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Agents of the Imperium

Veiled Blade Elimination Force

3 CP

Detachment Rules

Extremis Sanction

Enhancements

Decoy Targets

40 pts

The agents of the Callidus Temple are known to utilise vat‑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.

Esoteric Explosives

40 pts

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+.

Intraneural Biotech

35 pts

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.

Micromelta Rounds

45 pts

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.

Stratagems

eitherPlayer

Prime Target

1 CP
ShootingFight

A primary target has been revealed. All efforts must be made to ensure the kill.

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
ShootingFight

Unenhanced mortal bodies are routinely – and unknowingly – dosed with experimental stimulant cocktails that serve to reinforce their resilience, at least in the short term.

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.

Your Turn

Will-sapping Salvo

1 CP
Shooting

Aiming concentrated volleys of fire toward an exceptionally resilient foe, these agents erode the will of their target, increasing their vulnerability to the concentrated psychic onslaughts of the Culexus Assassin’s animus speculum.

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.

Opponent's Turn

Orbital Oversight

1 CP
Shooting

Aided by orbiting assets, when the assault begins, voidships flood communication networks with jamming frequencies, fire screening bombardments and otherwise mask the agents’ approach.

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
Charge

These grenades release thick black smoke and broad‑spectrum electromagnetic chaff that disrupt vision and foul augury equipment upon detonating.

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
Charge

The eyes of the Officio Assassinorum are everywhere. As the foe turns to flee, the noose tightens, agents already forewarned of enemy movements and moving swiftly to cut off all avenues of retreat.

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