Dakkapedia

Vigilant Squad

Imperial Agents
8511 models
M 6"
T 3
SV 4+ -INV
W 1
LD 7+
OC 2
⌀ 28.5mm

Every Proctor-Vigilant and Vigilant is equipped with: Arbites combat shotgun; Arbites shotpistol; close combat weapon.

The Cyber-mastiff is equipped with: mechanical bite.

RANGED WEAPONSRANGEABSSAPD
Arbites combat shotgun [Assault] 18"24+401
Arbites grenade launcher – frag [Blast] 24"D34+401
Arbites grenade launcher – krak 24"14+9-2D3
Arbites shotpistol [Pistol] 12"14+401
Executioner shotgun [Ignores cover, Precision] 24"14+5-11
Heavy stubber [Rapid fire 3] 36"34+401
Webber [Assault, Devastating wounds, Torrent] 12"D6N/A201
MELEE WEAPONSRANGEAWSSAPD
Close combat weapon Melee24+301
Mechanical bite Melee34+401
ABILITIES

FACTION Assigned Agents

Merciless Judgement: Each time a model in this unit makes a ranged attack that targets a unit that is Below Half-strength, add 1 to the Wound roll.
Nuncio Aquila (Aura): Once per battle, at the start of any Command phase, you can select one objective marker within 6" of the bearer. All enemy units (excluding MONSTERS and VEHICLES) within range of that objective marker must take a Battle-shock test. Each objective marker can only be targeted by this ability once per turn.

Designer’s Note: Place one Nuncio-aquila token next to the bearer, removing it once it uses this ability.
Led by: Inquisitor, Inquisitor Coteaz, Inquisitor Draxus, Inquisitor Eisenhorn, Inquisitor Greyfax, Inquisitor In Terminator Armour, Inquisitor Ostromandeus, Ministorum Priest.
⚄ MathHammer — average damage calculator

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UNIT COMPOSITION
  • 1 Proctor-Vigilant
  • 9 Vigilants
  • 1 Cyber-mastiff
WARGEAR OPTIONS
  • Up to 2 Vigilants can each have their Arbites combat shotgun replaced with one of the following (duplicates are not allowed):
    • 1 executioner shotgun
    • 1 Arbites grenade launcher
    • 1 heavy stubber
    • 1 webber
  • The Proctor-Vigilant can be equipped with 1 nuncio aquila.
Stratagems you can use on this unit (29)
COMMAND RE-ROLL 1CP · Any phase
COUNTER-OFFENSIVE 2CP · Fight phase
INSANE BRAVERY 1CP · Command phase
GRENADE 1CP · Shooting phase
RAPID INGRESS 1CP · Movement phase
FIRE OVERWATCH 1CP · Movement or Charge phase
GO TO GROUND 1CP · Shooting phase
HEROIC INTERVENTION 1CP · Charge phase
STUN GRENADES 1CP · Ordo Hereticus Purgation Force · Any phase
DISPENSE JUSTICE 1CP · Ordo Hereticus Purgation Force · Shooting or Fight phase
INVIOLATE JURISDICTION 1CP · Ordo Hereticus Purgation Force · Shooting or Fight phase
EXECUTION ORDER 2CP · Ordo Hereticus Purgation Force · Command phase
LINE OF FIRE 1CP · Ordo Hereticus Purgation Force · Shooting phase
EXACT PUNISHMENT 1CP · Ordo Hereticus Purgation Force · Shooting phase
VIOLENT ACQUISITION 2CP · Imperialis Fleet · Shooting or Fight phase
EMPEROR’S WILL 1CP · Imperialis Fleet · Movement phase
COMMAND RE-ROLL 1CP · Any phase
COUNTER-OFFENSIVE 2CP · Fight phase
INSANE BRAVERY 1CP · Command phase
EXPLOSIVE CLEARANCE 1CP · Shooting phase
CRACKDOWN 1CP · Interdiction Team · Fight phase
DUTY AND DEATH 1CP · Interdiction Team · Shooting or Fight phase
ARBITRARY EXECUTION 1CP · Interdiction Team · Shooting phase
INESCAPABLE JUDGEMENT 1CP · Interdiction Team · Movement phase
PRIME TARGET 1CP · Veiled Blade Elimination Force · Shooting or Fight phase
WILL‑SAPPING SALVO 1CP · Veiled Blade Elimination Force · Shooting phase
ORBITAL OVERSIGHT 1CP · Veiled Blade Elimination Force · Shooting phase
BLIND GRENADES 1CP · Veiled Blade Elimination Force · Charge phase
ENSNARING TRAP 1CP · Veiled Blade Elimination Force · Charge phase

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