Imperial Agents — army rules
Imperialis Fleet
Detachment rules
At all Costs: At the start of your Command phase, choose one of the following. Eliminate At All Costs: pick one enemy unit on the battlefield; until the start of your next Command phase, each time an AGENTS OF THE IMPERIUM model from your army attacks that unit, add 1 to the Hit roll. Acquire At All Costs: pick one objective marker; until the start of your next Command phase, while an AGENTS OF THE IMPERIUM unit from your army is within range of it, models in that unit get +1 Leadership and +1 Objective Control and have a 5+ invulnerable save.
Enhancements
Clandestine Operation (15 pts): AGENTS OF THE IMPERIUM model only. At the start of the Declare Battle Formations step, you may pick up to three AGENTS OF THE IMPERIUM INFANTRY units from your army (not GREY KNIGHTS TERMINATOR SQUAD units); they gain the Infiltrators ability.
Combat Landers (10 pts): VOIDFARERS model only. At the start of the Declare Battle Formations step, you may pick up to three VOIDFARERS units from your army; they gain the Deep Strike ability.
Digital Weapons (10 pts): AGENTS OF THE IMPERIUM model only. Each time the bearer is picked to fight, roll three D6: for each 4+, one enemy unit within Engagement Range of the bearer suffers 1 mortal wound. These mortal wounds are allocated as if they had [PRECISION].
Fleetmaster (20 pts): VOIDFARERS model only. Once per battle round, you may target the bearer's unit with the Violent Acquisition, Masters of the Void or Close-quarters Barrage Stratagems for 0CP.
Stratagems
CLOSE-QUARTERS BARRAGE
WHEN: Your Shooting phase. TARGET: One VOIDFARERS unit from your army. EFFECT: For the rest of the phase, each time a model in the unit makes a ranged attack against a unit within 12", improve that attack's Strength and Armour Penetration by 1.
MASTERS OF THE VOID
WHEN: Your Movement phase. TARGET: One VOIDFARERS CHARACTER unit from your army. EFFECT: For the rest of the phase, each AGENTS OF THE IMPERIUM unit from your army arriving from Strategic Reserves this turn may be set up within your opponent's deployment zone (all other restrictions still apply).
SELFLESS BODYGUARD
WHEN: Opponent's Shooting phase or the Fight phase, right after an enemy unit picks its targets. TARGET: One AGENTS OF THE IMPERIUM Attached unit chosen as a target by one or more of that unit's attacks. EFFECT: For the rest of the phase, each time a [PRECISION] attack is allocated to a CHARACTER model in your unit, if the unit contains one or more Bodyguard models, roll one D6: on a 2+ allocate that attack to a Bodyguard model of your choice in the unit instead.
EMPEROR’S WILL
WHEN: Your Movement phase. TARGET: One AGENTS OF THE IMPERIUM unit from your army. EFFECT: For the rest of the phase, the unit may shoot in a turn in which it Advanced or Fell Back.
VIOLENT ACQUISITION
WHEN: Your Shooting phase or the Fight phase. TARGET: One AGENTS OF THE IMPERIUM unit from your army. EFFECT: For the rest of the phase, each time a model in the unit attacks an enemy unit within range of an objective marker, that attack gains [SUSTAINED HITS 1], [LANCE] and [IGNORES COVER].
DISPLACER FIELD
WHEN: Opponent's Shooting phase, right after an enemy unit picks its targets. TARGET: One AGENTS OF THE IMPERIUM CHARACTER unit from your army (not OFFICIO ASSASSINORUM units) chosen as a target by one or more of that unit's attacks. EFFECT: For the rest of the phase, models in the unit have a 4+ invulnerable save and, after the attacking unit resolves its attacks, unless your unit is within Engagement Range of any enemy unit, it may make a Normal move of up to 6" (moving as if its models have the Fly keyword).
Interdiction Team
Detachment rules
Chastisor Auto-Vox: 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 the test. This Detachment rule cannot make a unit take two Battle-shock tests in the same phase.
Enhancements
Manhunter’s Helm (0 pts): Proctor-Exactant model only. At the start of the first battle round, pick one enemy unit as your Priority Target. Each time an ADEPTUS ARBITES model from your army attacks 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 may pick a new enemy unit as your Priority Target.
Vasov’s Auto-Oppressor (0 pts): Proctor-Exactant model only. At the end of your Movement phase, you may pick one enemy unit visible to the bearer. Until the start of your next Movement phase, halve the Move characteristic of its models and halve Advance and Charge rolls made for it.
Stratagems
DUTY AND DEATH
WHEN: Opponent's Shooting phase or the Fight phase, right after an enemy unit picks its targets. TARGET: One ADEPTUS ARBITES unit from your army chosen as a target by one or more of that unit's attacks. EFFECT: For the rest of the phase, models in the unit gain Feel No Pain 4+.
CRACKDOWN
WHEN: Fight phase. TARGET: One ADEPTUS ARBITES unit from your army. EFFECT: For the rest of the phase, each time a model in the unit attacks, you may re-roll the Hit roll and the Wound roll.
INESCAPABLE JUDGEMENT
WHEN: Opponent's Movement phase, right after an enemy unit is picked to Fall Back. TARGET: One ADEPTUS ARBITES unit from your army within Engagement Range of that enemy unit. EFFECT: For the rest of the phase, when that enemy unit Falls Back, its models take Desperate Escape tests as if Battle-shocked. If that enemy unit is also Battle-shocked by other means, subtract 1 from each of those tests.
ARBITRARY EXECUTION
WHEN: Your Shooting phase. TARGET: One ADEPTUS ARBITES unit from your army not yet picked to shoot this phase. EFFECT: For the rest of the phase, Arbites shotpistols carried by the unit's models have an Attacks of 2 and gain [LETHAL HITS], and models in the unit may target enemy units not within Engagement Range of them (provided they are otherwise eligible targets).
Ordo Hereticus Purgation Force
Detachment rules
Root out Heresy: Ranged weapons carried by ADEPTUS ARBITES, INQUISITOR, INQUISITORIAL AGENTS and ORDO HERETICUS models from your army gain [IGNORES COVER]. Each time such a model makes an attack against a CHAOS unit of 5 or more models, that attack gains [SUSTAINED HITS 1].
Enhancements
Ignis Judicium (10 pts): INQUISITOR or MINISTORUM PRIEST model only. The bearer's ranged weapons gain [DEVASTATING WOUNDS], [MELTA 1] and [PRECISION].
Liber Heresius (10 pts): INQUISITOR or MINISTORUM PRIEST model only. After both players deploy, pick up to three AGENTS OF THE IMPERIUM units from your army and redeploy them. You may set those units up in Strategic Reserves if you wish, regardless of how many units are already there.
No Escape (Aura) (25 pts): INQUISITOR model only. While an enemy unit is within 6" of the bearer, each time it is picked to Fall Back it must first take a Leadership test. On a fail, it must Remain Stationary this phase instead.
Witch Hunter (15 pts): INQUISITOR or MINISTORUM PRIEST model only. While the bearer is leading a unit, each time a model in that unit attacks a PSYKER unit, you may re-roll the Hit roll.
Stratagems
DISPENSE JUSTICE
WHEN: Your Shooting phase or the Fight phase. TARGET: One ADEPTUS ARBITES, INQUISITORIAL AGENTS or ORDO HERETICUS unit from your army not yet picked to shoot or fight this phase. EFFECT: For the rest of the phase, weapons carried by the unit's models gain [LETHAL HITS].
EXECUTION ORDER
WHEN: Your Command phase. TARGET: One ADEPTUS ARBITES, INQUISITORIAL AGENTS or ORDO HERETICUS INFANTRY unit from your army. EFFECT: Pick one enemy CHARACTER unit. Until the start of your next Command phase, each time a model in your unit targets that CHARACTER unit, its weapons gain [PRECISION].
INVIOLATE JURISDICTION
WHEN: Opponent's Shooting phase or the Fight phase, right after an enemy unit picks its targets. TARGET: One ADEPTUS ARBITES, INQUISITORIAL AGENTS or ORDO HERETICUS INFANTRY unit from your army within range of an objective marker and chosen as a target by one or more of that unit's attacks. EFFECT: For the rest of the phase, models in the unit gain Feel No Pain 5+.
EXACT PUNISHMENT
WHEN: Opponent's Shooting phase, right after an AGENTS OF THE IMPERIUM unit from your army is destroyed by an enemy unit's attacks. TARGET: One ADEPTUS ARBITES, INQUISITORIAL AGENTS or ORDO HERETICUS unit from your army within 6" of the destroyed unit (you cannot target the destroyed unit). EFFECT: After the attacking unit has shot, your unit may shoot as if it were your Shooting phase, but may only target that enemy unit (and only if it is an eligible target).
LINE OF FIRE
WHEN: Your Shooting phase. TARGET: One ADEPTUS ARBITES, INQUISITORIAL AGENTS or ORDO HERETICUS unit from your army not yet picked to shoot this phase. EFFECT: For the rest of the phase, models in the unit may target enemy units within Engagement Range of one or more friendly units with ranged weapons (excluding Blast weapons), provided the target is within 12".
STUN GRENADES
WHEN: Start of any phase (except the Command phase). TARGET: One ADEPTUS ARBITES, INQUISITORIAL AGENTS or ORDO HERETICUS GRENADES unit from your army not within Engagement Range of any enemy unit. EFFECT: Pick one enemy unit (not MONSTERS or VEHICLES) within 8" of and visible to your unit. It must take a Battle-shock test and, for the rest of the phase, each time a model in it attacks, subtract 1 from the Hit roll.
Ordo Malleus Daemon Hunters
Detachment rules
Destroy the Daemonic: Each time an INQUISITOR, INQUISITORIAL AGENTS or ORDO MALLEUS model from your army attacks, re-roll a Hit roll of 1 and, if the target is a DAEMON unit, re-roll a Wound roll of 1 as well.
Enhancements
Daemon Slayer (10 pts): INQUISITOR model only. The bearer's melee weapons gain +1 Attacks and the [ANTI-DAEMON 3+] ability.
Formidable Resolve (5 pts): INQUISITOR model only. The bearer gets +1 Leadership and +1 Wounds. Once per battle, at the start of any phase, pick one friendly Battle-shocked unit within 12" of the bearer; it stops being Battle-shocked.
Gift of the Prescient (20 pts): INQUISITOR model only. Once per battle, while the bearer is on the battlefield, you may use Rapid Ingress for 0CP. It must target a GREY KNIGHTS TERMINATOR SQUAD from your army, and that unit may then be set up anywhere on the battlefield more than 3" from all enemy units.
Grimoire of True Names (Aura) (10 pts): INQUISITOR model only. Enemy units within 9" of the bearer have -1 Leadership. Also, while an enemy DAEMON unit is within 9" of the bearer, that unit's attacks suffer -1 to the Hit roll and -1 to the Wound roll.
Stratagems
STEEL HEART
WHEN: Your Movement phase, right after a GREY KNIGHTS TERMINATOR SQUAD unit from your army Falls Back. TARGET: That GREY KNIGHTS TERMINATOR SQUAD unit. EFFECT: For the rest of the turn, the unit may shoot and declare a charge in a turn in which it Fell Back.
RITES OF EXORCISM
WHEN: Your Shooting phase or the Fight phase. TARGET: One INQUISITOR, INQUISITORIAL AGENTS or ORDO MALLEUS unit from your army. EFFECT: Pick one enemy DAEMON unit within 12" of and visible to your unit. It must take a Battle-shock test. On a fail, for the rest of the phase each time a friendly AGENTS OF THE IMPERIUM unit attacks that DAEMON unit, that attack gains [DEVASTATING WOUNDS].
RITUAL OF WARDING
WHEN: Start of any Command phase. TARGET: One INQUISITOR, INQUISITORIAL AGENTS or ORDO MALLEUS unit from your army within range of an objective marker you control. EFFECT: That marker is Warded and stays under your control, even with no models in range, until your opponent controls it at the start or end of any turn. While a marker is Warded and under your control, enemy DAEMON units cannot be set up within 6" of it.
HEXAGRAMMIC WARDS
WHEN: Opponent's Shooting phase or the Fight phase, right after an enemy unit picks its targets. TARGET: One ORDO MALLEUS unit from your army chosen as a target by one or more of that unit's attacks. EFFECT: For the rest of the phase, all Psychic weapons carried by the attacking unit's models gain [HAZARDOUS].
PSYBOLT AMMUNITION
WHEN: Your Shooting phase. TARGET: One GREY KNIGHTS TERMINATOR SQUAD unit from your army not yet picked to shoot this phase. EFFECT: For the rest of the phase, ranged weapons carried by the unit's models gain [LETHAL HITS] and [PSYCHIC].
TRUESILVER ARMOUR
WHEN: Opponent's Shooting phase or the Fight phase, right after an enemy unit picks its targets. TARGET: One GREY KNIGHTS TERMINATOR SQUAD unit from your army chosen as a target by one or more of that unit's attacks. EFFECT: Until the attacking unit finishes its attacks, each time an attack targets your unit, worsen that attack's Armour Penetration by 1.
Ordo Xenos Alien Hunters
Detachment rules
Deathwatch Mission Tactics: At the start of your Command phase, choose one Mission Tactic below; it stays active for all your DEATHWATCH units until the start of your next Command phase. Each may be chosen only once per battle. Furor Tactics: your DEATHWATCH units' weapons gain [SUSTAINED HITS 1]. Malleus Tactics: your DEATHWATCH units' weapons gain [LETHAL HITS]. Purgatus Tactics: each of your DEATHWATCH models' attacks gains [PRECISION] on a Critical Wound.
Enhancements
Amulet of Auto-Chastisement (25 pts): WATCH MASTER model only. At the start of your opponent's Shooting phase, pick one enemy VEHICLE unit (not TITANIC) within 12" of and visible to the bearer; it takes a Leadership test. If passed, that unit's attacks suffer -1 to the Hit roll until end of phase; if failed, that unit cannot shoot this phase.
Beacon Angelis (30 pts): WATCH MASTER model only. The bearer's unit has Deep Strike, and you may target it with Rapid Ingress for 0CP.
Blackweave Shroud (15 pts): AGENTS OF THE IMPERIUM model only. The bearer has Feel No Pain 4+.
Universal Anathema (10 pts): AGENTS OF THE IMPERIUM model only. The bearer's melee weapons gain [ANTI-INFANTRY 2+] and [ANTI-MONSTER 4+].
Stratagems
ARMOUR OF CONTEMPT
WHEN: Your opponent's Shooting phase or the Fight phase, just after an enemy unit selects targets. TARGET: One DEATHWATCH unit from your army targeted by that attacking unit. EFFECT: Until that attacking unit finishes its attacks, worsen the Armour Penetration of each attack against your unit by 1.
ADAPTIVE TACTICS
WHEN: Your Command phase. TARGET: One DEATHWATCH unit from your army. EFFECT: Pick Furor, Malleus or Purgatus Tactics. Until the start of your next Command phase, that Mission Tactic is active for this unit in place of any army-wide Deathwatch Mission Tactic, even if already chosen this battle.
RAPID TACTICAL RELOCATION
WHEN: End of your opponent's Fight phase. TARGET: One INQUISITOR or DEATHWATCH INFANTRY unit from your army. EFFECT: Remove the unit from the battlefield; in the Reinforcements step of your next Movement phase, set it up anywhere more than 9" horizontally from all enemy models. RESTRICTIONS: The unit cannot be within Engagement Range of any enemy unit.
HELLFIRE ROUNDS
WHEN: Your Shooting phase. TARGET: One DEATHWATCH INFANTRY unit from your army not yet selected to shoot. EFFECT: Until end of phase, that unit's ranged weapons (except Devastating Wounds weapons) gain [ANTI-INFANTRY 2+] and [ANTI-MONSTER 5+]. RESTRICTIONS: Not usable on a unit already targeted with Kraken Rounds or Dragonfire Rounds this phase.
DRAGONFIRE ROUNDS
WHEN: Your Shooting phase. TARGET: One DEATHWATCH INFANTRY unit from your army not yet selected to shoot. EFFECT: Until end of phase, that unit's ranged weapons gain [ASSAULT] and [IGNORES COVER]. RESTRICTIONS: Not usable on a unit already targeted with Kraken Rounds or Hellfire Rounds this phase.
KRAKEN ROUNDS
WHEN: Your Shooting phase. TARGET: One DEATHWATCH INFANTRY unit from your army not yet selected to shoot. EFFECT: Until end of phase, that unit's ranged weapons get +1 Armour Penetration and +6" Range. RESTRICTIONS: Not usable on a unit already targeted with Dragonfire Rounds or Hellfire Rounds this phase.
Veiled Blade Elimination Force
Detachment rules
Extremis Sanction: Your Officio Assassinorum units may use the Overkill, Soulless Horror and Shieldbreaker abilities twice per battle instead of once (but each ability no more than once per battle round). When mustering, each OFFICIO ASSASSINORUM unit gains its listed Extremis ability and its points cost rises by the stated amount; if this pushes your army over the points limit, that unit cannot be included.
Enhancements
Decoy Targets (+40 pts): Callidus Assassin models only. Twice per battle, in your Movement phase, pick another friendly Infantry model on the battlefield not within Engagement Range of any enemy unit. Destroy it (ignoring any rules triggered by being destroyed), then remove this model and set it up as close as possible to that destroyed model's position, not within Engagement Range of any enemy unit. Usable only once per battle round.
Esoteric Explosives (+40 pts): Culexus Assassin models only. When this model is targeted with the Grenades Stratagem, it suffers 1 mortal wound per D6 roll of 3+ instead of per 4+.
Intraneural Biotech (+35 pts): Eversor Assassin models only. Once per battle round, you may target this model with Heroic Intervention or Counter-offensive for 0CP, even if you already used that Stratagem on another unit this phase.
Micromelta Rounds (+45 pts): Vindicare Assassin models only. The model's exitus rifle gains [ANTI-MONSTER 4+] and [ANTI-VEHICLE 4+].
Stratagems
PRIME TARGET
WHEN: Your Shooting phase or the Fight phase. TARGET: One Agents of the Imperium unit from your army not yet selected to shoot or fight. EFFECT: Until end of phase, each attack from your unit against a CHARACTER lets you re-roll a Wound roll of 1; if made by an Officio Assassinorum model against the enemy WARLORD, you may re-roll the Wound roll instead.
HYPERSTIMMS
WHEN: Your opponent's Shooting phase or Fight phase, just after an enemy unit selects targets. TARGET: One Agents of the Imperium Character unit from your army targeted by that attacking unit. EFFECT: Until end of phase, +1 Toughness for models in your unit; if it is an Eversor Assassin unit, it also gains Feel No Pain 4+ until end of phase.
ORBITAL OVERSIGHT
WHEN: Your opponent's Shooting phase, just after an enemy unit selects targets. TARGET: One Agents of the Imperium Infantry unit from your army targeted by that attacking unit. EFFECT: Until end of phase, your unit can only be a ranged target if the attacker is within 18", or within 6" if your unit has Lone Operative.
WILL‑SAPPING SALVO
WHEN: Your Shooting phase. TARGET: One Agents of the Imperium Infantry unit from your army not yet selected to shoot. EFFECT: Until end of phase, your unit's ranged weapons gain [SUSTAINED HITS 1]; if it is a Culexus Assassin unit, set its ranged weapons' Damage to 3 until end of phase.
BLIND GRENADES
WHEN: Your opponent's Charge phase, just after an enemy unit declares a charge. TARGET: One Agents of the Imperium Grenades or Vindicare Assassin unit from your army that was a target of that charge and is not within Engagement Range of any enemy unit. EFFECT: Until end of phase, that enemy unit's Charge rolls suffer -1, or -2 if your unit is a VINDICARE ASSASSIN.
ENSNARING TRAP
WHEN: End of your opponent's Charge phase. TARGET: One Agents of the Imperium Infantry unit from your army within 6" of an enemy unit that it could charge. EFFECT: Your unit may declare a charge against one or more of those enemy units, gaining no Charge bonus this turn. If it is a Callidus Assassin unit that makes a Charge move this way, its melee attacks get +1 to the Wound roll until end of turn.
Voidship’s Company
Detachment rules
Beseechment Codes: In your Movement phase, when a VOIDFARERS unit makes a Normal move, it may try to operate a closed Hatchway it is within 1" of at any point in the move, unless an enemy unit is also within 1" of that Hatchway. If it does, it cannot operate another Hatchway this turn.
Enhancements
Lathimon’s Flock (0 pts): VOIDFARERS model only. In the Deploy Armies step, your opponent deploys their whole army first; if both players have this rule, roll off and deploy normally. Also, your IMPERIAL NAVY BREACHERS units gain Infiltrators.
Heirloom Blade (0 pts): VOIDFARERS model only. Once per battle, when the bearer's unit is selected to fight, you may use this Enhancement to improve every characteristic of the bearer's monomolecular cane-rapier by 1 until end of phase.
Stratagems
AMMO RATIONS
WHEN: Start of your Shooting phase. TARGET: One or more VOIDFARERS units from your army. EFFECT: Pick one enemy unit; until end of phase, each attack from your units against it gets +1 Armour Penetration.
BREACH AND CLEAR
WHEN: Your Movement phase, just after an IMPERIAL NAVY BREACHERS unit from your army opens a Hatchway. TARGET: That unit. EFFECT: Until end of turn, each of its models on the opposite side of that Hatchway from where it began the turn gets +1 to the Hit roll and +1 to the Wound roll.
SHIP’S WATCH
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 end of phase, your units score Overwatch hits on unmodified 5+ instead of 6, may ignore other models in their own unit for visibility, and if a unit contains a Canid model, a successful unmodified Hit roll of 5+ is a Critical Hit.
BOARDING DRILL
WHEN: Start of your Shooting phase. TARGET: One VOIDFARERS unit from your army. EFFECT: Until end of phase, your unit may shoot or perform a Tactical Manoeuvre in a turn it Fell Back.