

RANGED WEAPONS | RANGE | A | BS | S | AP | D | |
| Dartmask anti-infantry 2+ pistol precision | |||||||
| Dartmask anti-infantry 2+ pistol precision | 12" | 1 | 4+ | 2 | -1 | D3 | |
| Household pistol pistol devastating wounds | |||||||
| Household pistol pistol devastating wounds | 12" | 2 | 3+ | 5 | -2 | 2 | |
| Laspistol pistol | |||||||
| Laspistol pistol | 12" | 1 | 4+ | 3 | 0 | 1 | |
| Voltaic pistol pistol sustained hits 2 | |||||||
| Voltaic pistol pistol sustained hits 2 | 12" | 3 | 3+ | 4 | -2 | 1 | |
MELEE WEAPONS | RANGE | A | WS | S | AP | D | |
| Close combat weapon | |||||||
| Close combat weapon | Melee | 1 | 4+ | 3 | 0 | 1 | |
| Death Cult power blade precision | |||||||
| Death Cult power blade precision | Melee | 5 | 2+ | 4 | -2 | 1 | |
| Monomolecular cane-rapier | |||||||
| Monomolecular cane-rapier | Melee | 4 | 3+ | 4 | -1 | 1 | |
AGENTS OF THE IMPERIUM Detachment | |
| YOUR UNIT COSTS | |
| 4 models | 75 |
Assigned Agent | |
| YOUR UNIT COSTS | |
| 4 models | 105 |






The CHARACTER keyword is used in the following Imperial Agents datasheets:
The AGENTS OF THE IMPERIUM keyword is used in the following Imperial Agents datasheets:
The INFANTRY keyword is used in the following Imperial Agents datasheets:
Many armies employ reconnaissance units who can sit concealed, waiting for the right moment to strike.
During deployment, if every model in a unit has this ability, it can be set up anywhere on the battlefield that is more than 8" horizontally from your opponent’s deployment zone and all enemy units.This war leader prefers to strike with subtlety and precision, working their forces into advanced positions before commencing hostilities.
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.
The VOIDFARERS keyword is used in the following Imperial Agents datasheets:
There are many ways by which to deploy troops to the field of battle including tunnels, teleportation devices and other esoteric means of transportation.
Each time this unit makes an ingress move (20.04), if every model in this unit has this ability, it can be set up anywhere on the battlefield that is more than 8" horizontally from all enemy units, even if that is within your opponent’s deployment zone.This commander has access to swift drop craft that can bear portions of their forces directly into the heart of the most ferocious battles.
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.
The ADEPTUS ARBITES keyword is used in the following Imperial Agents datasheets:
The AGENTS OF THE IMPERIUM keyword is used in the following Imperial Agents datasheets:
The CHARACTER keyword is used in the following Imperial Agents datasheets:
The DEDICATED TRANSPORT keyword is used in the following Imperial Agents datasheets:
The GRENADES keyword is used in the following Imperial Agents datasheets:
The IMPERIUM keyword is used in the following Imperial Agents datasheets:
The INFANTRY keyword is used in the following Imperial Agents datasheets:
The OFFICIO ASSASSINORUM keyword is used in the following Imperial Agents datasheets:
The ORDO HERETICUS keyword is used in the following Imperial Agents datasheets:
The REQUISITIONED keyword is used in the following Imperial Agents datasheets:
The RETINUE keyword is used in the following Imperial Agents datasheets:
The VOIDFARERS keyword is used in the following Imperial Agents datasheets:
Many deadly weapons can inflict fatal injuries on any foe, no matter their resilience.
Each time an attack made with a [LETHAL HITS] weapon results in a critical hit, you can choose for that attack to automatically wound the target.
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Some weapons possess a punishing rate of fire, or can land devastating flurries of blows, tearing the foe apart with relentless ferocity.
This ability always takes the form [SUSTAINED HITS X]. Each time an attack made with a [SUSTAINED HITS] weapon results in a critical hit, that attack results in a number of additional hits on the target as denoted by X.



The hardiest warriors refuse to be laid low, even by wounds that should by all rights prove lethal.
This ability always takes the form Feel No Pain X+. Each time a model with this ability would lose a wound, roll one D6: on an X+, that wound is not lost.The most potent weapons strike with such power that they make a mockery of armour and can cleave through several foes.
Each time an attack made with a [DEVASTATING WOUNDS] weapon results in a critical wound, the attack sequence for that attack ends and the target unit suffers a number of mortal wounds equal to the D characteristic of that weapon. These are inflicted after resolving any normal damage inflicted by those attacks.
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Certain weapons are the bane of particular foes.
This ability always takes the form [ANTI-X Y+]. Each time an attack is made with an [ANTI] weapon, if the target unit has the keyword denoted by X, an unmodified wound roll of Y+ is a critical wound.
The stealthiest warriors can evade the attentions, and the bullets, of their foes.
If every model in a unit has this ability, each time a ranged attack targets that unit, that unit has the benefit of cover against that attack (13.08).Some weapons are designed to root enemy formations out of entrenched positions.
Each time an attack is made with an [IGNORES COVER] weapon, the target cannot have the benefit of cover against that attack (13.08), including from rules that give a model or unit the benefit of cover (e.g. Stealth).Precision attacks can pick high-value targets out in a crowd.
While resolving attacks made with one or more [PRECISION] weapons, at the start of the Allocation Order step (05.03), if the target unit contains one or more CHARACTER models visible to one or more of the attacking models, the active player can select one allocation group that contains one of those visible CHARACTER models. If they do, until those attacks are resolved, or until that CHARACTER group is destroyed (whichever happens first), that CHARACTER group is the current allocation group.High-explosive rounds can fell several warriors in a single blast, but firing them too close to comrades is unwise.
Each time you gather attack dice for a [BLAST] weapon, add one additional attack dice for every five models that were in the target unit in the Select Targets step (rounding down).Weapons powered by unstable and dangerous energy sources pose a substantial risk to the wielder and those that stand beside them.
Each time a unit is selected to shoot or selected to fight, after that unit has resolved all of its attacks, make a number of hazard rolls (06.03) for that unit equal to the number of [HAZARDOUS] weapons you selected in the Select Weapons step.
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The VOIDFARERS and CHARACTER keywords are used in the following Imperial Agents datasheets:
With the momentum of a warrior at full-tilt, lance weapons are deadly on the charge.
Each time an attack is made with a [LANCE] weapon, if the attacking model’s unit made a charge move this turn, add 1 to the wound roll.Assassins and other covert agents are difficult to pinpoint in the storm of battle.
Unless part of an attached unit, this unit is not visible to enemy models unless they are within 12" of this unit, and it cannot be targeted by [INDIRECT FIRE] weapons unless the attacking model is within 12" of this unit.The AGENTS OF THE IMPERIUM and GRENADES keywords are used in the following Imperial Agents datasheets:
Throughout the Imperium there exist numerous martial organisations and shadowy institutions. Bodies of armed warriors or solitary agents from these groups possess specialist skills, unusual equipment and vested interests that lead them to be attached to larger Imperial armies. Some are requisitioned by the army’s commander for their particular abilities, others are assigned by their hidden masters to achieve singular agendas. The most powerful have the authority and reputation to enforce their presence on the field of battle.
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 book as normal.
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Weapons designed for close-quarters fighting can be wielded effectively even in the press of melee combat.
Units containing one or more models with a [CLOSE-QUARTERS] weapon can shoot using close-quarters shooting (10.06).Pistols can be wielded even at point-blank range.
[PISTOL] and [CLOSE-QUARTERS] are identical for all rules purposes. See [CLOSE-QUARTERS].Those possessed of lightning-fast reactions may strike before the opponent can react.
While every model in a unit has this ability, that unit is a Fights First unit.Mighty heroes fight at the forefront of battle.
Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead. That unit will then lead that bodyguard unit for the battle and form an attached unit with it.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.
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. |
Mighty heroes fight at the forefront of battle.
Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead. That unit will then lead that bodyguard unit for the battle and form an attached unit with it.Key to the duty of dedicated shipboard soldiery is the ability to move easily through even code-locked hatchways, or those whose machine spirits are corrupted or heretical. Dataspikes loaded with potent codes to appease or banish such troublesome gatekeepers allow them the swift progress they need.
In your Movement phase, each time a VOIDFARERS unit from your army makes a Normal move, while that unit is moving it can attempt to operate a closed Hatchway that it is within 1" of at any point during the move. It cannot do this, however, if there are one or more enemy units also within 1" of that Hatchway. If that VOIDFARERS unit does attempt to operate that Hatchway, it cannot operate a Hatchway again this turn.A fragment of STC technology, this device tastes the spoor of its owner’s foes, then fashions tailored toxins not even the most resilient victim can long endure.
AGENTS OF THE IMPERIUM model only. Melee weapons equipped by the bearer have the [ANTI-INFANTRy 2+] and [ANTI-MONSTER 4+] abilities.
These potent, short-ranged energy weapons are concealed in precious items of jewellery, the better to lethally surprise the foe.
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.
The datasheets using IMPERIUM and BATTLELINE keywords can be found in the following Factions:
Imperium: Adepta Sororitas, Adeptus Custodes, Adeptus Mechanicus, Astra Militarum, Grey Knights, Imperial Agents, Imperial Knights, Space Marines.The IMPERIUM and BATTLELINE keywords are used in the following datasheets:
Be they a Rogue Trader or some agent of the Imperial Navy, this warrior draws upon a wealth of shrewd voidfarer strategies to aid them in battle.
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.
Passed through generations of Rogue Traders, this archeotech weapon can sustain short but tremendously potent bursts of disruptor-field overcharge.
VOIDFARERS model only. Once per battle, when the bearer’s unit is selected to light, it can use this Enhancement. If it does, until the end of the phase, improve every characteristic of the bearer’s monomolecular cane-rapier by 1.
This unique flock of artificer servo-skulls can rapidly map every twist and turn of even the largest voidships, before providing their master with comprehensive data on enemy strengths and movements.
VOIDFARERS model only. In the Deploy Armies step, your opponent must deploy their entire army before you deploy yours. If both players have this rule, they must roll off and deploy their armies normally. In addition, IMPERIAL NAVY BREACHERS units from your army gain the Infiltrators ability.