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unit
Exaction Squad

Agents of the Imperium

Keywords: Imperium • Retinue • Grenades • Infantry • Adeptus Arbites • Exaction Squad

Unit Profiles
ModelMTSvWLdOCInvuln
Exaction Vigilant6"34+17+1
Cyber-mastiff6"34+17+1
Proctor-Exactant6"34+17+1
Melee Weapons
ProfileKeywordsRangeAWSBSSAPD
Close combat weaponMelee24+301
Excruciator maulMelee23+4-12
Mechanical biteMelee34+401
Ranged Weapons
ProfileKeywordsRangeAWSBSSAPD
Arbites combat shotgun
Assault
18"24+401
Arbites grenade launcher — frag
Blast
24"D34+401
Arbites grenade launcher — krak24"14+9-2D3
Arbites shotpistol
Pistol
12"14+401
Executioner shotgun
Ignores CoverPrecision
24"14+5-11
Heavy stubber
Rapid Fire 3
36"34+401
Webber
AssaultDevastating WoundsTorrent
12"D6N/A201

Unit Composition

1 Proctor-Exactant
9 Exaction Vigilants
1 Cyber-mastiff

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

The Cyber-mastiff is equipped with: mechanical bite.

Unit Abilities
Assigned Agents
View Army Rule

If your Army Faction is AGENTS OF THE IMPERIUM, then in the Select Detachment Rules step, you can select one of the available Detachments from this publication as normal.

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

In an Incusion sized battle, you can include up to 1 Retinue unit, 1 Character unit and 1 Requisitioned unit.  In a Strike Force sized battle, you can include up to 2 Retinue units, 2 Character units and 2 Requisitioned units.  In an Onslaught sized battle, you can include up to 3 Retinue units, 3 Character units and 3 Requisitioned units.

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

Imperial Law

At the start of the battle, select one unit from your opponent’s army. Each time a model in this unit makes an attack that targets that unit, that attack has the [LETHAL HITS] and [PRECISION] abilities.

Stratagems by Detachment

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.


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.


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).


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.


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.


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.


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