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Imperialis Fleet
Imperialis Fleet
At All Costs

At the start of your Command phase, you can select one of the following to apply:

Eliminate At All Costs

Select one enemy unit on the battlefield. Until the start of your next Command phase, each time an AGENTS OF THE IMPERIUM model from your army makes an attack that targets that enemy unit, add 1 to the Hit roll.

Acquire At All Costs

Select one objective marker on the battlefield. Until the start of your next Command phase, while an AGENTS OF THE IMPERIUM unit from your army is within range of that objective marker, improve the Leadership and Objective Control characteristics of models in that unit by 1 and models in that unit have a 5+ invulnerable save.

While the nature of the missions undertaken by Imperial agents is as varied as they are, the vital importance of these tasks rarely changes. The enemies they face are the most unholy. The prizes they seek are as priceless as they are nightmarishly dangerous. Thus, when such warriors of the Imperium identify a priority target for elimination or acquisition, no effort is too great nor price too high to see their aims achieved.

Violent Acquisition
2 CP
strategic Ploy

When: Your Shooting phase or the Fight phase.

Target: One AGENTS OF THE IMPERIUM unit from your army.

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


Masters of the Void
1 CP
epic Deed

When: Your Movement phase.

Target: One VOIDFARERS CHARACTER unit from your army.

Effect: Until the end of the phase, each AGENTS OF THE IMPERIUM unit from your army that is arriving from Strategic Reserves this turn can be set up within your opponent’s deployment zone (all other restrictions still apply).


Close-quarters Barrage
1 CP
battle Tactic

When: Your Shooting phase.

Target: One VOIDFARERS unit from your army.

Effect: Until the end of the phase, each time a model in your unit makes a ranged attack that targets a unit within 12", improve the Strength and Armour Penetration characteristics of that attack by 1.


Emperor’s Will
1 CP
strategic Ploy

When: Your Movement phase.

Target: One AGENTS OF THE IMPERIUM unit from your army.

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


Displacer Field
1 CP
wargear

When: Your opponent’s Shooting phase, just after an enemy unit has selected its targets.

Target: One AGENTS OF THE IMPERIUM CHARACTER unit from your army (excluding OFFICIO ASSASSINORUM units) that was selected as the target of one or more of the attacking unit’s attacks.

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


Selfless Bodyguard
1 CP
epic Deed

When: Your opponent’s Shooting phase or the Fight phase, just after an enemy unit has selected its targets.

Target: One AGENTS OF THE IMPERIUM Attached unit that was selected as the target of one or more of the attacking unit’s attacks.

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

Digital Weapons — 10 pts

AGENTS OF THE IMPERIUM model only. Each time the bearer is selected to fight, roll three D6: for each 4+, one enemy unit within Engagement Range of the bearer suffers 1 mortal wound. Mortal wounds inflicted by this Enhancement are allocated as if they had the [PRECISION] ability.


Clandestine Operation — 15 pts

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


Fleetmaster — 20 pts

VOIDFARERS model only. Once per battle round, you can target the bearer’s unit with the Violent Acquisition, Masters of the Void or Close‐quarters Barrage Stratagems for 0CP.


Combat Landers — 10 pts

VOIDFARERS model only. At the start of the Declare Battle Formations step, you can select up to three VOIDFARERS units from your army – those units gain the Deep Strike ability.

Ordo Hereticus, Purgation Force
Ordo Hereticus, Purgation Force
Root out Heresy

Ranged weapons equipped by ADEPTUS ARBITES, INQUISITOR, INQUISITORIAL AGENTS and ORDO HERETICUS models from your army have the [IGNORES COVER] ability.

Each time an ADEPTUS ARBITES, INQUISITOR, INQUISITORIAL AGENTS or ORDO HERETICUS model from your army makes an attack that targets a Chaos unit containing 5 or more models, that attack has the [SUSTAINED HITS 1] ability.

No matter how cunningly their heretical prey hides, they cannot escape the zealous retribution of the Ordo Hereticus.

Stun Grenades
1 CP
wargear

When: Start of any phase (excluding the Command phase).

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

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


Dispense Justice
1 CP
battle Tactic

When: Your Shooting phase or the Fight phase.

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

Effect: Until the end of the phase, weapons equipped by models in your unit have the [LETHAL HITS] ability.


Inviolate Jurisdiction
1 CP
strategic Ploy

When: Your opponent’s Shooting phase or the Fight phase, just after an enemy unit has selected its targets.

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

Effect: Until the end of the phase, models in your unit have the Feel No Pain 5+ ability.


Execution Order
2 CP
epic Deed

When: Your Command phase.

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

Effect: Select one enemy CHARACTER unit on the battlefield. Until the start of your next Command phase, each time a model in your unit targets that CHARACTER unit, its weapons have the [PRECISION] ability.


Line of Fire
1 CP
strategic Ploy

When: Your Shooting phase.

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

Effect: Until the end of the phase, models in your unit can target enemy units that are within Engagement Range of one or more friendly units with ranged weapons (excluding Blast weapons), provided the target is within 12".


Exact Punishment
1 CP
strategic Ploy

When: Your opponent’s Shooting phase, just after an AGENTS OF THE IMPERIUM unit from your army is destroyed as the result of an enemy unit’s attacks.

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

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

Liber Heresius — 10 pts

INQUISITOR or MINISTORUM PRIEST model only. After both players have deployed their armies, select up to three AGENTS OF THE IMPERIUM units from your army and redeploy them. When doing so, you can set those units up in Strategic Reserves if you wish, regardless of how many units are already in Strategic Reserves.


No Escape (Aura) — 25 pts

INQUISITOR model only. While an enemy unit is within 6" of the bearer, each time it is selected to Fall Back it must first take a Leadership test. If that test is failed, that unit must Remain Stationary this phase instead.


Witch Hunter — 15 pts

INQUISITOR or MINISTORUM PRIEST model only. While the bearer is leading a unit, each time a model in that unit makes an attack that targets a PSYKER unit, you can re‐roll the Hit roll.


Ignis Judicium — 10 pts

INQUISITOR or MINISTORUM PRIEST model only. The bearer’s ranged weapons have the [DEVASTATING WOUNDS], [MELTA 1] and [PRECISION] abilities.

Ordo Malleus, Daemon Hunters
Ordo Malleus, Daemon Hunters
Destroy the Daemonic

Each time an INQUISITOR, INQUISITORIAL AGENTS or ORDO MALLEUS model from your army makes an attack, re‐roll a Hit roll of 1 and, if the target of that attack is a DAEMON unit, re‐roll a Wound roll of 1 as well.

Knowing the vital nature of their mission, the servants of the Ordo Malleus fight all the harder to lay their enemies low.

Ritual of Warding
1 CP
strategic Ploy

When: Start of any Command phase.

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

Effect: That objective marker is said to be Warded and remains under your control, even if you have no models within range of it, until your opponent controls it at the start or end of any turn. While an objective marker is Warded and under your control, enemy DAEMON units cannot be set up on the battlefield within 6" of it.


Rites of Exorcism
1 CP
strategic Ploy

When: Your Shooting phase or the Fight phase.

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

Effect: Select one enemy DAEMON unit within 12" and visible to your unit. That unit must take a Battle‐shock test. If that test is failed, then until the end of the phase, each time a friendly AGENTS OF THE IMPERIUM unit makes an attack that targets that DAEMON unit, that attack has the [DEVASTATING WOUNDS] ability.


Steel Heart
1 CP
strategic Ploy

When: Your Movement phase, just after a GREY KNIGHTS TERMINATOR SQUAD unit from your army Falls Back.

Target: That GREY KNIGHTS TERMINATOR SQUAD unit.

Effect: Until the end of the turn, your unit is eligible to shoot and declare a charge in a turn in which it Fell Back.


Truesilver Armour
1 CP
wargear

When: Your opponent’s Shooting phase or the Fight phase, just after an enemy unit has selected its targets.

Target: One GREY KNIGHTS TERMINATOR SQUAD unit from your army that was selected as the target of one or more of the attacking unit’s attacks.

Effect: Until the attacking unit has finished making its attacks, each time an attack targets your unit, worsen the Armour Penetration characteristic of that attack by 1.


Hexagrammic Wards
1 CP
wargear

When: Your opponent’s Shooting phase or the Fight phase, just after an enemy unit has selected its targets.

Target: One ORDO MALLEUS unit from your army that was selected as the target of one or more of the attacking unit’s attacks.

Effect: Until the end of the phase, all Psychic weapons equipped by models in the attacking unit have the [HAZARDOUS] ability.


Psybolt Ammunition
1 CP
wargear

When: Your Shooting phase.

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

Effect: Until the end of the phase, ranged weapons equipped by models in your unit have the [LETHAL HITS] and [PSYCHIC] abilities.

Formidable Resolve — 5 pts

INQUISITOR model only. Improve the bearer’s Leadership and Wounds characteristics by 1. Once per battle, at the start of any phase, you can select one friendly Battle‐shocked unit within 12" of the bearer. That unit is no longer Battle‐shocked.


Daemon Slayer — 10 pts

INQUISITOR model only. Add 1 to the Attacks characteristic of the bearer’s melee weapons, and those weapons have the [ANTI‐DAEMON 3+] ability.


Grimoire of True Names (Aura) — 10 pts

INQUISITOR model only. While an enemy unit is within 9" of the bearer, worsen the Leadership characteristic of models in that unit by 1. In addition, while an enemy DAEMON unit is within 9" of the bearer, each time a model in that DAEMON unit makes an attack, subtract 1 from the Hit roll and subtract 1 from the Wound roll.


Gift of the Prescient — 20 pts

INQUISITOR model only. Once per battle, if the bearer is on the battlefield, you can use the Rapid Ingress Stratagem for 0CP. When doing so, you must target a GREY KNIGHTS TERMINATOR SQUAD unit from your army, and when using that Stratagem, that unit can be set up anywhere on the battlefield that is more than 3" away from all enemy units.

Ordo Xenos, Alien Hunters
Ordo Xenos, Alien Hunters
Deathwatch Mission Tactics

At the start of your Command phase, you can select one of the Mission Tactics listed below. Until the start of your next Command phase, that Mission Tactic is active and its effects apply to all DEATHWATCH units from your army. Each Mission Tactic can only be selected once per battle.

Thousands of years of collated strategic data and hard‐won combat experience have provided the Deathwatch with the ultimate battlefield tactics to combat almost any foe.

Furor Tactics

While this Mission Tactic is active, weapons equipped by DEATHWATCH units from your army have the [SUSTAINED HITS 1] ability.

The warriors of the Deathwatch are often sorely outnumbered by swarming foes, yet by striking for maximum indiscriminate carnage they soon even the odds.

Malleus Tactics

While this Mission Tactic is active, weapons equipped by DEATHWATCH units from your army have the [LETHAL HITS] ability.

Even the largest behemoth has a weak point, and the Deathwatch find them all.

Purgatus Tactics

While this Mission Tactic is active, each time a DEATHWATCH model from your army makes an attack, on a Critical Wound, that attack has the [PRECISION] ability.

Adopting Purgatus tactics, the Deathwatch focus their ire upon the commanders of the enemy host.

Armour of Contempt
1 CP
battle Tactic

When: Your opponent’s Shooting phase or the Fight phase, just after an enemy unit has selected its targets.

Target: One DEATHWATCH unit from your army that was selected as the target of one or more of the attacking unit’s attacks.

Effect: Until the attacking unit has finished making its attacks, each time an attack targets your unit, worsen the Armour Penetration characteristic of that attack by 1.


Adaptive Tactics
1 CP
strategic Ploy

When: Your Command phase.

Target: One DEATHWATCH unit from your army.

Effect: Select the Furor Tactics, Malleus Tactics or Purgatus Tactics. Until the start of your next Command phase, that Deathwatch Mission Tactic is active for your unit instead of any other Deathwatch Mission Tactic that is active for your army, even if you have already selected that Deathwatch Mission Tactic this battle.


Hellfire Rounds
1 CP
wargear

When: Your Shooting phase.

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

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

Restrictions: You cannot select any units that have already been targeted with either the Kraken Rounds or Dragonfire Rounds Stratagems this phase.


Dragonfire Rounds
1 CP
wargear

When: Your Shooting phase.

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

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

Restrictions: You cannot select any units that have already been targeted with either the Kraken Rounds or Hellfire Rounds Stratagems this phase.


Kraken Rounds
1 CP
wargear

When: Your Shooting phase.

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

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

Restrictions: You cannot select any units that have already been targeted with either the Dragonfire Rounds or Hellfire Rounds Stratagems this phase.


Rapid Tactical Relocation
1 CP
strategic Ploy

When: End of your opponent’s Fight phase.

Target: One INQUISTOR or DEATHWATCH INFANTRY unit from your army.

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

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

Universal Anathema — 10 pts

AGENTS OF THE IMPERIUM model only. Melee weapons equipped by the bearer have the [ANTI‐INFANTRY 2+] and [ANTI‐MONSTER 4+] abilities.


Blackweave Shroud — 15 pts

AGENTS OF THE IMPERIUM model only. The bearer has the Feel No Pain 4+ ability.


Beacon Angelis — 30 pts

WATCH MASTER model only. Models in the bearer’s unit have the Deep Strike ability. In addition, you can target the bearer’s unit with the Rapid Ingress Stratagem for 0CP.


Amulet of Auto-chastisement — 25 pts

WATCH MASTER model only. At the start of your opponent’s Shooting phase, select one enemy VEHICLE unit (excluding TITANIC units) within 12" of and visible to the bearer. That unit must take a Leadership test. If that test is passed, until the end of the phase, each time a model in that unit makes an attack, subtract 1 from the Hit roll; if that test is failed, that unit is not eligible to shoot this phase.

Veiled Blade Elimination Force
Veiled Blade Elimination Force
Extremis Sanction

OFFICIO ASSASSINORUM units from your army can use the Overkill, Soulless Horror and Shieldbreaker abilities twice per battle, instead of once per battle (but cannot use such an ability more than once in the same battle round).

When mustering your army, each OFFICIO ASSASSINORUM unit from your army has the relevant Extremis ability shown below, and you must increase the points cost of each of those units by the amount shown. If this causes your army to exceed the points limit for the battle you are playing, you cannot include that unit in your army.

Extremis Abilities

*The agents of the Callidus Temple are known to utilisevat‐grown doubles to confound their foes.*

CALLIDUS ASSASSIN models only. Twice per battle, in your Movement phase, you can select one other friendly INFANTRY model that is on the battlefield and not within Engagement Range of one or more enemy units. The selected model is destroyed (ignoring any rules that are triggered when a model is destroyed) and this model is removed from the battlefield and set up again as close as possible to where that destroyed model was and not within Engagement Range of one or more enemy units. This ability cannot be used more than once in the same battle round.

*This Culexus operative has been outfitted with various grenades tailored to destroy their assigned targets.*

CULEXUS ASSASSIN models only. Each time this model is targeted with the Grenades Stratagem, 1 mortal wound is inflicted for each D6 roll of 3+ instead of for each 4+.

*This Eversor agent’s neurons have been surgically spliced to enhance awareness and speed of thought.*

EVERSOR ASSASSIN models only. Once per battle round, you can target this model with the Heroic Intervention or Counter‑offensive Stratagem for 0CP, and can do so even if you have already used that Stratagem on a different unit this phase.

*These projectiles are tipped with miniaturised melta charges that detonate on impact.*

VINDICARE ASSASSIN models only. This model’s exitus rifle has the [ANTI‑MONSTER 4+] and [ANTI‑VEHICLE 4+] abilities.

When pursuing an extremis‑level target, the agents of the Officio Assassinorum are expected to push their altered minds and bodies beyond the limits of endurance. Additional equipment, augmentation and ammunition may be provided to complete the task.

Prime Target
1 CP
battle Tactic

When: Your Shooting phase or the Fight phase.

Target: One AGENTS OF THE IMPERIUM unit from your army that has not been selected to shoot or fight this phase.

Effect: Until the end of the phase, each time a model in your unit makes an attack that targets a CHARACTER unit, re‑roll a Wound roll of 1. If that attack is made by an OFFICIO ASSASSINORUM model and it targets the enemy WARLORD, you can re‑roll the Wound roll instead.


Hyperstimms
2 CP
battle Tactic

When: Your opponent’s Shooting phase or the Fight phase, just after an enemy unit has selected its targets.

Target: One AGENTS OF THE IMPERIUM CHARACTER unit from your army that was selected as the target of one or more of the attacking unit’s attacks.

Effect: Until the end of the phase, add 1 to the Toughness characteristic of models in your unit. In addition, if it is an EVERSOR ASSASSIN unit, until the end of the phase, it has the Feel No Pain 4+ ability.


Will-sapping Salvo
1 CP
strategic Ploy

When: Your Shooting phase.

Target: One AGENTS OF THE IMPERIUM INFANTRY unit from your army that has not been selected to shoot this phase.

Effect: Until the end of the phase, ranged weapons equipped by models in your unit have the [SUSTAINED HITS 1] ability. In addition, if it is a CULEXUS ASSASSIN unit, until the end of the phase, change the Damage characteristic of ranged weapons equipped by models in your unit to 3.


Orbital Oversight
1 CP
strategic Ploy

When: Your opponent’s Shooting phase, just after an enemy unit has selected its targets.

Target: One AGENTS OF THE IMPERIUM INFANTRY unit from your army that was selected as the target of one or more of the attacking unit’s attacks.

Effect: Until the end of the phase, your unit can only be selected as the target of a ranged attack if the attacking model is within 18", or, if your unit has the Lone Operative ability, if the attacking model is within 6".


Blind Grenades
1 CP
strategic Ploy

When: Your opponent’s Charge phase, just after an enemy unit has declared a charge.

Target: One AGENTS OF THE IMPERIUM GRENADES or VINDICARE ASSASSIN unit from your army that was selected as one of the targets of that charge and is not within Engagement Range of one or more enemy units.

Effect: Until the end of the phase, subtract 1 from Charge rolls made for that enemy unit, or, if your unit is a VINDICARE ASSASSIN, subtract 2 from Charge rolls made for that enemy unit instead. 


Ensnaring Trap
1 CP
strategic Ploy

When: End of your opponent’s Charge phase.

Target: One AGENTS OF THE IMPERIUM INFANTRY unit from your army that is within 6" of one or more enemy units and would be eligible to declare a charge against one or more of those enemy units.

Effect: Your unit can declare a charge. When doing so, you must select one or more of those enemy units as the targets of that charge, and your unit does not receive a Charge bonus this turn. In addition, if it is a CALLIDUS ASSASSIN unit and it makes a Charge move as a result of this Stratagem, until the end of the turn, each time a model in your unit makes a melee attack, add 1 to the Wound roll

No enhancements available for this detachment.