, friendly ORDO XENOS units within 6" of this PSYKER can only be selected as the target of attacks if they are the closest visible enemy unit, and can only be selected as the target of charges if they are within 6" of the charging unit.

Ordo Malleus: Warding Incantation

The psyker chants a protective invocation, raising a wall of adjuratory empyric wards around their allies.

Blessing: Warding Incantation has a warp charge value of 6. If manifested, select one friendly IMPERIUM INFANTRY or IMPERIUM BIKER unit within 12" of this PSYKER. Until the start of your next Psychic phase, models in that unit have a 5+ invulnerable save.

Boarding Actions

The Imperium is replete with ruthless organisations, martial orders and militant factions. Some may not boast the huge armies of other Imperial forces, but in precision strikes and clandestine operations their specialised warriors are deadly.

Mustering a Boarding Patrol

When mustering a Boarding Patrol, if your Faction is AGENTS OF THE IMPERIUM, then the following rules apply when adding units to your Boarding Patrol Detachment, and they take priority over the ‘mustering a Boarding Patrol’ rules.
  • All <ORDO> units in your Boarding Patrol must be from the same Ordo.
  • If you include an INQUISITOR model:
    • You can include INQUISITION units, even though they do not have the AGENTS OF THE IMPERIUM keyword.
    • You can include up to 3 INQUISITION CHARACTER models, but only one of them can be an INQUISITOR model.
    • ACOLYTE units can only be taken at a unit size of 5 models and are considered to have the Troops Battlefield Role.
  • You can include an OFFICIO ASSASSINORUM model, regardless of how many other CHARACTER models your Boarding Patrol contains, but it cannot be your WARLORD.
  • When mustering your Boarding Patrol, select one of the following: ACOLYTE units; NAVIS IMPERIALIS Troops units; ADEPTUS ARBITES Troops units. The selected units from your army gain the Objective Secured ability.
  • When forming Boarding Squads, do not split VOIDSMEN-AT-ARMS units into separate units.

Rules Adaptations

If your Faction is AGENTS OF THE IMPERIUM, then the following rules adaptations apply.
  • DAEMONHOST models lose the Daemonic Power ability and instead add 1 to their Strength and Attacks characteristics.
  • When you deploy an INQUISITION unit (excluding DAEMONHOST units) in an Entry Zone, you can deploy a friendly JOKAERO WEAPONSMITH unit in that Entry Zone as well.
  • If your Boarding Patrol does not include any CHARACTER models (other than OFFICIO ASSASSINORUM models) but does include an EXACTION SQUAD unit, you can give an Enhancement to that unit’s Proctor-Exactant model as if it was a CHARACTER model.
  • OFFICIO ASSASSINORUM, JOKAERO WEAPONSMITH and DAEMONHOST models cannot be given Enhancements.
  • OFFICIO ASSASSINORUM models with the Independent Operative and Polymorphine abilities lose those abilities for the battle and gain the following ability instead: ‘Infiltrating Assassin: Before the battle, in the Deploy Armies step, when setting up this model in an Entry Zone, you can set it up anywhere on the battlefield wholly within 6" of that Entry Zone.’

Enhancements

If your WARLORD has the AGENTS OF THE IMPERIUM keyword, then when mustering your Boarding Patrol, they can be given one of the following Enhancements instead of one from Arks of Omen: Abaddon.

DECK FIGHTER

This agent’s rapid-fire orders have seen their crews hold against monstrous odds and clear enemy ships bulkhead by bulkhead.

At the end of your Movement phase, select one friendly unit that is within 9" of the bearer and is not within Engagement Range of any units from your army. That unit has Set Overwatch, is Holding Steady and is Set to Defend, but cannot make ranged attacks this turn.

THE VOID CUIRASS OF YARADT

During the final void battle of the G’holasq Incursion, the Patriarch Yaradt had held firm against all manner of vile xenos weapons. A single piece of the old battleships prow armour was fashioned into this breastplate as proof against the unknown.

  • The bearer has a 4+ invulnerable save.
  • Each time an attack is allocated to the bearer, subtract 1 from the Damage characteristic of that attack (to a minimum of 1).

INQUISITORIAL MANDATE

Such is the power conveyed by an Inquisitor’s authority that nothing is beyond their reach.

INQUISITOR model only:

  • The bearer gains the Objective Secured ability.
  • Once per turn, in your Movement phase, when the bearer is making a Normal Move, you can select one objective marker the bearer is within range of and that you control. That objective marker counts as having had a unit from your army successfully complete the Secure Site action on it (see Arks of Omen: Abaddon).


Boarding Action Stratagems

If your Faction is AGENTS OF THE IMPERIUM, then when playing a Boarding Action game you will have access to the following Stratagems, and can spend CP to use them.

INTO THE BREACH1CP
Agents of the Imperium – Boarding Actions – Battle Tactic Stratagem

Arbitrators and Imperial Navy Breachers are hardened against the storm of attacks they routinely face when assaulting enemy lairs.

Use this Stratagem in your opponent’s Shooting phase or the Fight phase, when an ADEPTUS ARBITES or IMPERIAL NAVY BREACHERS unit from your army is selected as the target of an attack. Until the end of the phase, each time an attack is made against that unit, subtract 1 from the Strength characteristic of that attack.
UNCOMPROMISING EXECUTIONERS1CP
Agents of the Imperium – Boarding Actions – Battle Tactic Stratagem

The Emperor’s judgement is final, and in the prosecution of his sentence his sworn Arbitrators are brutally uncompromising.

Use this Stratagem in your Shooting phase or the Fight phase, when an ADEPTUS ARBITES unit from your army is selected to shoot or fight. Until the end of the phase, each time a model in that unit makes an attack, you can re-roll the wound roll.
STORM THE DECKS!1CP
Agents of the Imperium – Boarding Actions – Battle Tactic Stratagem

Referred to by some crews as ‘bloody boarders’, Breachers bully their way forwards through ship corridors, their mag-boots giving them firm footings as they storm enemy barricades and choke points at speed.

Use this Stratagem in your Movement phase, when an IMPERIAL NAVY BREACHERS unit from your army is selected to Advance. Until the end of the phase:
  • Add 2 to Advance rolls made for that unit.
  • That unit is eligible to charge in a turn in which it Advanced.
LOYAL TO THE END1CP
Agents of the Imperium – Boarding Actions – Epic Deed Stratagem

Fully committed to their master’s cause - whether through faith or fear - an Inquisitor’s favoured agents will seek to do their duty in whatever dark confines it has led them to, or die trying.

Use this Stratagem in your opponent’s Shooting phase or the Fight phase, when an ACOLYTES unit from your army is selected as the target of an attack. Until the end of the phase, each time a model in that unit is destroyed, do not remove it from play. The destroyed model can shoot or fight (but not both) after the attacking model’s unit has finished making its attacks, and is then removed from play.
GO GET‘EM!1CP
Agents of the Imperium – Boarding Actions – Epic Deed Stratagem

Imperial camform units are swift masses of muscle, claws and heavy jaws, and each is conditioned or programmed to tear the enemy’s throat out on command, regardless of the consequences.

Use this Stratagem in your opponent’s Movement phase, when a unit from their army finishes a move. Select one Canid or Cyber-mastiff model from your army that is visible to and within 9" of that enemy unit. That enemy unit suffers D3 mortal wounds and that Canid or Cyber-mastiff model is destroyed (it is ignored for the purposes of Morale tests this turn).
HATCHWAY EXPERTISE1CP
Agents of the Imperium – Boarding Actions – Strategic Ploy Stratagem

Bearing specialist breaching kit or carrying overriding ciphers, few ship’s vaults or chambers are barred to these warriors.

Use this Stratagem in your Movement phase, when a NAVIS IMPERIALIS or ACOLYTES unit from your army finishes a Normal Move. You can open one Hatchway that is within 1" of that unit. Your opponent cannot attempt to prevent that Hatchway from opening.
STRICT JUDGEMENT1CP
Agents of the Imperium – Boarding Actions – Strategic Ploy Stratagem

The Adeptus Arbites do not shy from bringing the harshness of the Lex Imperialis to everyone from corrupt Enforcers to system lords and even higher, stripping them of their authority and power.

Use this Stratagem in your opponent’s Command phase. Select one enemy unit within 9" of and visible to an ADEPTUS ARBITES unit from your army. Until the start of your next Command phase, that enemy unit loses the Objective Secured ability and cannot perform the Secure Site action (if it is currently performing that action, it automatically fails).
CONCUSSION GRENADES1CP
Agents of the Imperium – Boarding Actions – Wargear Stratagem

Hurling these devices through an open hatch can stun and deafen anyone beyond, leaving them easier prey.

Use this Stratagem in your Movement phase, when a CONCUSSION GRENADES unit from your army opens a Hatchway. Until the start of your next Movement phase, each enemy unit that is visible to and within 6" of that Hatchway and was not visible to that CONCUSSION GRENADES unit before the Hatchway was opened is concussed. While a unit is concussed, it cannot fire Overwatch and each time it makes an attack, subtract 1 from that attack’s hit roll and it cannot be re-rolled.

Optional Wargear

Many of the units you will find on this page reference one or more of the following wargear lists (e.g. Melee Weapons). When this is the case, the unit may take any item from the appropriate list below.

MELEE WEAPONS

 • Power fist

 • Power maul

 • Power sword

 • Thunder hammer

FORCE WEAPONS

 • Force axe

 • Force stave

 • Force sword

 • Nemesis daemon hammer

PISTOL WEAPONS

 • Bolt pistol

 • Inferno pistol1

 • Needle pistol

 • Plasma pistol

1 INQUISITOR only.

RANGED WEAPONS

 • Boltgun

 • Combi-flamer

 • Combi-melta

 • Combi-plasma

 • Condemnor boltgun1

 • Flamer

 • Hot-shot lasgun

 • Incinerator1

 • Meltagun

 • Plasma gun

 • Storm bolter

1 INQUISITOR only.


Wargear Reference

Ranged Weapons

WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
Animus speculum
Animus speculum
18"
Assault D3
5
-4
1
Whilst there are any enemy PSYKER units within 18" of the bearer, change this weapon’s Type characteristic to Assault D6.
Whilst there are any enemy PSYKER units within 18" of the bearer, change this weapon’s Type characteristic to Assault D6.
Arbites combat shotgun
Arbites combat shotgun
18"
Assault 2
4
-1
1
-
Arbites grenade launcher
Arbites grenade launcher
24"
Assault 1
6
-1
3
-
Arbites shotpistol
Arbites shotpistol
12"
Pistol 1
4
-1
1
-
Artificer bolt pistol
Artificer bolt pistol
12"
Pistol 1
4
-1
2
-
Artificer shotgun
Artificer shotgun
18"
Assault 2
4
0
2
-
Autopistol
Autopistol
12"
Pistol 1
3
0
1
-
Blind grenades
Blind grenades
12"
Grenade D6
*
*
*
This weapon does not inflict any damage (do not make any wound rolls). Instead, if a unit is hit by any blind grenades, subtract 1 from all hit rolls for attacks made by that unit until the end of the turn.
This weapon does not inflict any damage (do not make any wound rolls). Instead, if a unit is hit by any blind grenades, subtract 1 from all hit rolls for attacks made by that unit until the end of the turn.
Bolt pistol
Bolt pistol
12"
Pistol 1
4
0
1
-
Boltgun
Boltgun
24"
Rapid Fire 1
4
0
1
-
+10
Combi-flamer
Before selecting targets, select one or both of the profiles below to make attacks with. If you select both, then each time an attack is made with this weapon this phase, subtract 1 from that attack’s hit roll.
+10
Combi-flamer
Before selecting targets, select one or both of the profiles below to make attacks with. If you select both, then each time an attack is made with this weapon this phase, subtract 1 from that attack’s hit roll.
 - Boltgun
 - Boltgun
24"
Rapid Fire 1
4
0
1
-
 - Flamer
 - Flamer
12"
Assault D6
4
0
1
Each time an attack is made with this weapon profile, that attack automatically hits the target.
Each time an attack is made with this weapon profile, that attack automatically hits the target.
+10
Combi-melta
Before selecting targets, select one or both of the profiles below to make attacks with. If you select both, then each time an attack is made with this weapon this phase, subtract 1 from that attack’s hit roll.
+10
Combi-melta
Before selecting targets, select one or both of the profiles below to make attacks with. If you select both, then each time an attack is made with this weapon this phase, subtract 1 from that attack’s hit roll.
 - Boltgun
 - Boltgun
24"
Rapid Fire 1
4
0
1
-
 - Meltagun
 - Meltagun
12"
Assault 1
8
-4
D6
Each time an attack made with this weapon profile targets a unit within half range, that attack has a Damage characteristic of D6+2.
Each time an attack made with this weapon profile targets a unit within half range, that attack has a Damage characteristic of D6+2.
+10
Combi-plasma
Before selecting targets, select one or two of the profiles below to make attacks with (you can only select one of the plasma gun profiles). If you select two, then each time an attack is made with this weapon this phase, subtract 1 from that attack’s hit roll.
+10
Combi-plasma
Before selecting targets, select one or two of the profiles below to make attacks with (you can only select one of the plasma gun profiles). If you select two, then each time an attack is made with this weapon this phase, subtract 1 from that attack’s hit roll.
 - Boltgun
 - Boltgun
24"
Rapid Fire 1
4
0
1
-
 - Plasma gun (standard)
 - Plasma gun (standard)
24"
Rapid Fire 1
7
-3
1
-
 - Plasma gun (supercharge)
 - Plasma gun (supercharge)
24"
Rapid Fire 1
8
-3
2
If any unmodified hit rolls of 1 are made for attacks with this weapon profile, the bearer is destroyed after shooting with this weapon.
If any unmodified hit rolls of 1 are made for attacks with this weapon profile, the bearer is destroyed after shooting with this weapon.
Condemnor boltgun
Before selecting targets, select one or both of the profiles below to make attacks with. If you select both, then each time an attack is made with this weapon this phase, subtract 1 from that attack's hit roll.
Condemnor boltgun
Before selecting targets, select one or both of the profiles below to make attacks with. If you select both, then each time an attack is made with this weapon this phase, subtract 1 from that attack's hit roll.
 - Boltgun
 - Boltgun
24"
Rapid Fire 1
4
0
1
-
 - Condemnor stake
 - Condemnor stake
24"
Assault 1
4
-1
2
Each time an attack made with this weapon profile is allocated to a PSYKER model, that model’s unit suffers D3 mortal wounds in addition to the normal damage.
Each time an attack made with this weapon profile is allocated to a PSYKER model, that model’s unit suffers D3 mortal wounds in addition to the normal damage.
Dartmask
Dartmask
12"
Pistol 1
2
-2
1
Each time an attack is made with this weapon against a unit (excluding VEHICLE or TITANIC units), an unmodified wound roll of 2+ is always successful.
Each time an attack is made with this weapon against a unit (excluding VEHICLE or TITANIC units), an unmodified wound roll of 2+ is always successful.
Demolition charge
Demolition charge
6"
Grenade D6
8
-3
2
Blast. The bearer can only shoot with each demolition charge it is equipped with once per battle.
Blast. The bearer can only shoot with each demolition charge it is equipped with once per battle.
Dirgesinger
Dirgesinger
18"
Assault 2
4
0
2
When resolving an attack made with this weapon, on an unmodified wound roll of 6 this weapon has an Armour Penetration characteristic of -3 for that attack.
When resolving an attack made with this weapon, on an unmodified wound roll of 6 this weapon has an Armour Penetration characteristic of -3 for that attack.
Electrobane grenades
Electrobane grenades
6"
Grenade 1
4
-1
1
When resolving an attack made with this weapon against a VEHICLE unit, an unmodified wound roll of 4-5 inflicts 1 mortal wound on the target in addition to any other damage, and an unmodified wound roll of 6 inflicts D3 mortal wounds on the target in addition to any other damage.
When resolving an attack made with this weapon against a VEHICLE unit, an unmodified wound roll of 4-5 inflicts 1 mortal wound on the target in addition to any other damage, and an unmodified wound roll of 6 inflicts D3 mortal wounds on the target in addition to any other damage.
Executioner pistol
Executioner pistol
12"
Pistol 4
4
-1
1
You can re-roll wound rolls for attacks made with this weapon that target INFANTRY units.
You can re-roll wound rolls for attacks made with this weapon that target INFANTRY units.
+0..5
Executioner shotgun
+0..5
Executioner shotgun
24"
Assault 1
5
-2
2
Each time you select a target for this weapon, you can ignore the Look Out, Sir rule. Each time an attack is made with this weapon, an unmodified wound roll of 6 inflicts 1 mortal wound on the target in addition to any normal damage.
Each time you select a target for this weapon, you can ignore the Look Out, Sir rule. Each time an attack is made with this weapon, an unmodified wound roll of 6 inflicts 1 mortal wound on the target in addition to any normal damage.
Exitus pistol
Exitus pistol
12"
Pistol 1
4
-3
D3
When resolving an attack made with this weapon, an invulnerable saving throw cannot be made. Attacks made with this weapon wound INFANTRY units on a 2+.
When resolving an attack made with this weapon, an invulnerable saving throw cannot be made. Attacks made with this weapon wound INFANTRY units on a 2+.
Exitus rifle
Exitus rifle
72"
Heavy 1
5
-3
D3
When resolving an attack made with this weapon, an invulnerable saving throw cannot be made. Attacks made with this weapon wound INFANTRY units on a 2+.
When resolving an attack made with this weapon, an invulnerable saving throw cannot be made. Attacks made with this weapon wound INFANTRY units on a 2+.
+5
Flamer
+5
Flamer
12"
Assault D6
4
0
1
Each time an attack is made with this weapon, that attack automatically hits the target.
Each time an attack is made with this weapon, that attack automatically hits the target.
Frag grenades
Frag grenades
6"
Grenade D6
3
0
1
Blast
Blast
Heavy stubber
Heavy stubber
36"
Heavy 3
4
0
1
-
Hot-shot lasgun
Hot-shot lasgun
18"
Rapid Fire 1
3
-2
1
-
Household pistol
Household pistol
12"
Pistol 1
5
-3
2
-
Incinerator
Incinerator
12"
Heavy D6
6
-1
1
Each time an attack is made with this weapon, that attack automatically hits the target.
Each time an attack is made with this weapon, that attack automatically hits the target.
+0..5
Inferno pistol
+0..5
Inferno pistol
6"
Pistol 1
8
-4
D6
Each time an attack made with this weapon targets a unit within half range, that attack has a Damage characteristic of D6+2.
Each time an attack made with this weapon targets a unit within half range, that attack has a Damage characteristic of D6+2.
Jokaero weapons
Before selecting targets, select one of the profiles below to make attacks with.
Jokaero weapons
Before selecting targets, select one of the profiles below to make attacks with.
 - Focused strike
 - Focused strike
24"
Heavy 1
8
-3
3
-
 - Scatter shot
 - Scatter shot
12"
Assault 6
4
-1
1
-
Krak grenades
Krak grenades
6"
Grenade 1
6
-1
D3
-
Lasgun
Lasgun
24"
Rapid Fire 1
3
0
1
-
Laspistol
Laspistol
12"
Pistol 1
3
0
1
-
Master-crafted condemnor boltgun
Before selecting targets, select one or both of the profiles below to make attacks with. If you select both, then each time an attack is made with this weapon this phase, subtract 1 from that attack’s hit roll.
Master-crafted condemnor boltgun
Before selecting targets, select one or both of the profiles below to make attacks with. If you select both, then each time an attack is made with this weapon this phase, subtract 1 from that attack’s hit roll.
 - Master-crafted boltgun
 - Master-crafted boltgun
24"
Rapid Fire 1
4
-1
2
-
 - Condemnor stake
 - Condemnor stake
24"
Assault 1
4
-1
2
Each time an attack made with this weapon profile is allocated to a PSYKER model, that model’s unit suffers D3 mortal wounds in addition to the normal damage.
Each time an attack made with this weapon profile is allocated to a PSYKER model, that model’s unit suffers D3 mortal wounds in addition to the normal damage.
Master-crafted multi-melta
Master-crafted multi-melta
30"
Heavy 2
8
-4
D6
Each time an attack made with this weapon targets a unit within half range, that attack has a Damage characteristic of D6+2.
Each time an attack made with this weapon targets a unit within half range, that attack has a Damage characteristic of D6+2.
Masterwork bolt pistol
Masterwork bolt pistol
12"
Pistol 1
4
-1
1
-
Melta bombs
Melta bombs
4"
Grenade 1
8
-4
D6
You can re-roll wound rolls for attacks made with this weapon that target VEHICLE units.
You can re-roll wound rolls for attacks made with this weapon that target VEHICLE units.
+0..10
Meltagun
+0..10
Meltagun
12"
Assault 1
8
-4
D6
Each time an attack made with this weapon targets a unit within half range, that attack has a Damage characteristic of D6+2.
Each time an attack made with this weapon targets a unit within half range, that attack has a Damage characteristic of D6+2.
Navis heavy shotgun
Navis heavy shotgun
18"
Assault 4
4
0
1
-
Navis las-volley
Navis las-volley
24"
Heavy 4
6
-1
1
-
Navis shotgun
Navis shotgun
18"
Assault 2
4
0
1
-
Needle pistol
Needle pistol
12"
Pistol 1
1
0
1
When resolving an attack made with this weapon, an unmodified wound roll of 6 is successful if the target is a VEHICLE unit or TITANIC unit; otherwise an unmodified wound roll of 2+ is successful.
When resolving an attack made with this weapon, an unmodified wound roll of 6 is successful if the target is a VEHICLE unit or TITANIC unit; otherwise an unmodified wound roll of 2+ is successful.
Neural shredder
Neural shredder
9"
Assault 1
*
*
*
When resolving an attack with this weapon, if a hit is scored, do not make a wound roll: instead roll 3D6; if the result is equal to or greater than the target unit’s highest Leadership characteristic, it suffers D3 mortal wounds.
When resolving an attack with this weapon, if a hit is scored, do not make a wound roll: instead roll 3D6; if the result is equal to or greater than the target unit’s highest Leadership characteristic, it suffers D3 mortal wounds.
+0..10
Plasma gun
Before selecting targets, select one of the profiles below to make attacks with.
+0..10
Plasma gun
Before selecting targets, select one of the profiles below to make attacks with.
 - Standard
 - Standard
24"
Rapid Fire 1
7
-3
1
-
 - Supercharge
 - Supercharge
24"
Rapid Fire 1
8
-3
2
If any unmodified hit rolls of 1 are made for attacks with this weapon profile, the bearer is destroyed after shooting with this weapon.
If any unmodified hit rolls of 1 are made for attacks with this weapon profile, the bearer is destroyed after shooting with this weapon.
+5
Plasma pistol
Before selecting targets, select one of the profiles below to make attacks with.
+5
Plasma pistol
Before selecting targets, select one of the profiles below to make attacks with.
 - Standard
 - Standard
12"
Pistol 1
7
-3
1
-
 - Supercharge
 - Supercharge
12"
Pistol 1
8
-3
2
If any unmodified hit rolls of 1 are made for attacks with this weapon profile, the bearer is destroyed after shooting with this weapon.
If any unmodified hit rolls of 1 are made for attacks with this weapon profile, the bearer is destroyed after shooting with this weapon.
Psibolt pistol
Psibolt pistol
12"
Pistol 1
5
-1
2
-
Psyber-eagle
Psyber-eagle
24"
Assault D6
4
0
1
-
Psyk-out grenades
Psyk-out grenades
6"
Grenade D3
2
0
1
Blast. When resolving an attack made with this weapon against a PSYKER or DAEMON unit, an unmodified hit roll of 6 inflicts 1 mortal wound on the target and the attack sequence ends.
Blast. When resolving an attack made with this weapon against a PSYKER or DAEMON unit, an unmodified hit roll of 6 inflicts 1 mortal wound on the target and the attack sequence ends.
+5
Storm bolter
+5
Storm bolter
24"
Rapid Fire 2
4
0
1
-
Unholy gaze
Unholy gaze
12"
Assault 1
8
-1
1
When resolving an attack made with this weapon, on an unmodified wound roll of 6 this weapon has a Damage characteristic of 3 for that attack.
When resolving an attack made with this weapon, on an unmodified wound roll of 6 this weapon has a Damage characteristic of 3 for that attack.
Voidsman rotor cannon
Voidsman rotor cannon
24"
Heavy 4
6
-1
1
-
Voltaic pistol
Voltaic pistol
12"
Pistol 1
5
0
2
Each time an attack is made with this weapon, an unmodified hit roll of 6 scores 2 additional hits.
Each time an attack is made with this weapon, an unmodified hit roll of 6 scores 2 additional hits.
Webber
Webber
18"
Assault D3
1
0
1
Blast. Each time an attack is made with this weapon, do not make a hit roll. Instead, roll one D6 and the attack sequence ends: if the result is greater than the highest Strength characteristic in the target unit, that unit suffers 1 mortal wound.
Blast. Each time an attack is made with this weapon, do not make a hit roll. Instead, roll one D6 and the attack sequence ends: if the result is greater than the highest Strength characteristic in the target unit, that unit suffers 1 mortal wound.

Melee Weapons

WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
Arias
Arias
Melee
Melee
+1
-3
2
Each time an attack is made with this weapon against a DAEMON unit, if the attack successfully wounds the target, it suffers 1 mortal wound in addition to any normal damage.
Each time an attack is made with this weapon against a DAEMON unit, if the attack successfully wounds the target, it suffers 1 mortal wound in addition to any normal damage.
Barbarisater
Barbarisater
Melee
Melee
+1
-3
D3
When making an attack with this weapon, add 1 to the hit roll.
When making an attack with this weapon, add 1 to the hit roll.
Blade of Surety
Blade of Surety
Melee
Melee
+1
-3
2
-
Chainfist
Chainfist
Melee
Melee
x2
-4
D3
Each time an attack is made with this weapon, subtract 1 from that attack’s hit roll, and if that attack is allocated to a VEHICLE model, that attack has a Damage characteristic of 3.
Each time an attack is made with this weapon, subtract 1 from that attack’s hit roll, and if that attack is allocated to a VEHICLE model, that attack has a Damage characteristic of 3.
Chainsword
Chainsword
Melee
Melee
User
0
1
When the bearer fights, it makes 1 additional attack with this weapon.
When the bearer fights, it makes 1 additional attack with this weapon.
Death Cult power blade
Death Cult power blade
Melee
Melee
+1
-3
1
-
+10
Excruciator maul
+10
Excruciator maul
Melee
Melee
+2
-2
2
-
+10
Force axe
+10
Force axe
Melee
Melee
+2
-2
D3
-
+10
Force stave
+10
Force stave
Melee
Melee
+3
-1
D3
-
+10
Force sword
+10
Force sword
Melee
Melee
+1
-3
D3
-
Master-crafted Nemesis Daemon hammer
Master-crafted Nemesis Daemon hammer
Melee
Melee
x2
-3
3
-
Master-crafted power sword
Master-crafted power sword
Melee
Melee
+1
-3
2
-
Mechanical bite
Mechanical bite
Melee
Melee
User
-1
1
-
Monomolecular cane-rapier
Monomolecular cane-rapier
Melee
Melee
+1
-2
1
Each time the bearer fights, it makes 3 additional attacks with this weapon.
Each time the bearer fights, it makes 3 additional attacks with this weapon.
+20
Nemesis daemon hammer
+20
Nemesis daemon hammer
Melee
Melee
x2
-2
3
When resolving an attack made with this weapon, subtract 1 from the hit roll.
When resolving an attack made with this weapon, subtract 1 from the hit roll.
Neuro-gauntlet
Neuro-gauntlet
Melee
Melee
+1
-1
1
You can re-roll wound rolls for attacks made with this weapon.
You can re-roll wound rolls for attacks made with this weapon.
Phase sword
Phase sword
Melee
Melee
User
-3
2
When resolving an attack made with this weapon, an invulnerable saving throw cannot be made.
When resolving an attack made with this weapon, an invulnerable saving throw cannot be made.
Poison blades
Poison blades
Melee
Melee
2
-1
1
When the bearer fights, it makes 1 additional attack with this weapon. Attacks made with this weapon wound on a 3+ unless the target is a VEHICLE unit.
When the bearer fights, it makes 1 additional attack with this weapon. Attacks made with this weapon wound on a 3+ unless the target is a VEHICLE unit.
Power axe
Power axe
Melee
Melee
+2
-2
1
-
+0..10
Power fist
+0..10
Power fist
Melee
Melee
x2
-3
2
When resolving an attack made with this weapon, subtract 1 from the hit roll.
When resolving an attack made with this weapon, subtract 1 from the hit roll.
+5
Power maul
+5
Power maul
Melee
Melee
+3
-1
1
-
+0..5
Power sword
+0..5
Power sword
Melee
Melee
+1
-3
1
-
Power sword (Eversor Assassin)
Power sword (Eversor Assassin)
Melee
Melee
User
-3
1
-
Runestaff
Runestaff
Melee
Melee
+3
-1
D3
-
Shock maul
Shock maul
Melee
Melee
+2
-1
1
-
Throne of Judgement’s stomping feet
Throne of Judgement’s stomping feet
Melee
Melee
User
-1
2
When the bearer fights, it makes 2D3 additional attacks with this weapon.
When the bearer fights, it makes 2D3 additional attacks with this weapon.
+15
Thunder hammer
+15
Thunder hammer
Melee
Melee
x2
-2
3
When resolving an attack made with this weapon, subtract 1 from the hit roll.
When resolving an attack made with this weapon, subtract 1 from the hit roll.
Warp grasp
Warp grasp
Melee
Melee
User
-3
1
-

Other Wargear

OTHER WARGEAR
ABILITIES 
Arbites medi-kit
Once per turn, the first time a saving throw is failed for a model in the bearer’s unit, change the Damage characteristic of that attack to 0.
Arbites medi-kit
Once per turn, the first time a saving throw is failed for a model in the bearer’s unit, change the Damage characteristic of that attack to 0.
Endurant shield
The bearer has a 5+ invulnerable save. In addition, add 1 to armour saving throws made for the bearer.
Endurant shield
The bearer has a 5+ invulnerable save. In addition, add 1 to armour saving throws made for the bearer.
+0..10
Nuncio aquila
In your Morale phase, you can select one enemy INFANTRY, CAVALRY or BIKER unit that is not sanctioned and is within 9" of and visible to the bearer. If you do so, roll 2D6: if the result is greater than or equal to that unit’s Leadership characteristic, then until the start of your next Morale phase that unit is sanctioned. While a unit is sanctioned, each time a model in that unit makes an attack, subtract 1 from that attack’s hit roll.

This wargear can either be modelled on the Proctor-Vigilant model, or as a separate model by itself (if it is a separate model, it does not count as a model for any rules purposes and must be removed when the Proctor-Vigilant model is destroyed).
+0..10
Nuncio aquila
In your Morale phase, you can select one enemy INFANTRY, CAVALRY or BIKER unit that is not sanctioned and is within 9" of and visible to the bearer. If you do so, roll 2D6: if the result is greater than or equal to that unit’s Leadership characteristic, then until the start of your next Morale phase that unit is sanctioned. While a unit is sanctioned, each time a model in that unit makes an attack, subtract 1 from that attack’s hit roll.

This wargear can either be modelled on the Proctor-Vigilant model, or as a separate model by itself (if it is a separate model, it does not count as a model for any rules purposes and must be removed when the Proctor-Vigilant model is destroyed).
Smoke grenades
The bearer gains the SMOKESCREEN keyword.
Smoke grenades
The bearer gains the SMOKESCREEN keyword.

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

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

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

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

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

Elites

The ORDO HERETICUS and INQUISITOR keywords are used in the following Agents of the Imperium datasheets:

The FALLEN keyword is used in the following Chaos Space Marines datasheets:

Combat Doctrines

When the Adeptus Astartes fight, they employ a set of combat doctrines to eliminate the enemy. After pounding the foe with heavy weapons, warriors advance to lay down a hail of bolter fire before charging forth with chainswords roaring to finish the foe.

If every unit from your army has the ADEPTUS ASTARTES keyword (excluding AGENT OF THE IMPERIUM and UNALIGNED units), this unit gains a bonus (see below) depending on which Combat Doctrine is active for your army. During the first battle round, the Devastator Doctrine is active for your army. From the second battle round onwards, at the start of the battle round, you can change which Combat Doctrine is active for your army, as follows:
  • If the Devastator Doctrine was active for your army during the previous battle round, you can change it so that the Tactical Doctrine is now active.
  • If the Tactical Doctrine was active for your army during the previous battle round, you can change it so that the Assault Doctrine is now active.

Devastator Doctrine

The Codex Astartes explains in detail the strategic value of overwhelming firepower applied to key targets at the optimal time in order to eliminate threats and create tactical openings.

While this combat doctrine is active, improve the Armour Penetration characteristic of every Heavy and Grenade weapon that models in this unit are equipped with by 1.

Tactical Doctrine

As the warring armies close upon one another and vicious firefights erupt, the Codex lays out strategies for swiftly seizing the initiative and combining versatility with firepower.

While this combat doctrine is active, improve the Armour Penetration characteristic of every Rapid Fire and Assault weapon that models in this unit are equipped with by 1.

Assault Doctrine

The Codex Astartes leaves no doubt that the killing blow in most engagements must be delivered with a decisive close-quarters strike. It presents plentiful tactical means to achieve this end.

While this combat doctrine is active, improve the Armour Penetration characteristic of every Pistol and Melee weapon that models in this unit are equipped with by 1.
Army Faction
In a Battle-forged army, all of the units in your army - with the exception of those that are UNALIGNED — must have at least one Faction keyword in common (e.g. IMPERIUM or CHAOS) even if they are in different Detachments. If a unit does not have the correct Faction keyword, it cannot be included in your army.

  • Army Faction: All units in army must share at least one Faction keyword.
  • UNALIGNED units are exempt.
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 equal to or greater than the attacking model’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 attack scores one hit against the target unit. If not, the attack fails and the attack sequence ends.

If an attack is made with a weapon that has an ability that says it ‘automatically hits the target’, no hit roll is made – that attack simply scores one hit on the target unit. An unmodified hit roll of 6 always scores a hit, and an unmodified hit roll of 1 always fails. A hit roll can never be modified by more than -1 or +1. This means that if, after all the cumulative modifiers to a hit roll have been calculated, the total modifier would be -2 or worse, it is changed to be -1. Similarly, if, after all the cumulative modifiers to a hit roll have been calculated, the total modifier would be +2 or better, it is changed to be +1.

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

Warlord Traits
Warlord Trait is a bonus that your Warlord receives upon being nominated. Such Traits can be found in Codices, Supplements and another Games Workshop publications. Any Warlord can have the Inspiring Leader Warlord Trait. Normally, only one Warlord Trait can be given to the Warlord, but there are ways to bypass this restriction (e.g. by using Stratagems). You can choose a Warlord Trait randomly by rolling a dice, or simply pick one. Note, that named characters usually have predetermined Warlord Traits and receive them after being nominated as Warlord.
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. The result required is determined by comparing the attacking weapon’s Strength (S) characteristic with the target’s Toughness (T) characteristic, as shown on the following table:

WOUND ROLL
ATTACK’S STRENGTH vs TARGET’S TOUGHNESSD6 ROLL REQUIRED
Is the Strength TWICE (or more) than the Toughness?2+
Is the Strength GREATER than the Toughness?3+
Is the Strength EQUAL to the Toughness?4+
Is the Strength LOWER than the Toughness?5+
Is the Strength HALF (or less) than the Toughness?6+

If the result of the wound roll is less than the required number, the attack fails and the attack sequence ends. An unmodified wound roll of 6 always successfully wounds the target, and an unmodified wound roll of 1 always fails. A wound roll can never be modified by more than -1 or +1. This means that if, after all the cumulative modifiers to a wound roll have been calculated, the total modifier would be -2 or worse, it is changed to be -1. Similarly, if, after all the cumulative modifiers to a wound roll have been calculated, the total modifier would be +2 or better, it is changed to be +1.
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 performing actions.

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


– if this model is declared as a Psyker it gains the PSYKER keyword.
Psychic Tests
When a PSYKER unit attempts to manifest a psychic power, you must take a Psychic test for that unit by rolling 2D6. If the total is equal to or greater than that power’s warp charge value, the Psychic test is passed. If you roll a double 1 or a double 6 when taking a Psychic test, that unit immediately suffers Perils of the Warp.

  • Psychic test: Passed if 2D6 equals or exceeds psychic power’s warp charge.
  • If double 1 or double 6 rolled, PSYKER suffers Perils of the Warp.
Manifesting Psychic Powers
When you select a PSYKER unit to manifest psychic powers, you select one psychic power that unit knows and attempt to manifest it. With the exception of Smite, you cannot attempt to manifest the same psychic power more than once in the same battle round, even with different PSYKER units. The same PSYKER unit cannot attempt to manifest Smite more than once during the same battle round.

To manifest the psychic power, you must first pass a Psychic test. The opposing player can then select one of their PSYKER units that is within 24" of the PSYKER unit attempting to manifest the power and attempt to deny that power before its effects are resolved by passing a Deny the Witch test.

So long as the Psychic test was successful and the psychic power was not denied by a successful Deny the Witch test, the psychic power is successfully manifested and its effects, which will be described in the power itself, are then resolved. If the PSYKER unit can attempt to manifest more than one psychic power in its Psychic phase, you can then attempt to manifest those, one at a time, as described above. The number of psychic powers each PSYKER unit can attempt to manifest in its Psychic phase is listed on its datasheet.

  • Select psychic power.
  • You cannot select the same psychic power more than once per battle round, unless that power is Smite.
  • Attempt to manifest the psychic power by taking a Psychic test.
  • The opponent can attempt to deny the psychic power by taking a Deny the Witch test.
  • If successfully manifested, resolve the psychic power’s effects.
  • Select another psychic power.
Overwatch
Certain rules enable units to fire Overwatch at an enemy unit before it can charge. If an enemy unit declares a charge that targets one or more units from your army that have such a rule, each of those units can fire Overwatch before the charge roll is made. A unit cannot fire Overwatch if there are any enemy units within Engagement Range of it. Overwatch is resolved like a normal shooting attack (albeit one resolved in the Charge phase) and uses all the normal rules, except that an unmodified hit roll of 6 is always required for a successful hit roll, irrespective of the firing model’s Ballistic Skill or any hit roll modifiers. In addition, when a model fires Overwatch, it does so at the charging unit. Any rule that states the unit cannot be targeted unless it is the closest target (e.g. Look Out, Sir) does not apply when firing Overwatch.

  • Overwatch: Before charge roll made, all charge targets that can fire Overwatch can do so.
  • Can never fire Overwatch while enemy units are in Engagement Range.
  • When firing Overwatch, shoot with unit, but attacks only hit on unmodified 6s.
Morale Tests
To take a Morale test, roll one D6 and add the number of models from the unit that have been destroyed this turn. If the result is equal to or less than the highest Leadership (Ld) characteristic in the unit, the Morale test is passed and nothing else happens. An unmodified roll of 1 also always results in a passed Morale test, irrespective of the total result. In any other case, the Morale test is failed, one model flees that unit, and you must then take Combat Attrition tests for the remaining models in the unit. You decide which model from your unit flees – that model is removed from play and counts as having been destroyed, but it never triggers any rules that are used when a model is destroyed.

  • Morale test = D6 + number of models destroyed this turn.
  • Unmodified roll of 1 always a success (no models flee).
  • If Morale test exceeds unit’s Ld, one model flees and other models must take Combat Attrition tests.
Command Points
The starting number of CPs each player starts with for Battle-forging their army depends on the size of the battle you are playing. This is usually defined in the mission pack that is being played, but if one is not presented in the mission pack, use the following table. Note that the total Power Level is based on the combined power of all the models used in the battle (so the combined Power Level of both your and your opponent's armies). If you are using a game that uses points values, then the points limit is the maximum points limit per side.

COMMAND POINTS
BATTLE SIZETOTAL POWER LEVELPOINTS LIMITCOMMAND POINTS
Combat PatrolUp to 50Up to 5003
Incursion51-100501-10006
Strike Force101-2001001-200012
Onslaught201-3002001-300018

  • Starting number of Command points varies with battle size.
Look out, Sir
Models cannot target a unit that contains any CHARACTER models with a Wounds characteristic of 9 or less with a ranged weapon while that CHARACTER unit is within 3" of any of the following:
  • A friendly unit that contains 1 or more VEHICLE or MONSTER models with a wounds characteristic of 10 or more.
  • A friendly non-CHARACTER unit that contains 1 or more VEHICLE or MONSTER models.
  • A friendly non-CHARACTER unit that contains 3 or more models.
In all cases, if that CHARACTER unit is both visible to the firing model and it is the closest enemy unit to the firing model, it can be targeted normally. When determining if that CHARACTER unit is the closest enemy unit to the firing model, ignore other enemy units that contain any CHARACTER models with a Wounds characteristics of 9 or less.

  • Cannot shoot at an enemy CHARACTER with 9 or less wounds while it is within 3" of a friendly unit that contains 1 MONSTER, 1 VEHICLE or 3+ other models (excluding CHARACTER models with 9 or less wounds) unless it is the closest target.
Mortal Wounds
Some attacks inflict mortal wounds – these are so powerful that no armour or force field can withstand their fury. Each mortal wound inflicts 1 point of damage on the target unit, and they are always applied one at a time. Do not make a wound roll or saving throw (including invulnerable saves) against a mortal wound – just allocate it as you would any other attack and inflict damage to a model in the target unit. Unlike damage inflicted by normal attacks, excess damage from mortal wounds is not lost. 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 the normal damage, resolve the normal damage first. If an attack inflicts mortal wounds in addition to the normal damage, but the normal damage is subsequently saved, the target unit still suffers the mortal wounds, as described before. If an ability modifies the damage inflicted by a weapon, and that weapon can inflict mortal wounds in addition to the normal damage, the modifier does not apply to any mortal wounds that are inflicted (unless the rule specifically states otherwise).

  • Each mortal wound inflicted on a unit causes one model in the unit to lose one wound.
  • No saving throws can be made against mortal wounds.
  • Mortal wounds inflicted by attacks in addition to normal damage always apply, even if normal damage saved.
Saving Throw
The player commanding the target unit then makes one saving throw by rolling one D6 and modifying the roll by the Armour Penetration (AP) characteristic of the weapon that the attack was made with. For example, if the weapon has an AP of -1, then 1 is subtracted from the saving throw roll. If the result is equal to, or greater than, the Save (Sv) characteristic of the model the attack was allocated to, then the saving throw is successful and the attack sequence ends. If the result is less than the model’s Save characteristic, then the saving throw fails and the model suffers damage. An unmodified roll of 1 always fails.
Invulnerable Saves
Some models have an invulnerable save. Each time an attack is allocated to a model with an invulnerable save, you can choose to use either its normal Save (Sv) 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. If you use a model’s invulnerable save, it is never modified by a weapon’s Armour Penetration value.

  • Invulnerable save: Saving throw that is never modified by attacking weapon’s AP.
  • A model with an invulnerable save can use it instead of its normal Sv.
Factions
A unit's Faction is important when building a Battle-forged army, because most Detachments require all units included in them to be from the same Faction. Importantly, for an army to be Battle-forged it must have an Army Faction (see below).

The Factions that a unit belongs to will be listed in the Faction keywords section of its datasheet.

  • Faction: Described by Faction keywords on a unit's datasheet.
  • If Detachment requires all units to be from the same Faction, they must all share at least one Faction Keyword.

For example: An Intercessor Squad has the IMPERIUM and ADEPTUS ASTARTES Faction keywords, so belongs to both the Imperium and Adeptus Astartes Factions. This means that if an Intercessor Squad was part of a Detachment that specified that all units in it must be from the same Faction, all other units in that Detachment must either be from the Imperium Faction, or they must all be from the Adeptus Astartes Faction.

The INQUISITION and CHARACTER keywords are used in the following Agents of the Imperium datasheets:


- If this unit contains 1 ACOLYTE model at the start of the battle, it gains the CHARACTER keyword.
The Warlord
While mustering your army, you can nominate one model (except a model with the FORTIFICATION keyword) to be your Warlord. That model gains the WARLORD keyword. If this model is a CHARACTER, you can also assign a Warlord Trait to it. Note, that more than one model in your army can have a Warlord Trait (e.g. by using Stratagems), but they are only considered your Warlord for the purpose of that trait.

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

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

Objective Secured
Some units have an ability called Objective Secured. A player controls an objective marker if they have any models with this ability within range of that objective marker, even if there are more enemy models within range of that objective marker. If an enemy model within range of an objective marker also has this ability (or a similar ability), then the objective marker is controlled by the player who has the most models within range of that objective marker as normal.

  • Objective Secured: Player controls objective marker if any of their models in range have this ability.

The VOIDSMEN-AT-ARMS keyword is used in the following Agents of the Imperium datasheets:

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

Entry Zones
In Boarding Actions, each player will have one or more deployment zones called Entry Zones. Each time a unit from your Boarding Patrol is set up, it must be set up wholly within one of your Entry Zones. If a unit will not fit wholly within an Entry Zone, all of its models must be set up as close to the centre of that Entry Zone as possible.

You cannot set up a unit within an Entry Zone if any other unit is in that Entry Zone. However, when setting up a unit at the start of the battle, you can set up your WARLORD alongside that unit as if it was a part of it, using the same Entry Zone. Rules that prevent a unit from being set up within a specific distance of another model or unit cannot prevent a unit from being set up within an Entry Zone.

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

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

Independent Operative
Units with the OFFICIO ASSASSINORUM keyword gain the abilities below:
  • This unit can never have a Warlord Trait.
  • During deployment, you can set up this unit in concealment instead of placing it on the battlefield. If you do, then 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" away from any enemy models.
Engagement Range
When measuring to see if one model is within Engagement Range of another, if the shortest line between those two models passes through an open Hatchway, then those models are within Engagement Range if they are within 2" of one another, as shown below.


  • Both Models B and C are within Engagement Range of Model A, as the shortest distance between them passes through an open Hatchway and they are within 2" of one another.
  • However, Model D is not within 2" of Model A and so these two are not within Engagement Range.
Set Overwatch
One or more units from your army can start to perform this action at the end of the Move Units step of your Movement phase. The action is completed at the end of your turn. If completed, until the end of your opponent’s next turn, that unit is said to have Set Overwatch. Each time an enemy unit is set up on the battlefield or ends a Normal Move, an Advance move, a Fall Back move, a charge move, or opens a Hatchway, units from your army that have Set Overwatch can fire Overwatch at that enemy unit.

Overwatch is resolved like a normal shooting attack except that models can only target the enemy unit that has just finished moving, and an unmodified hit roll of 6 is always required for a successful hit roll, irrespective of the firing model’s Ballistic Skill or any modifiers. A unit cannot fire Overwatch while enemy units are within Engagement Range of it unless it is firing Overwatch at an enemy unit that has just finished making a charge move within Engagement Range of it. In this case it can do so even if other friendly units are within Engagement Range of the same enemy unit, and it can do so with any ranged weapon it is equipped with (excluding weapons with the Blast ability).

After a unit has fired Overwatch, it must complete the Set Overwatch action again before it can fire Overwatch again.
Hold Steady
Some rules will allow a unit to Hold Steady. If a model makes an Overwatch attack while its unit is under the effects of such a rule, an unmodified hit roll of 5+ for that attack will score a hit.
Set to Defend
One or more units from your army can start to perform this action at the end of the Move Units step of your Movement phase. The action is completed at the end of your turn. If completed, until the end of your opponents next turn, that unit is said to have Set to Defend. While a unit is Set to Defend, each time a model in that unit makes a melee attack, add 1 to that attack’s hit roll.
Normal Move
When a unit makes a Normal Move, each model in that unit can move a distance in inches equal to or less than the Move (M) characteristic shown on its datasheet, but no model can be moved within Engagement Range of enemy models.

  • Normal Move: Models move up to M".
  • Cannot move within Engagement Range of any enemy models.
Objective Markers
In Boarding Actions, objective markers should have a diameter of 40mm. A model is within range of an objective marker if it is within 1" of that objective marker.

At the start of the battle, each objective marker on the battlefield is contested, and so is not controlled by either player. Unless otherwise noted, a player will control an objective marker at the end of any phase if they have more models within range of it than their opponent does.
Secure Site
One or more units from your army with the Objective Secured ability can start to perform this action at the end of the Move Units step of your Movement phase, if they are within range of an objective marker that has no enemy models within range of it. Each unit performing this action must be within range of a different objective marker. The action is completed at the start of your next Command phase, provided the unit performing it is still within range of that objective marker. If completed, that objective marker remains under your control until the end of the battle, unless your opponent controls it at the end of any subsequent phase, even if there are no models from your army within range of it.

The IMPERIAL NAVY BREACHERS keyword is used in the following Agents of the Imperium datasheets:

Advance
When a unit makes an Advance, make an Advance roll for the unit by rolling one D6. Add the result in inches to the Move (M) characteristic of each model in that unit until the end of the current phase. Each model in that unit can then move a distance in inches equal to or less than 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 made an Advance.

  • Advance: Models move up to M+D6".
  • Cannot move within Engagement Range of enemy models.
  • Units that Advance cannot shoot or charge this turn.
Operate Hatchway
One or more units from your army can start to perform this action at the end of the Move Units step of your Movement phase if they are within 1" of a Hatchway. This action can be performed by any unit that is not within Engagement Range of any enemy models, even if that unit is being affected by a rule that would normally prevent it from performing actions. The action is completed at the end of your Movement phase if no enemy models are within 1" of that Hatchway. If there are any enemy models within 1" of that Hatchway, your opponent can attempt to prevent the action from being completed. If they do so, roll off with your opponent; each player adds the Strength characteristic of one of their models that is within 1" of that Hatchway to their respective scores. If you win, the action is completed; otherwise, the action fails. If completed, that Hatchway opens (if it was closed) or closes (if it was open).

If a Hatchway opens and units on opposite sides of that Hatchway now find themselves within Engagement Range of each other, then those units will be eligible to fight during the subsequent Fight phase, but neither of those units count as having made a charge move this turn.


Before opening the Hatchway, Model A and Model B are not within Engagement Range of one another.


After Model A opens the Hatchway, it is within Engagement Range of Model B as the shortest distance between them passes through an open Hatchway and they are within 2" of one another. In the following Fight phase, both units will be eligible to fight, but Model A’s unit will not count as having charged that turn.

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

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 (2D6, 3D6 etc.) then, unless otherwise stated, you must re-roll all of those dice again. If a rule allows you to re-roll specific dice results, only those dice can be re-rolled. If a rule allows you to re-roll a specific dice result, but the result is obtained by halving a D6 (such as when rolling a D3), you use the value of the halved roll to determine if it can be re-rolled, not the value of the original D6. For example, if a rule states to re-roll results of 1, and you roll a D3, you would re-roll if the D6 rolled a 1 or a 2 (which is then halved to get a D3 value of a 1).

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.

  • Re-roll: Roll dice again.
  • Re-rolls are applied before modifiers (if any).
  • A dice can never be re-rolled more than once.
  • Unmodified dice: Result of roll after re-rolls, but before modifiers (if any).

Animus speculum used in the following datasheets:

ASSAULT
Assault weapons fire so rapidly or indiscriminately that they can be shot from the hip as warriors dash forwards into combat.
If a unit includes any models equipped with Assault weapons, that unit is still eligible to shoot with in your Shooting phase even if it has Advanced this turn, but you can only resolve attacks using those Assault weapons when you select that unit to shoot with. If a model shoots an Assault weapon in the same turn in which its unit has Advanced, subtract 1 from hit rolls when resolving that weapon’s attacks.

  • Can be shot even if firing model’s unit Advanced.
  • Subtract 1 from hit rolls if the firing model’s unit Advanced.

Arbites combat shotgun used in the following datasheets:

Arbites grenade launcher used in the following datasheets:

Arbites shotpistol used in the following datasheets:

PISTOL
Due to their compact size, pistols can even be used in melee to shoot at point-blank range.
A model can make attacks with a Pistol even when its unit is within Engagement Range of enemy units, but it must target an enemy unit that is within Engagement Range of its own unit when it does so. In such circumstances, the model can target an enemy unit even if other friendly units are within Engagement Range of the same enemy unit.

When a model equipped with both a Pistol and another type of ranged weapon (e.g. a Pistol and a Rapid Fire weapon) shoots, it can either shoot with its Pistol(s) or with its other ranged weapons. Choose which it will fire (Pistols or non-Pistols) before selecting targets.

  • Can be shot even if firing model’s unit is within Engagement Range of enemy unit.
  • Cannot be shot alongside any other type of weapon.

Artificer bolt pistol used in the following datasheets:

Artificer shotgun used in the following datasheets:

Autopistol used in the following datasheets:

Blind grenades used in the following datasheets:

GRENADE
Grenades are handheld explosive devices that a warrior throws at the enemy while their squad mates provide covering fire.
When a unit shoots, one model that is equipped with a Grenade in that unit can resolve attacks with it instead of shooting any other weapons.

  • Only one model can use a Grenade when its unit shoots.

Bolt pistol used in the following datasheets:

Elites

– may take Bolt pistol as an option.

Boltgun used in the following datasheets:

Elites

– may take Boltgun as an option.
RAPID FIRE
Rapid fire weapons are versatile armaments capable of aimed single shots at long range or controlled bursts of fire at close quarters.
When a model shoots a Rapid Fire weapon, double the number of attacks it makes if its target is within half the weapon’s range.

  • Double number of attacks made if target is within half range.

Combi-flamer used in the following datasheets:

Elites

– may take Combi-flamer as an option.

Combi-melta used in the following datasheets:

Elites

– may take Combi-melta as an option.

Combi-plasma used in the following datasheets:

Elites

– may take Combi-plasma as an option.

Condemnor boltgun used in the following datasheets:

Elites

– may take Condemnor boltgun as an option.

Dartmask used in the following datasheets:

Demolition charge used in the following datasheets:

Blast Weapons
Some weapons have ‘Blast’ listed in their profile’s abilities. These are referred to as Blast weapons. In addition to the normal rules, the following rules apply to Blast weapons:
  1. If a Blast weapon targets a unit that has between 6 and 10 models, it always makes a minimum of 3 attacks. So if, when determining how many attacks are made with that weapon, the dice rolled results in less than 3 attacks being made, make 3 attacks instead. For example, if a Grenade D6 weapon with the Blast rule targets a unit that has 6 or more models, and you roll a 2 to determine how many attacks are made, that roll is counted as being a 3 and that weapon makes three attacks against that unit.
  2. When a Blast weapon targets a unit that has 11 or more models, do not roll dice to randomly determine how many attacks are made – instead, make the maximum possible number of attacks. For example, if a Grenade D6 weapon with the Blast rule targets a unit that has 11 or more models, that weapon makes six attacks against that unit.
Blast weapons can never be used to make attacks against a unit that is within Engagement Range of the firing model’s unit, even if the weapon has the Pistol type or if the firing model is a VEHICLE or a MONSTER – firing high-explosives at point-blank range is simply unwise.

  • Blast Weapons: Minimum three attacks against units with 6+ models. Always make maximum number of attacks against units with 11+ models.
  • Can never be used to attack units within the firing unit’s Engagement Range.

Dirgesinger used in the following datasheets:

Electrobane grenades used in the following datasheets:

Executioner pistol used in the following datasheets:

Executioner shotgun used in the following datasheets:

Exitus pistol used in the following datasheets:

Exitus rifle used in the following datasheets:

HEAVY
Heavy weapons are amongst the biggest guns on the battlefield, but they require bracing to fire at full effect and are unwieldy to bring to bear at close quarters.
When an INFANTRY model shoots a Heavy weapon, subtract 1 from the hit rolls when resolving that weapon’s attacks if the firing model’s unit has moved for any reason this turn (e.g. it made a Normal Move this turn).

  • Subtract 1 from hit rolls if firing model is INFANTRY and its unit has moved this turn.

Flamer used in the following datasheets:

Elites

– may take Flamer as an option.

Heavy stubber used in the following datasheets:

Hot-shot lasgun used in the following datasheets:

Elites

– may take Hot-shot lasgun as an option.

Household pistol used in the following datasheets:

Incinerator used in the following datasheets:

Elites

– may take Incinerator as an option.

Inferno pistol used in the following datasheets:

Elites

– may take Inferno pistol as an option.

Jokaero weapons used in the following datasheets:

Krak grenades used in the following datasheets:

Lasgun used in the following datasheets:

Laspistol used in the following datasheets:

Elites

Master-crafted condemnor boltgun used in the following datasheets:

Master-crafted multi-melta used in the following datasheets:

Masterwork bolt pistol used in the following datasheets:

Melta bombs used in the following datasheets:

Meltagun used in the following datasheets:

Elites

– may take Meltagun as an option.

Navis heavy shotgun used in the following datasheets:

Navis las-volley used in the following datasheets:

Navis shotgun used in the following datasheets:

Needle pistol used in the following datasheets:

Elites

– may take Needle pistol as an option.

Neural shredder used in the following datasheets:

Plasma gun used in the following datasheets:

Elites

– may take Plasma gun as an option.

Plasma pistol used in the following datasheets:

Elites

– may take Plasma pistol as an option.

Psibolt pistol used in the following datasheets:

Psyber-eagle used in the following datasheets:

Psyk-out grenades used in the following datasheets:

Storm bolter used in the following datasheets:

Elites

– may take Storm bolter as an option.

Unholy gaze used in the following datasheets:

Voidsman rotor cannon used in the following datasheets:

Voltaic pistol used in the following datasheets:

Webber used in the following datasheets:

Arias used in the following datasheets:

Select Weapon
When a model makes a close combat attack, it must do so using a melee weapon (i.e. a weapon that has the ‘Melee’ type). The weapons a model is equipped with are described on its datasheet. If a model is not equipped with any melee weapons, or if it cannot make an attack with any of the melee weapons it is equipped with, then that model makes its attacks using a close combat weapon, which has the following profile:

WEAPONRANGETYPESAPD
Close combat weaponMeleeMeleeUser01

If a model has more than one melee weapon, select which it will use before resolving any attacks. If a model has more than one melee weapon and can make several attacks, it can split them between these weapons however you wish – declare which attacks are being made with which weapons before any attacks are resolved. If the selected weapon has more than one profile that you must choose between, you must declare which profile is being used at the same time. Different attacks made with such a weapon can be made using different profiles if you wish.

If your unit is making attacks with more than one melee weapon against a unit, and those weapons have different characteristics profiles, then after you have resolved an attack with one of those weapons you must, if any other weapons with the same characteristics profile are also being used to make attacks against that unit, resolve those attacks before resolving any attacks against the target with a weapon that has a different characteristics profile. Note that all the attacks you have declared are always resolved against the target unit even if, when you come to resolve an individual attack, no models in the target unit remain in range (this can happen because of models being destroyed and removed from the battlefield as the result of resolving other attacks made by the attacking model’s unit first).

  • Each close combat attack is made with a melee weapon.
  • A model makes attacks using the close combat weapon profile if it has no other melee weapons.
  • If a unit attacks with multiple weapons, all attacks made with weapons that have the same profile must be resolved before resolving attacks with the next.

Barbarisater used in the following datasheets:

Blade of Surety used in the following datasheets:

Chainfist used in the following datasheets:

Chainsword used in the following datasheets:

Elites

Death Cult power blade used in the following datasheets:

Excruciator maul used in the following datasheets:

Force axe used in the following datasheets:


– may take Force axe as an option.

Force stave used in the following datasheets:


– may take Force stave as an option.

Force sword used in the following datasheets:


– may take Force sword as an option.

Master-crafted Nemesis Daemon hammer used in the following datasheets:

Master-crafted power sword used in the following datasheets:

Mechanical bite used in the following datasheets:

Monomolecular cane-rapier used in the following datasheets:

Nemesis daemon hammer used in the following datasheets:


– may take Nemesis daemon hammer as an option.

Neuro-gauntlet used in the following datasheets:

Phase sword used in the following datasheets:

Poison blades used in the following datasheets:

Power axe used in the following datasheets:

Power fist used in the following datasheets:

Elites

– may take Power fist as an option.

Power maul used in the following datasheets:

Elites

– may take Power maul as an option.

Power sword used in the following datasheets:

Elites

– may take Power sword as an option.

Power sword (Eversor Assassin) used in the following datasheets:

Runestaff used in the following datasheets:

Shock maul used in the following datasheets:

Throne of Judgement’s stomping feet used in the following datasheets:

Thunder hammer used in the following datasheets:

Elites

– may take Thunder hammer as an option.

Warp grasp used in the following datasheets:

Arbites medi-kit used in the following datasheets:

Endurant shield used in the following datasheets:

Nuncio aquila used in the following datasheets:

Smoke grenades used in the following datasheets:

Disable Ads



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

Note that login database updated once a day. So, if you are a new booster - try tomorrow. And thank you!
© Vyacheslav Maltsev 2013-2023