Factions — Codex: Imperial Agents
Agents of the Imperium
Assigned Agents #
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.

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.
Ordo Xenos, Alien Hunters 2 pts #
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.
Furor Tactics
While this Mission Tactic is active, weapons equipped by DEATHWATCH units from your army have the [SUSTAINED HITS 1] ability.
Malleus Tactics
While this Mission Tactic is active, weapons equipped by DEATHWATCH units from your army have the [LETHAL HITS] ability.
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.
Enhancements
Universal Anathema #
10 ptsAGENTS OF THE IMPERIUM model only. Melee weapons equipped by the bearer have the [ANTI‐INFANTRY 2+] and [ANTI‐MONSTER 4+] abilities.
Blackweave Shroud #
15 ptsAGENTS OF THE IMPERIUM model only. The bearer has the Feel No Pain 4+ ability.
Beacon Angelis #
30 ptsWATCH 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 ptsWATCH 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.
Stratagems
Armour of Contempt #
- 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.
FAQ
Errata Black Spear Task Force Detachment, Armour of Contempt Stratagem, Effect Section
Change to:
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.’
Errata Ordo Xenos Alien Hunters Detachment, Armour of Contempt Stratagem, Effect Section
Change to:
‘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 #
- 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 #
- 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 #
- 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 #
- 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 #
- 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 8" horizontally away from all enemy models.
- Restrictions
You cannot select a unit that is within Engagement Range of one or more enemy units.
FAQ
Errata Order Xenos Alien Hunters Detachment, Rapid Tactical Relocation Stratagem, Effect Section
Change 9" to 8".
Ordo Hereticus, Purgation Force 2 pts #
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.
Enhancements
Liber Heresius #
10 ptsINQUISITOR 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 ptsINQUISITOR 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 ptsINQUISITOR 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 ptsINQUISITOR or MINISTORUM PRIEST model only. The bearer’s ranged weapons have the [DEVASTATING WOUNDS], [MELTA 1] and [PRECISION] abilities.
Stratagems
Stun Grenades #
- 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 #
- 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 #
- 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 #
- 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 #
- 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 #
- 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).
Ordo Malleus, Daemon Hunters 2 pts #
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.
Enhancements
Formidable Resolve #
5 ptsINQUISITOR 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 ptsINQUISITOR 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 ptsINQUISITOR 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 ptsINQUISITOR 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 6" away from all enemy units.
Errata Ordo Malleus Daemon Hunters Detachment, Gift of the Prescient Enhancement
Change 3" to 6".
Stratagems
Ritual of Warding #
- 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 #
- 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 #
- 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 #
- 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.
FAQ
Errata Ordo Malleus Daemon Hunters Detachment, Truesilver Armour Stratagem, Effect Section
Change to:
‘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 #
- 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 #
- 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.
Imperialis Fleet 2 pts #
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.
Enhancements
Digital Weapons #
10 ptsAGENTS 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 ptsAGENTS 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.
Q While using the Imperialis Fleet Detachment, if I attach a CHARACTER to a unit selected using the Clandestine Operation or Combat Landers Enhancement, does that CHARACTER also gain the ability conferred by that Enhancement (i.e. Infiltrators or Deep Strike, respectively)?
Yes.
Fleetmaster #
20 ptsVOIDFARERS 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 ptsVOIDFARERS 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.
Q While using the Imperialis Fleet Detachment, if I attach a CHARACTER to a unit selected using the Clandestine Operation or Combat Landers Enhancement, does that CHARACTER also gain the ability conferred by that Enhancement (i.e. Infiltrators or Deep Strike, respectively)?
Yes.
Stratagems
Violent Acquisition #
- 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 #
- 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 #
- 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 #
- 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 #
- 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 #
- 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.
Veiled Blade Elimination Force 1 pts #
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
Decoy Targets+15 points
*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.
Esoteric Explosives+10 points
*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+15 points
*This Eversor agent’s neurons have been surgically spliced to enhance awareness and speed of thought.*
EVERSOR ASSASSIN model only. You can target this unit with the Heroic Intervention stratagem, regardless of any other uses of that stratagem this phase. If you do:
▪ That use is -1 CP.
▪ That use does not prevent any uses of that stratagem on other units this phase.
Micromelta Rounds+20 points
*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.
Enhancements
Decoy Targets #
15 ptsCALLIDUS 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 #
10 ptsCULEXUS 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 #
15 ptsEVERSOR 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 #
20 ptsVINDICARE ASSASSIN models only. This model’s exitus rifle has the [ANTI‑MONSTER 4+] and [ANTI‑VEHICLE 4+] abilities.
Stratagems
Prime Target #
- 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 #
- 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 #
- 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 #
- 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 #
- 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 #
- 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
FAQ
Errata Veiled Blade Elimination Force Detachment, Intraneural Biotech enhancement
Change to:
'EVERSOR ASSASSIN model only. You can target this unit with the Heroic Intervention stratagem, regardless of any other uses of that stratagem this phase. If you do:
▪ That use is -1 CP.
▪ That use does not prevent any uses of that stratagem on other units this phase.'