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The document provides rules for including Agents of the Imperium units in Warhammer 40k armies. It details abilities common to these units like Agent of the Imperium and Independent Operative. It also provides specifics on the Callidus and Culexus Assassins, including their weapons, stats, and special rules.

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Jose Martij
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0% found this document useful (0 votes)
681 views17 pages

K KJ 593 HK6 K628 Sy Ufffff

The document provides rules for including Agents of the Imperium units in Warhammer 40k armies. It details abilities common to these units like Agent of the Imperium and Independent Operative. It also provides specifics on the Callidus and Culexus Assassins, including their weapons, stats, and special rules.

Uploaded by

Jose Martij
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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AGENTS OF THE IMPERIUM

On the following pages 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.

KEYWORDS INDEPENDENT OPERATIVE


Throughout this section you will come across the <Ordo> Units with the Officio Assassinorum keyword gain the
keyword. When you include such a unit in your army, you must abilities below:
nominate which Ordo it is from and then replace the <Ordo>
keyword in every instance on its datasheet with the name of • This unit can never have a Warlord Trait.
your chosen Ordo. The Ordos available are Ordo Hereticus, • During deployment, you can set up this unit in concealment
Ordo Malleus, Ordo Xenos and Ordo Minoris. instead of placing it on the battlefield. If you do, then in the
Reinforcements step of one of your Movement phases you can
For example, if you include an Acolytes unit in your army set up this unit anywhere on the battlefield that is more than
and decide they are from the Ordo Hereticus, their <Ordo> 9" away from any enemy models.
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 AUTHORITY OF THE INQUISITION
as a result of an attack made against that model, this unit can Infantry units with this ability can embark within any Imperium
attempt to intercept that attack.’ 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

ABILITIES embark within Transports that allow Terminator models to


do so).
A unit’s datasheet will list all the abilities it has. Certain abilities
that are common to many units are only referenced on the If your army is Battle-forged, no more than one Inquisitor
datasheets rather than described in full. These abilities are unit can be included in each Inquisiton Detachment (i.e. a
described below. Detachment that includes only Inquisition units).

AGENT OF THE IMPERIUM UNQUESTIONABLE WISDOM (AURA)


If your army is Battle-forged, you can include one Agent of While a friendly Imperium unit is within 6" of this model,
the Imperium unit in each Imperium (excluding Fallen units) models in that unit can use this model’s Leadership
Patrol, Boarding Patrol, Battalion, Brigade and Arks of Omen characteristic instead of their own.
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 QUARRY
from their Detachment benefiting from Detachment abilities Units with the Ordo Malleus, Ordo Hereticus, Ordo Xenos or
(e.g. Chapter Tactics), and it does not prevent other units from Ordo Minoris keyword gain the relevant ability below:
your army benefiting from abilities that require every model
in your army to have that ability (e.g. Combat Doctrines). • Ordo Malleus: When resolving an attack made by a model in
An Agent of the Imperium unit included in a Patrol, Boarding this unit that targets a Chaos or Daemon unit, you can re-roll
Patrol, Battalion, Brigade or Arks of Omen Detachment in this the hit roll and you can re-roll the wound roll.
manner is ignored for any rules that state all units from that • Ordo Hereticus: When resolving an attack made by a model
Detachment must have at least one Faction keyword in common in this unit that targets a Chaos or Psyker unit, you can re-roll
(e.g. in a matched play game), and when determining your the hit roll and you can re-roll the wound roll.
Army Faction. • Ordo Xenos: When resolving an attack made by a model in
this unit that targets a unit that is not Chaos, Imperium or
An Agent of the Imperium unit can never be included in a Unaligned unit, you can re-roll the hit roll and you can re-roll
Brood Brothers Detachment. 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.

1
CALLIDUS ASSASSIN 5 POWER
No. Name M WS BS S T W A Ld Sv
1 Callidus Assassin 7" 2+ 2+ 4 4 5 5 9 6+
A Callidus Assassin is a single model equipped with: neural shredder; phase sword; poison blades.
WEAPON RANGE TYPE S AP D ABILITIES
When resolving an attack with this
weapon, if a hit is scored, do not make a
wound roll: instead roll 3D6; if the result
Neural shredder 9" Assault 1 * * * is equal to or greater than the target
unit’s highest Leadership characteristic,
it suffers D3 mortal wounds.
When resolving an attack made with this
Phase sword Melee Melee User -3 2 weapon, an invulnerable saving throw
cannot be made.
When the bearer fights, it makes 1
additional attack with this weapon.
Poison blades Melee Melee 2 -1 1 Attacks made with this weapon
wound on a 3+ unless the target is a
Vehicle unit.

ABILITIES
Agent of the Imperium, Independent Operative (pg 1) Hit and Run: This model can shoot and charge in a turn in
Lightning Reflexes: This model has a 4+ which it Fell Back.
invulnerable save. Reign of Confusion: If you have any models with this
Polymorphine: During deployment, you can set up ability in your army, then in the first battle round, roll one
this model in disguise instead of setting it up on the D6 each time your opponent spends Command Points
battlefield. At the end of any of your Movement phases, (CPs) to use a Stratagem. On a 4+ your opponent must
this model can revert to its true form – set it up anywhere spend one additional CP to use that Stratagem, or else it
on the battlefield that is more than D6+3" away from any has no effect (any CPs spent so far are lost). This ability
enemy models. For example, if you roll a 4, the model can cannot affect Stratagems used before the battle.
be set up anywhere that is more than 7" away from any
enemy model.

FACTION KEYWORDS: Imperium, Officio Assassinorum, Agents of the Imperium


KEYWORDS: Infantry, Character, Callidus Assassin

2
CULEXUS ASSASSIN 5 POWER
No. Name M WS BS S T W A Ld Sv
1 Culexus Assassin 7" 2+ 2+ 4 4 5 4 9 6+
A Culexus Assassin is a single model equipped with: animus speculum; psyk-out grenades.
WEAPON RANGE TYPE S AP D ABILITIES
Whilst there are any enemy Psyker
units within 18" of the bearer, change
Animus speculum 18" Assault D3 5 -4 1
this weapon’s Type characteristic to
Assault D6.

Blast. When resolving an attack made


with this weapon against a Psyker or
Psyk-out grenades 6" Grenade D3 2 0 1 Daemon unit, an unmodified hit roll of 6
inflicts 1 mortal wound on the target and
the attack sequence ends.

ABILITIES
Agent of the Imperium, Independent Operative (pg 1) Life Drain: When resolving an attack made with a melee
Lightning Reflexes: This model has a 4+ invulnerable weapon by this model, saving throws and Daemonic
save saving throws cannot be made unless it is an invulnerable
saving throw.
Abomination: This model can never be targeted or
affected by psychic powers in any way. Psyker units that Psychic Assassin: Each time you select a target for a
are within 18" of any Culexus Assassins must subtract 2 ranged weapon this model is making an attack with, you
from Psychic tests and Deny the Witch tests they take. can ignore the Look Out, Sir rule if you select a Psyker
Character unit. In addition, this model can shoot with its
Etherium: When resolving an attack that targets this
psyk-out grenades in the same phase that it shoots with
model, the attacking model is treated as having a Weapon
its animus speculum.
Skill and Ballistic Skill characteristic of 6+.

FACTION KEYWORDS: Imperium, Officio Assassinorum, Agents of the Imperium


KEYWORDS: Infantry, Character, Culexus Assassin

3
EVERSOR ASSASSIN 5 POWER
No. Name M WS BS S T W A Ld Sv
1 Eversor Assassin 7" 2+ 2+ 4 4 6 6 9 6+
An Eversor Assassin is a single model equipped with: executioner pistol; neuro-gauntlet; power sword; melta bombs.
WEAPON RANGE TYPE S AP D ABILITIES
You can re-roll wound rolls for attacks
Executioner pistol 12" Pistol 4 4 -1 1 made with this weapon that target
Infantry units.
You can re-roll wound rolls for attacks
Neuro-gauntlet Melee Melee +1 -1 1
made with this weapon.
Power sword Melee Melee User -3 1 -
You can re-roll wound rolls for attacks
Melta bombs 4" Grenade 1 8 -4 D6 made with this weapon that target
Vehicle units.

ABILITIES
Agent of the Imperium, Independent Operative (pg 1) Frenzon: When making a charge roll for this model, roll
Lightning Reflexes: This model has a 4+ invulnerable 3D6 rather than 2D6. In addition, add 2 to this model’s
save Attacks characteristic if it charged or made a Heroic
Intervention this turn.
Bio-meltdown: If this model is destroyed, before
removing the model from the battlefield, roll one D6 for Killing Rampage: Each time a model in an enemy unit is
each enemy unit that is within 6" of this model. On a 4+ destroyed as the result of an attack made with a melee
that enemy unit suffers D3 mortal wounds. weapon by this model, you can immediately make one
additional attack with a melee weapon this model is
Sentinel Array: Each time an enemy unit Falls Back whilst
equipped with against the same unit. These additional
within 1" of this model, before moving any models, this
attacks cannot themselves generate further attacks. In
model can shoot as if it were its Shooting phase. These
addition, this model can consolidate up to 6" instead of
attacks must target the unit that is Falling Back.
up to 3".

FACTION KEYWORDS: Imperium, Officio Assassinorum, Agents of the Imperium


KEYWORDS: Infantry, Character, Eversor Assassin

4
VINDICARE ASSASSIN 5 POWER
No. Name M WS BS S T W A Ld Sv
1 Vindicare Assassin 7" 2+ 2+ 4 4 5 5 9 6+
A Vindicare Assassin is a single model equipped with: exitus pistol; exitus rifle; blind grenades.
WEAPON RANGE TYPE S AP D ABILITIES
When resolving an attack made with this
weapon, an invulnerable saving throw
Exitus pistol 12" Pistol 1 4 -3 D3
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
Exitus rifle 72" Heavy 1 5 -3 D3
cannot be made. Attacks made with this
weapon wound Infantry units on a 2+.
This weapon does not inflict any
damage (do not make any wound rolls).
Instead, if a unit is hit by any blind
Blind grenades 12" Grenade D6 * * *
grenades, subtract 1 from all hit rolls for
attacks made by that unit until the end
of the turn.

ABILITIES
Agent of the Imperium, Independent Operative (pg 1) Head Shot: If, after resolving an attack with an exitus
Lightning Reflexes: This model has a 4+ invulnerable pistol or exitus rifle by this model, a model in an enemy
save unit lost any wounds as a result of that attack but was
not destroyed, roll one D6; on a 3+ that model suffers 1
Deadshot: Each time you make a ranged attack, you can
mortal wound and, if that model is not destroyed, you can
ignore the Look Out, Sir rule. In addition, on an unmodified
roll one more D6. This time, that model suffers 1 mortal
wound roll of 6 for an attack made with an exitus pistol
wound on a 4+. Keep rolling one D6, increasing the result
or exitus rifle, change the Damage characteristic of that
required to cause a mortal wound by 1 each time, until the
weapon to D6 for that attack.
model in the enemy unit being rolled for is destroyed or
Faultless Aim: Attacks made with ranged weapons by this the roll is failed.
model always hit on a 2+ if this model did not move this
Spymask: When resolving an attack made with a ranged
turn (hit rolls of 6 are still required when firing Overwatch).
weapon by this model, the target does not receive the
benefit of Light cover.
Stealth Suit: When resolving an attack made with a
ranged weapon against this model, subtract 1 from the
hit roll. If this model is on or in a terrain feature, subtract 2
from the hit roll instead.

FACTION KEYWORDS: Imperium, Officio Assassinorum, Agents of the Imperium


KEYWORDS: Infantry, Character, Vindicare Assassin

5
LORD INQUISITOR KYRIA DRAXUS 4 POWER
No. Name M WS BS S T W A Ld Sv
1 Lord Inquisitor Kyria Draxus 6" 2+ 3+ 3 3 5 4 9 3+
Lord Inquisitor Kyria Draxus is equipped with: Dirgesinger; power fist. Your army can only include one Kyria Draxus model.
WEAPON RANGE TYPE S AP D ABILITIES
When resolving an attack made with this
weapon, on an unmodified wound roll of
Dirgesinger 18" Assault 2 4 0 2
6 this weapon has an Armour Penetration
characteristic of -3 for that attack.
When resolving an attack made with this
Power fist Melee Melee x2 -3 2
weapon, subtract 1 from the hit roll.

ABILITIES
Agent of the Imperium, Authority of the Inquisition, Paralysis Grenades: At the start of the Fight phase, if
Unquestionable Wisdom, Quarry (pg 1) this model made a charge move this turn, you can select
Refractor Field: This model has a 5+ invulnerable save. one enemy unit that is within Engagement Range of this
model. Until the end of that phase, that enemy unit cannot
An audacious and Shang: When this model manifests the Smite psychic
be selected to fight until all other eligible units have
committed Ordo Xenos power, you can select one enemy unit within 18" of and
Inquisitor, Kyria Draxus done so.
visible to this model to be affected, instead of the closest
is a specialist in hunting enemy unit.
Necrons. Radical in her
outlook, she accepts the PSYKER
necessity of working with This model can attempt to manifest one psychic power in your Psychic phase and attempt to deny one psychic power in
some aliens to protect the your opponent’s Psychic phase. It knows Smite and one psychic power from the Telethesia discipline (pg 17).
Imperium. She has learned
about the Necrons from FACTION KEYWORDS: Imperium, Inquisition, Ordo Xenos, Agents of the Imperium
the Aeldari and honed KEYWORDS: Character, Infantry, Psyker, Inquisitor, Kyria Draxus
her psychic abilities
through xenos, as well as
Human, tuition.

INQUISITOR COTEAZ  4 POWER


No. Name M WS BS S T W A Ld Sv
1 Inquisitor Coteaz 6" 3+ 3+ 3 3 5 4 10 2+
Inquisitor Coteaz is equipped with: bolt pistol; psyber-eagle; master-crafted Nemesis daemon hammer. Your army can only
include one Coteaz model.
WEAPON RANGE TYPE S AP D ABILITIES
Bolt pistol 12" Pistol 1 4 0 1 -
Psyber-eagle 24" Assault D6 4 0 1 -
Master-crafted Nemesis
Melee Melee x2 -3 3 -
daemon hammer

ABILITIES
Agent of the Imperium, Authority of the Inquisition, Unquestionable Wisdom, Quarry (pg 1)
Refractor Field: This model has a 5+ invulnerable save.
Spy Network: When an enemy unit is set up on the battlefield as Reinforcements, you can select one friendly Ordo
Malleus unit within 6" of this model. The selected unit can shoot at that enemy unit as if it were your Shooting phase.
In addition, once per battle, when your opponent uses a Stratagem, this model can use its spy network. If it does, your
opponent must spend 1 additional Command point to resolve that Stratagem, or else it has no effect and any Command
A puritan of the Ordo points spent on that Stratagem are considered not to have been spent. This ability cannot affect Stratagems used
Malleus, Inquisitor Coteaz
‘before the battle’.
spends every waking
moment studying reports
made by his countless PSYKER
agents, or facing down This model can attempt to manifest two psychic powers in your Psychic phase and attempt to deny one psychic power
daemons, heretics and in your opponent’s Psychic phase. It knows Smite and one psychic power from the Telethesia discipline (pg 17).
aliens in open battle. He
refuses to use the power FACTION KEYWORDS: Imperium, Inquisition, Ordo Malleus, Agents of the Imperium
of the warp himself, and KEYWORDS: Character, Infantry, Inquisitor, Psyker, Coteaz
aggressively prosecutes
those who do.

6
INQUISITOR GREYFAX 4 POWER
No. Name M WS BS S T W A Ld Sv
1 Inquisitor Greyfax 6" 3+ 3+ 3 3 5 4 10 3+
I nquisitor Greyfax is equipped with: master-crafted condemnor boltgun; master-crafted power sword; frag grenades; krak
grenades; psyk-out grenades. Your army can only include one Greyfax model.
WEAPON RANGE TYPE S AP D ABILITIES
Before selecting targets, select one or both of the profiles below to make attacks with. If you
Master-crafted
select both, then each time an attack is made with this weapon this phase, subtract 1 from
condemnor boltgun that attack’s hit roll.

- Master-crafted boltgun 24" Rapid Fire 1 4 -1 2 -


Each time an attack made with this weapon
profile is allocated to a Psyker model, that
- Condemnor stake 24" Assault 1 4 -1 2
model’s unit suffers D3 mortal wounds in
addition to the normal damage.
Master-crafted power sword Melee Melee +1 -3 2 -
Blast. When resolving an attack made with
this weapon against a Psyker or Daemon
Psyk-out grenades 6" Grenade D3 2 0 1 unit, an unmodified hit roll of 6 inflicts 1
mortal wound on the target and the attack
sequence ends.

ABILITIES
Inquisitor Greyfax is
feared even by many in Agent of the Imperium, Authority of the Inquisition, Psyocculum: Each time you select a target for a ranged
her own order, the Ordo Unquestionable Wisdom, Quarry (pg 1) weapon this model is making an attack with, you can
Hereticus. Devoid of mercy Refractor Field: This model has a 5+ invulnerable save. ignore the Look Out, Sir rule if you select a Psyker
or remorse, she is an iron- Character or Daemon Character unit.
willed warrior. She is also Indomitable: When a Deny the Witch test is taken for this
a powerful psyker, with model, add 1 to the total.
telepathic abilities that PSYKER
enable her to detect lies
in those she questions. This model can attempt to manifest one psychic power in your Psychic phase and attempt to deny two psychic powers in
Some brand Greyfax a your opponent’s Psychic phase. It knows Smite and one psychic power from the Telethesia discipline (pg 17).
dangerous radical for this,
but her commitment to FACTION KEYWORDS: Imperium, Inquisition, Ordo Hereticus, Agents of the Imperium
the Imperium is utterly KEYWORDS: Character, Infantry, Inquisitor, Psyker, Greyfax
resolute and undeniable.

7
INQUISITOR KARAMAZOV 6 POWER
No. Name M WS BS S T W A Ld Sv
1 Inquisitor Karamazov 5" 3+ 3+ 5 5 8 4 10 4+
I nquisitor Karamazov is equipped with: master-crafted multi-melta; master-crafted power sword; Throne of Judgement’s
stomping feet. Your army can only include one Karamazov model.
WEAPON RANGE TYPE S AP D ABILITIES
Each time an attack made with this
weapon targets a unit within half
Master-crafted multi-melta 30" Heavy 2 8 -4 D6
range, that attack has a Damage
characteristic of D6+2.
Master-crafted power sword Melee Melee +1 -3 2 -
Throne of Judgement’s When the bearer fights, it makes 2D3
Melee Melee User -1 2
stomping feet additional attacks with this weapon.

ABILITIES
Agent of the Imperium, Authority of the Inquisition, Iron Will: If a psychic power manifested by an enemy model
Inquisitor Karamazov is Unquestionable Wisdom, Quarry (pg 1) targets this model, roll 2D6: if the total is greater than or equal
among the most ruthless Supreme Will (Aura): When a Psychic test is taken for to the Psychic test total, this model is not affected by that
and uncompromising of an enemy model within 12" of this model, subtract 1 power (other models are still affected normally).
the Ordo Hereticus. His from the total. Dread Reputation (Aura): While an enemy Infantry unit
actions have no guile or Throne of Judgement: This model has a 4+ is within 6" of this model, subtract 1 from the Leadership
subterfuge, and he has invulnerable save. characteristic of models in that unit.
no time for clemency,
forgiveness or mitigation. FACTION KEYWORDS: Imperium, Inquisition, Ordo Hereticus, Agents of the Imperium
Karamazov has led vast KEYWORDS: Vehicle, Character, Inquisitor, Karamazov
crusading armies, as well
as presided over the trials
of heretics from his Throne
of Judgement – an ancient,
bi-pedal battle-shrine.

INQUISITOR4 POWER
No. Name M WS BS S T W A Ld Sv
1 Inquisitor 6" 3+ 3+ 3 3 5 4 9 4+
An Inquisitor is equipped with: bolt pistol; chainsword; frag grenades; krak grenades.
WEAPON RANGE TYPE S AP D ABILITIES
Bolt pistol 12" Pistol 1 4 0 1 -
When the bearer fights, it makes 1
Chainsword Melee Melee User 0 1
additional attack with this weapon.

WARGEAR OPTIONS
• This model can have the Psyker keyword. If it does, it can be equipped with 1 weapon from the Force Weapons list
(pg 14) instead of 1 chainsword.
• This model can be equipped with one of the following instead of 1 bolt pistol: 1 weapon from the Pistol Weapons list
(pg 14); 1 weapon from the Ranged Weapons list (pg 14).
• This model can be equipped with 1 weapon from the Melee Weapons list (pg 14) instead of 1 chainsword.

ABILITIES
It is the Inquisitors’ task Agent of the Imperium, Authority of the Inquisition, Iron Will: If this model is not a Psyker and a psychic
to investigate xenos plots, Unquestionable Wisdom, Quarry (pg 1) power manifested by an enemy model targets this model,
corruption, mutation, Refractor Field: This model has a 5+ invulnerable save. roll 2D6; if the total is greater than or equal to the Psychic
heresy, cults, rogue test total, this model is not affected by that power (other
psykers and anything models are still affected normally).
else they deem worthy
of scrutiny. Such is their PSYKER
power, nothing is beyond
If this model is a Psyker, it can attempt to manifest one psychic power in your Psychic phase and attempt to deny
their authority and no
one is beyond their one psychic power in your opponent’s Psychic phase. It knows Smite and one psychic power from the Telethesia
justice. If they deem discipline (pg 17).
it necessary, they can
order the destruction of FACTION KEYWORDS: Imperium, Inquisition, <Ordo>, Agents of the Imperium
entire worlds. KEYWORDS: Character, Infantry, Inquisitor

8
INQUISITOR EISENHORN 4 POWER
No. Name M WS BS S T W A Ld Sv
1 Inquisitor Eisenhorn 6" 3+ 3+ 3 3 5 4 10 4+
Inquisitor Eisenhorn is equipped with: artificer bolt pistol; Barbarisater; runestaff; electrobane grenades. Your army can only
include one Eisenhorn model.
WEAPON RANGE TYPE S AP D ABILITIES
Artificer bolt pistol 12" Pistol 1 4 -1 2 -
When resolving an attack made with this
Barbarisater Melee Melee +1 -3 D3
weapon, add 1 to the hit roll.
Runestaff Melee Melee +3 -1 D3 -
When resolving an attack made with
this weapon against a Vehicle unit, an
unmodified wound roll of 4-5 inflicts 1
Electrobane grenades 6" Grenade 1 4 -1 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.

ABILITIES
Agent of the Imperium, Authority of the Inquisition, Radical Bond (Aura): Whilst the Daemonhost model that
Unquestionable Wisdom, Quarry (pg 1) was set up with this model’s Malus Codicium ability is
Malus Codicium: Once per battle, at the end of your within 6" of this model, when resolving an attack made by
Movement phase, you can use this ability. If you do so, that model, add 1 to that attack’s hit roll and wound roll,
Inquisitor Eisenhorn of this model loses the Unquestionable Wisdom ability. and when resolving an attack made against that model,
the Ordo Xenos is a man Set up a Daemonhost model within 6" of this model add 1 to its invulnerable save for that attack.
of great willpower and and more than 9" away from any enemy models. Add
No Stranger to Pain: When this model would lose a
resolve. He will go to 2 to that model’s Strength, Toughness, Wounds and
wound, roll one D6; on a 6, that wound is not lost.
any lengths to preserve Attacks characteristics. If this model is destroyed, that
the Imperium, and for Daemonhost model is also destroyed.
his actions has been
declared a traitor twice
PSYKER
– he was found to be This model can attempt to manifest two psychic powers in your Psychic phase and attempt to deny two psychic powers in
loyal on both occasions. your opponent’s Psychic phase. It knows Smite and two psychic powers from the Telethesia discipline (pg 17).
Eisenhorn is also a potent
telepath, with the power FACTION KEYWORDS: Imperium, Inquisition, Ordo Xenos, Agents of the Imperium
to compel individuals,
or even groups, to follow
KEYWORDS: Character, Infantry, Inquisitor, Psyker, Eisenhorn
his instructions.

9
JOKAERO WEAPONSMITH 1 POWER
No. Name M WS BS S T W A Ld Sv
1 Jokaero Weaponsmith 6" 6+ 4+ 2 3 3 2 7 7+
A Jokaero Weaponsmith is equipped with: Jokaero weapons.
WEAPON RANGE TYPE S AP D ABILITIES
Jokaero weapons Before selecting targets, select one of the profiles below to make attacks with.
- Focused strike 24" Heavy 1 8 -3 3 -
- Scatter shot 12" Assault 6 4 -1 1 -

ABILITIES
Agent of the Imperium, Authority of the Inquisition (pg 1) D6 Result
Defence Orbs: This model has a 5+ invulnerable save. 1-2 Augmented Targeting: When resolving an
Inconceivable Customisation: At the start of your attack made by a model in that unit, you can
Shooting phase, you can select one friendly <Ordo> re-roll the hit roll.
unit within 3" of this model and roll one D6: apply the 3-4 Augmented Penetration: When resolving an
result from the table opposite to the selected unit until attack made by a model in that unit, you can
the end of the turn. A unit can be affected by more than re-roll the wound roll.
These xenos are one source of this ability (e.g. from multiple Jokaero 5-6 Total Augmentation: When resolving an
technosavants with an Weaponsmiths) in the same Shooting phase, but attack made by a model in that unit, you
instinctive understanding duplicated results will have no effect. can re-roll the hit roll and you can re-roll the
of machinery and
technological systems. wound roll
Given enough time and
materials they can fashion FACTION KEYWORDS: Imperium, Jokaero, Inquisition, <Ordo>, Agents of the Imperium
almost anything, and can KEYWORDS: Character, Infantry, Jokaero Weaponsmith
make even the most basic
weapons formidable with
minor – albeit perplexing
– upgrades.

ACOLYTES1 POWER
No. Name M WS BS S T W A Ld Sv
1-6 Acolyte 6" 4+ 4+ 3 3 1 2 7 5+
This unit’s Power Rating is equal to the number of models in this unit. Every model is equipped with: laspistol; chainsword.
WEAPON RANGE TYPE S AP D ABILITIES
Laspistol 12" Pistol 1 3 0 1 -
When the bearer fights, it makes 1
Chainsword Melee Melee User 0 1
additional attack with this weapon.

WARGEAR OPTIONS
• Any model can be equipped with 1 weapon from the Pistol Weapons list (pg 14) instead of 1 laspistol.
• Any model can be equipped with 1 weapon from the Melee Weapons or Ranged Weapons lists (pg 14) instead of
1 chainsword.

ABILITIES
Inquisitors recruit their Agent of the Imperium, Authority of the Inquisition, Quarry (pg 1)
agents for all manner of Agent: If this unit contains 1 Acolyte model at the start of the battle, it gains the Character keyword.
reasons. Some are from Loyal Servant: When a friendly <Ordo> Inquisitor model within 3" of this unit would lose any wounds as a result of an
the gloried institutions attack made against that model, this unit can attempt to intercept that attack. Roll one D6; on a 2+ that model does not
of the Adeptus Terra, lose those wounds and one model from this unit is destroyed. Only one attempt can be made to intercept each attack.
while others are chosen
for having the hardened FACTION KEYWORDS: Imperium, Inquisition, <Ordo>, Agents of the Imperium
instincts of bounty hunters. KEYWORDS: Infantry, Acolytes
Regardless of their
background, Acolytes must
be exceptionally resilient
and skilled, for they will
be given the most terrible
and difficult of tasks by
their lords.

10
DAEMONHOST1 POWER
No. Name M WS BS S T W A Ld Sv
1 Daemonhost 6" 4+ 4+ 4 4 4 3 7 7+
A Daemonhost is equipped with: unholy gaze; warp grasp.
WEAPON RANGE TYPE S AP D ABILITIES
When resolving an attack made with
this weapon, on an unmodified wound
Unholy gaze 12" Assault 1 8 -1 1
roll of 6 this weapon has a Damage
characteristic of 3 for that attack.
Warp grasp Melee Melee User -3 1 -

ABILITIES
Daemonic Power: At the start of your Movement phase, roll one D6 for each friendly model with this ability and apply the
following result:
D6 Result
Daemonhosts are warp 1-2 Daemonic Speed: Until the start of your next turn, this model has a Move characteristic of 12" and can Fly.
spirits bound by rite to
the body of a mortal. 3-4 Re-knit Host Form: This model regains all its lost wounds.
Some serve as indentured 5-6 Energy Torrent: Roll one D6 for each enemy unit within 3" of this model; on a 2+ that enemy unit suffers D3
minions in an Inquisitor’s mortal wounds.
retinue, while others
Daemonic: This model has a 5+ invulnerable save.
serve as terrifying
combatants with a host
of otherworldly abilities.
FACTION KEYWORDS: Imperium, Inquisition
It is a brave or foolish KEYWORDS: Character, Infantry, Daemon, Daemonhost
decision indeed to make a
Daemonhost. Spirits that
break free take delight in
avenging themselves on
their captors.

11
IMPERIAL NAVY BREACHERS 6 POWER
No. Name M WS BS S T W A Ld Sv
9 Navis Armsman 6" 4+ 4+ 3 3 1 1 6 4+
1 Navis Sergeant-at-Arms 6" 4+ 4+ 3 3 1 2 7 4+
• One Navis Armsman model is equipped with: Navis las-volley.
• One Navis Armsman model is equipped with: Navis heavy shotgun; endurant shield.
• Every other model is equipped with: Navis shotgun.
WEAPON RANGE TYPE S AP D ABILITIES
Autopistol 12" Pistol 1 3 0 1 -
Bolt pistol 12" Pistol 1 4 0 1 -
Navis heavy shotgun 18" Assault 4 4 0 1 -
Navis las-volley 24" Heavy 4 6 -1 1 -
Navis shotgun 18" Assault 2 4 0 1 -
Each time an attack made with this weapon
Meltagun 12" Assault 1 8 -4 D6 targets a unit within half range, that attack has
a Damage characteristic of D6+2.
Plasma gun Before selecting targets, select one of the profiles below to make attacks with.
- Standard 24" Rapid Fire 1 7 -3 1 -
If any unmodified hit rolls of 1 are made for
- Supercharge 24" Rapid Fire 1 8 -3 2 attacks with this weapon profile, the bearer is
destroyed after shooting with this weapon.
Each time an attack is made with this weapon,
subtract 1 from that attack’s hit roll, and if that
Chainfist Melee Melee x2 -4 D3
attack is allocated to a Vehicle model, that
attack has a Damage characteristic of 3.
Each time the bearer fights, it makes 1
Chainsword Melee Melee User 0 1
additional attack with this weapon.
Power axe Melee Melee +2 -2 1 -
Power sword Melee Melee +1 -3 1 -
Blast. The bearer can only shoot with
Demolition charge 6" Grenade D6 8 -3 2 each demolition charge it is equipped
with once per battle.
Frag grenades 6" Grenade D6 3 0 1 Blast
OTHER WARGEAR ABILITIES
The bearer has a 5+ invulnerable save. In addition, add 1 to armour saving throws made for
Endurant shield
the bearer.
Smoke grenades The bearer gains the Smokescreen keyword.

WARGEAR OPTIONS
• The Navis Sergeant-at-Arms’ Navis shotgun can be replaced with one of the following: 1 autopistol and 1 chainsword; 1
bolt pistol and 1 power sword.
• 1 Navis Armsman’s Navis las-volley can be replaced with one of the following: 1 meltagun; 1 plasma gun.
• 1 Navis Armsman’s Navis shotgun can be replaced with 1 autopistol and 1 power axe.
• 1 Navis Armsman’s Navis shotgun can be replaced with 1 autopistol and 1 chainfist.
Experienced in hazardous • 1 Navis Armsman can be equipped with 1 demolition charge, 1 frag grenades and 1 smoke grenades.
boarding actions, these
elite Armsmen are
aggressive and blunt ABILITIES
instruments of their Agent of the Imperium (pg 1) Shipborne Personnel: If your army is Battle-forged,
warship’s commander.
Void Armour: Each time an attack is allocated to a model this unit cannot be used as a compulsory selection
They wear fully enclosed
void armour and wield in this unit, the Armour Penetration characteristic of that in a Detachment (e.g. as the only Troops unit in a
robust weapons optimised attack is worsened by 1. Patrol Detachment), unless that Detachment is a
for close-confines fighting, Navis Imperialis Detachment.
while some carry more
specialised gear for FACTION KEYWORDS: Imperium, Navis Imperialis, Agents of the Imperium
cracking enemy bulkheads. KEYWORDS: Infantry, Core, Imperial Navy Breachers

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CARTOGRAPHICA ROGUE TRADER 3 POWER
No. Name M WS BS S T W A Ld Sv
1 Cartographica Rogue Trader 6" 3+ 3+ 3 3 4 3 9 4+
0-1 Death Cult Executioner 6" 2+ 4+ 3 3 2 5 7 5+
0-1 Lectro-Maester 6" 4+ 3+ 3 3 2 1 7 5+
0-1 Rejuvenat Adept 6" 4+ 4+ 3 3 2 1 7 5+
Increase this unit’s Power Rating by +1 for every model it includes other than the Cartographica Rogue Trader.
• The Cartographica Rogue Trader is equipped with: household pistol; monomolecular cane-rapier.
• The Death Cult Executioner is equipped with: dartmask; Death Cult power blade.
• The Lectro-Maester is equipped with: voltaic pistol.
• The Rejuvenat Adept is equipped with: laspistol.
WEAPON RANGE TYPE S AP D ABILITIES
Each time an attack is made with this
weapon against a unit (excluding
Dartmask 12" Pistol 1 2 -2 1 Vehicle or Titanic units), an
unmodified wound roll of 2+ is
always successful.
Household pistol 12" Pistol 1 5 -3 2 -
Laspistol 12" Pistol 1 3 0 1 -
Each time an attack is made with this
Voltaic pistol 12" Pistol 1 5 0 2 weapon, an unmodified hit roll of 6
scores 2 additional hits.
Death Cult power blade Melee Melee +1 -3 1 -
Each time the bearer fights, it makes 3
Monomolecular cane-rapier Melee Melee +1 -2 1
additional attacks with this weapon.

ABILITIES
Agent of the Imperium (pg 1) Healing Serum: While this unit includes a Rejuvenat Adept
Captain on Deck: In your Command phase, select one model, each time a model in this unit would lose a wound,
friendly Navis Imperialis Core unit within 9" of this unit’s roll one D6: on a 5+, that wound is not lost.
Cartographica Rogue Trader model. Until the start of your Motive Force Evocation: While this unit includes a
next Command phase, each time a model in that unit Lectro-Maester model, each time a model in this unit
makes an attack, add 1 to that attack’s hit roll. makes an attack, on an unmodified wound roll of 6,
Field Generators and Uncanny Reflexes: This improve the Armour Penetration characteristic of that
Rogue Traders are daring attack by 1.
unit’s Cartographica Rogue Trader model has a 4+
explorers, ruthless
conquerors and cunning invulnerable save. Other models in this unit have a 5+ Master and Commander: If your army is Battle-forged,
merchants who explore invulnerable save. you can include a maximum of one Cartographica
and exploit the uncharted Rogue Trader model in each Detachment in your army.
regions of the galaxy in This model cannot be taken in a compulsory Battlefield
the name of the Imperium. Role slot.
Some command armadas
of ships and control armies FACTION KEYWORDS: Imperium, Navis Imperialis, Astra Cartographica,
numbering in the millions, Agents of the Imperium
while others operate from KEYWORDS (CARTOGRAPHICA ROGUE TRADER): Infantry, Character, Rogue Trader,
a single vessel and have a Concussion Grenades, Cartographica Rogue Trader
small retinue of followers. KEYWORDS (OTHER MODELS): Infantry, Concussion Grenades, Rogue Trader Retinue

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VOIDSMEN-AT-ARMS  2 POWER
No. Name M WS BS S T W A Ld Sv
4-8 Voidsman 6" 4+ 4+ 3 3 1 1 6 4+
1 Voidmaster 6" 4+ 4+ 3 3 1 2 7 4+
0-1 Canid 8" 3+ - 4 3 1 3 6 4+
If this unit contains 6 or more models, it has Power Rating 4.
• For every 5 models in this unit, one Voidsman model is equipped with: laspistol; Voidsman rotor cannon.
• Every other Voidsman model is equipped with: lasgun; laspistol.
• The Voidmaster is equipped with: artificer shotgun; laspistol.
WEAPON RANGE TYPE S AP D ABILITIES
Artificer shotgun 18" Assault 2 4 0 2 -
Laspistol 12" Pistol 1 3 0 1 -
Lasgun 24" Rapid Fire 1 3 0 1 -
Voidsman rotor cannon 24" Heavy 4 6 -1 1 -

ABILITIES
Agent of the Imperium (pg 1) Shipborne Personnel: If your army is Battle-forged,
Masters of Close Confines: Each time a model in this unit this unit cannot be used as a compulsory selection
Voidsmen-at-Arms provide in a Detachment (e.g. as the only Troops unit in a
security on the ships of makes a ranged attack that targets a unit within 12", an
unmodified hit roll of 6 scores one additional hit. Patrol Detachment), unless that Detachment is a
the Imperial Navy as well
Navis Imperialis Detachment.
as those of Rogue Traders
to whom they may be
seconded. Well drilled,
FACTION KEYWORDS: Imperium, Navis Imperialis, Agents of the Imperium
disciplined and often well KEYWORDS: Infantry, Core, Concussion Grenades, Voidsmen-at-Arms
equipped, they are highly
adept at fighting in the
close quarters of vessel
corridors and chambers.

WEAPON LISTS
Some rules refer to one or more weapon lists. These weapon lists can be found below:

Melee Weapons Pistol Weapons • Hot-shot lasgun


• Power fist • Bolt pistol • Incinerator 1
• Power maul • Inferno pistol 1 • Meltagun
• Power sword • Needle pistol • Plasma gun
• Thunder hammer • Plasma pistol • Storm bolter

Force Weapons Ranged Weapons 1 Inquisitor only


• Force axe • Boltgun
• Force stave • Combi-flamer
• Force sword • Combi-melta
• Nemesis daemon hammer • Combi-plasma
• Condemnor boltgun 1
• Flamer

14
ARMOURIES OF THE ORDOS
The Inquisition can requisition weaponry from across the Imperium, allowing them to apply the necessary
lethality against Humanity’s countless foes. The wargear of the Inquisition is detailed here.

RANGED WEAPONS RANGE TYPE S AP D ABILITIES


Bolt pistol 12" Pistol 1 4 0 1 -
Boltgun 24" Rapid Fire 1 4 0 1 -
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 24" Rapid Fire 1 4 0 1 -
- Flamer 12" Assault D6 4 0 1 Each time an attack is made with this weapon profile, that attack
automatically hits the target.
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 24" Rapid Fire 1 4 0 1 -
- 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.
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 24" Rapid Fire 1 4 0 1 -
- P lasma gun (standard) 24" Rapid Fire 1 7 -3 1 -
- P lasma 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.
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 24" Rapid Fire 1 4 0 1 -
- 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.
Flamer 12" Assault D6 4 0 1 Each time an attack is made with this weapon, that attack
automatically hits the target.
Hot-shot lasgun 18" Rapid Fire 1 3 -2 1 -
Incinerator 12" Heavy D6 6 -1 1 Each time an attack is made with this weapon, that attack
automatically hits the target.
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.
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.
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.
Plasma gun Before selecting targets, select one of the profiles below to make attacks with.
- Standard 24” Rapid Fire 1 7 -3 1 -
- 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.
Plasma pistol Before selecting targets, select one of the profiles below to make attacks with.
- Standard 12” Pistol 1 7 -3 1 -
- 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.
Storm bolter 24” Rapid Fire 2 4 0 1 -

15
MELEE WEAPONS RANGE TYPE S AP D ABILITIES
Force axe Melee Melee +2 -2 D3 -
Force stave Melee Melee +3 -1 D3 -
Force sword Melee Melee +1 -3 D3 -
Nemesis daemon hammer Melee Melee x2 -2 3 When resolving an attack made with this weapon, subtract 1 from
the hit roll.
Power fist Melee Melee x2 -3 2 When resolving an attack made with this weapon, subtract 1 from
the hit roll.
Power maul Melee Melee +3 -1 1 -
Power sword Melee Melee +1 -3 1 -
Thunder hammer Melee Melee x2 -2 3 When resolving an attack made with this weapon, subtract 1 from
the hit roll.

16
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.

1. TERRIFY 6. CASTIGATION
Malediction: Terrify has a warp charge value of 6. If Witchfire: Castigation has a warp charge value of 6. If

manifested, select one enemy unit within 18" of and visible to manifested, select one enemy unit within 18" of and visible
this Psyker. Until the start of your next Psychic phase: to this Psyker and roll 3D6: if the total exceeds the lowest
Leadership characteristic in that enemy unit, that enemy unit
• S ubtract 1 from the Leadership characteristic of models in suffers D3 mortal wounds.
that unit.
• That unit cannot fire Overwatch.

ORDO HERETICUS: SCOURGING


2. PSYCHIC FORTITUDE The psyker fashions a lash from their foe’s own guilt and uses
Blessing: Psychic Fortitude has a warp charge value of 4. If it to flay their writhing minds.
manifested, select one friendly Imperium unit within 12" of
this Psyker. Until the start of your next Psychic phase, when Malediction: Scourging has a warp charge value of
a Morale test is taken for that unit, do not roll the dice; it is 6. If manifested, select one enemy unit within 12" of
automatically passed. this Psyker.

• U ntil the start of your next Psychic phase, subtract 1


3. DOMINATE from the Attacks characteristic of models in that enemy
Malediction: Dominate has a warp charge value of 6. If
 unit (to a minimum of 1).
manifested, select one enemy model (excluding Vehicle • Roll 2D6; if the total is equal to or greater than the
models) within 12" of this Psyker and roll 3D6. If the total highest Leadership characteristic in that enemy unit,
is equal to or greater than that enemy model’s Leadership then until the start of your next Psychic phase, when
characteristic, that enemy model can immediately shoot with resolving an attack made by a model in that enemy unit,
one weapon it is equipped with as if it were your Shooting subtract 1 from the hit roll.
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.
ORDO XENOS: PSYCHIC VEIL
The psyker conjures a glamour to shield their allies.
4. MENTAL INTERROGATION
Malediction: Mental Interrogation has a warp charge value of
 Blessing (Aura): Psychic Veil has a warp charge value of
6. If manifested, select one enemy Character model within 5. If manifested, until the start of your next Psychic phase,
12" of and visible to this Psyker. friendly Ordo Xenos units within 6" of this Psyker can only
be selected as the target of attacks if they are the closest
• U ntil the start of your next Psychic phase, when resolving an visible enemy unit, and can only be selected as the target of
attack made by that enemy model, subtract 1 from the hit roll. charges if they are within 6" of the charging unit.
• 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.

ORDO MALLEUS: WARDING INCANTATION


5. PSYCHIC PURSUIT The psyker chants a protective invocation, raising a wall of
Blessing: Psychic Pursuit has a warp charge value of 7. If
 adjuratory empyric wards around their allies.
manifested, select one enemy Character unit that only
contains models with a Wounds characteristic of 9 or less and Blessing: Warding Incantation has a warp charge value of
is within 18" of and visible to this Psyker. Then, select one 6. If manifested, select one friendly Imperium Infantry or
friendly <Ordo> Infantry unit within 6" of this Psyker. Until Imperium Biker unit within 12" of this Psyker. Until the
the end of your next Shooting phase, each time you select a start of your next Psychic phase, models in that unit have a
target for a ranged weapon a model in that friendly <Ordo> 5+ invulnerable save.
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.

17

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