The New Imperial Agents Detachments – Review of Rules, Stratagems and Enhancements

Explore the new Imperial Agents Detachments in Warhammer 40K 10th Edition, offering unmatched versatility and depth. This guide covers the rules, Stratagems, and Enhancements for the Imperial Agents units, each specializing in precision strikes, redeployment, and anti-psyker tactics. Includes the Grotmas Calendar special Detachment.
Imperial Agents Detachments Guide - 10th edition Warhammer 40K
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The new Imperial Agents Detachments in Warhammer 40K’s 10th Edition bring a fresh level of strategic depth and thematic flair to your games. Whether you’re commanding Adeptus Arbites, Inquisitorial Agents, or Voidfarers, these Detachments are all about flexibility, precision, and the relentless pursuit of the Emperor’s enemies.

Each Detachment comes with its own unique rules, tailored Stratagems, and powerful Enhancements that give your army an edge in battle.

From surgical strikes and infiltrations to punishing retribution, these tools let you craft a playstyle that perfectly fits your tactical preferences.

The mix of close-quarters specialists, strategic redeployment options, and anti-psyker capabilities ensures there’s a Detachment for every kind of battlefield challenge.

If you love thematic armies with elite operatives, tight synergy, and the ability to disrupt and outmaneuver your opponents, these Detachments are a perfect fit. Combine this guide with the Agents of The Imperium Codex to unlock their full potential and take your games to the next level!

No.Detachment NameSummary
1.Ordo Xenos Alien HuntersPerfect for players who value adaptability and precision, the Ordo Xenos Alien Hunters detachment enhances Deathwatch units with flexible tactics, specialized ammunition, and strategic mobility to eliminate any xenos threat with ruthless efficiency.
2.Ordo Hereticus Purgation ForceEmpowers Adeptus Arbites, Inquisitorial Agents, and Ordo Hereticus units with potent retribution tools, strategic redeployment, and devastating anti-psyker capabilities to purge the Emperor’s enemies with ruthless efficiency.
3.Ordo Malleus Daemon HuntersEquips Inquisitors and Grey Knights with unmatched abilities to vanquish daemonic threats, providing deadly re-rolls, potent stratagems, and protective enhancements that guarantee unyielding pursuit and eradication of the Emperor’s unspoken foes.
4.Imperialis FleetPerfect for players who value tactical flexibility and precision, this detachment enables VOIDFARERS and AGENTS OF THE IMPERIUM units to dominate objectives, strike from unexpected angles, and devastate foes with coordinated close-range assaults.
5.🎄Veiled Blade Elimination ForceA lethal gift from the Officio Assassinorum, the Veiled Blade Elimination Force combines enhanced assassin abilities with upgrades like repositioning and defensive tricks, ensuring no target is safe.
Overview of the 5 Agents of The Imperium Detachments

Ordo Xenos Alien Hunters

The Ordo Xenos Alien Hunters detachment unleashes the Deathwatch’s unparalleled ability to adapt and exterminate xenos threats with ruthless precision. This detachment focuses on versatile tactics that allow players to adjust their strategy mid-battle, enabling optimal responses to any enemy force.

Stratagems like Armour of Contempt and Rapid Tactical Relocation provide defensive durability and dynamic battlefield repositioning, ensuring your units survive and strike from advantageous positions. Meanwhile, specialized ammunition Stratagems such as Hellfire Rounds, Dragonfire Rounds, and Kraken Rounds allow Deathwatch units to tailor their firepower, shredding infantry, ignoring cover, or piercing heavily armored targets with ease.

The detachment shines with Enhancements like Amulet of Auto-Chastisement and Beacon Angelis, which bolster leadership disruption, mobility, and precision strikes. Deathwatch units become a toolbox of deadly options, excelling at eliminating priority targets and disrupting enemy plans.

Ideal for players who value flexibility, strategic depth, and thematic specialization, the Ordo Xenos Alien Hunters allow you to tailor your tactics to dominate any foe, no matter the species or battlefield conditions.

Ordo Xenos Alien Hunters Detachment Rule:

At the start of your Command phase, choose one of the Mission Tactics listed below. That tactic remains active until the beginning of your next Command phase, affecting all DEATHWATCH units in your army. Each Mission Tactic can only be selected once per battle.

  • Furor Tactics: While active, weapons equipped by DEATHWATCH units gain the [SUSTAINED HITS 1] ability.
  • Malleus Tactics: While active, weapons equipped by DEATHWATCH units gain the [LETHAL HITS] ability.
  • Purgatus Tactics While active, attacks made by DEATHWATCH models gain the [PRECISION] ability on a Critical Wound.

Stratagems available for the Ordo Xenos Alien Hunters Detachment:

  • Armour of Contempt (1CP) – Battle Tactic Stratagem: When your opponent selects one of your DEATHWATCH units as the target of their attacks in the Shooting or Fight phase, worsen the Armour Penetration characteristic of those attacks by 1 until all attacks are resolved.
  • Adaptive Tactics (1CP) – Strategic Ploy Stratagem: In your Command phase, select one DEATHWATCH unit from your army. Choose either Furor Tactics, Malleus Tactics, or Purgatus Tactics. That Mission Tactic becomes active for the unit until your next Command phase, even if it has already been used this battle.
  • Hellfire Rounds (1CP) – Wargear Stratagem: In your Shooting phase, select one DEATHWATCH INFANTRY unit that has not yet shot this phase. Until the end of the phase, the unit’s ranged weapons (excluding those with the [DEVASTATING WOUNDS] ability) gain the [ANTI-INFANTRY 2+] and [ANTI-MONSTER 5+] abilities. You cannot use this Stratagem if Kraken Rounds or Dragonfire Rounds have already been used on the unit this phase.
  • Dragonfire Rounds (1CP) – Wargear Stratagem: In your Shooting phase, select one DEATHWATCH INFANTRY unit that has not yet shot this phase. Until the end of the phase, the unit’s ranged weapons gain the [ASSAULT] and [IGNORES COVER] abilities. You cannot use this Stratagem if Kraken Rounds or Hellfire Rounds have already been used on the unit this phase.
  • Kraken Rounds (1CP) – Wargear Stratagem: In your Shooting phase, select one DEATHWATCH INFANTRY unit that has not yet shot this phase. Until the end of the phase, improve the Armour Penetration characteristic of the unit’s ranged weapons by 1 and increase their Range characteristic by 6″. You cannot use this Stratagem if Dragonfire Rounds or Hellfire Rounds have already been used on the unit this phase.
  • Rapid Tactical Relocation (1CP) – Strategic Ploy Stratagem: At the end of your opponent’s Fight phase, select one INQUISITOR or DEATHWATCH INFANTRY unit that is not within Engagement Range of enemy units. Remove the unit from the battlefield, then redeploy it in the Reinforcements step of your next Movement phase anywhere more than 9″ horizontally away from all enemy models.

Ordo Xenos Alien Hunters Enhancements:

  • Amulet of Auto-Chastisement (+25 points): WATCH MASTER model only. At the start of your opponent’s Shooting phase, select one enemy VEHICLE unit (excluding TITANIC units) within 12″ and visible to the bearer. That unit must take a Leadership test. If passed, subtract 1 from Hit rolls for attacks made by that unit until the end of the phase. If failed, that unit cannot shoot this phase.
  • Beacon Angelis (+30 points): WATCH MASTER model only. The bearer’s unit gains the Deep Strike ability. Additionally, you can use the Rapid Ingress Stratagem on the bearer’s unit for 0CP.
  • Blackweave Shroud (+15 points): AGENTS OF THE IMPERIUM model only. The bearer gains the Feel No Pain 4+ ability.
  • Universal Anathema (+10 points): AGENTS OF THE IMPERIUM model only. Melee weapons equipped by the bearer gain the [ANTI-INFANTRY 2+] and [ANTI-MONSTER 4+] abilities.

Ordo Hereticus Purgation Force

Embrace the judgment of the Ordo Hereticus Purgation Force, a detachment that empowers ADEPTUS ARBITES, INQUISITORIAL AGENTS, and ORDO HERETICUS forces to root out heresy with ruthless precision. This detachment excels at punishing enemy psykers, suppressing movement, and unleashing devastating retribution against those who dare oppose the Emperor’s will.

Stratagems like Stun Grenades disorient foes by forcing Battle-shock tests and penalizing their hit rolls, while Inviolate Jurisdiction grants your infantry units critical resilience through Feel No Pain. Line of Fire and Exact Punishment deliver decisive counterattacks, turning every enemy advance into a potential death sentence. For targeted elimination, Execution Order empowers your forces to deliver Precision attacks against enemy leaders.

Enhancements such as Ignis Judicium amplify firepower with Devastating Wounds and Melta 1, while Liber Heresius allows you to redeploy units for tactical flexibility. No Escape denies retreat to nearby enemies, and Witch Hunter ensures psyker units face relentless assault with re-rolls to hit.

Focusing on disciplined infantry units and precision-based combat, this detachment is perfect for players who enjoy methodical battlefield control, strategic deployment, and punishing heretics through overwhelming firepower and suppression tactics. The Ordo Hereticus Purgation Force embodies the Emperor’s unyielding justice, ensuring no traitor escapes unscathed.

Ordo Hereticus Purgation Force Detachment Rule:

Ranged weapons wielded by ADEPTUS ARBITES, INQUISITOR, INQUISITORIAL AGENTS, and ORDO HERETICUS models in your army gain the [IGNORES COVER] ability.

Additionally, when these models make an attack targeting a CHAOS unit with 5 or more models, the attack gains the [SUSTAINED HITS 1] ability.

Stratagems available for the Ordo Hereticus Purgation Force Detachment:

  • Stun Grenades (1CP) – Wargear Stratagem: At the start of any phase (excluding the Command phase), you can target one ADEPTUS ARBITES, INQUISITORIAL AGENTS, or ORDO HERETICUS GRENADES unit from your army that is not within Engagement Range of enemy units. Select one enemy unit (excluding MONSTERS or VEHICLES) within 8″ and visible to your unit. That unit must take a Battle-shock test. Until the end of the phase, subtract 1 from Hit rolls made by models in that unit.
  • Dispense Justice (1CP) – Battle Tactic Stratagem: During your Shooting phase or Fight phase, you can target one ADEPTUS ARBITES, INQUISITORIAL AGENTS, or ORDO HERETICUS unit from your army that has not yet been selected to shoot or fight this phase. Until the end of the phase, weapons equipped by models in your unit gain the [LETHAL HITS] ability.
  • Inviolate Jurisdiction (1CP) – Strategic Ploy Stratagem: During your opponent’s Shooting phase or Fight phase, just after an enemy unit selects its targets, you can target one ADEPTUS ARBITES, INQUISITORIAL AGENTS, or ORDO HERETICUS INFANTRY unit from your army that is within range of an objective marker and chosen as a target of attacks. Until the end of the phase, models in your unit gain the Feel No Pain 5+ ability.
  • Execution Order (2CP) – Epic Deed Stratagem: During your Command phase, you can target one ADEPTUS ARBITES, INQUISITORIAL AGENTS, or ORDO HERETICUS INFANTRY unit from your army. Select one enemy CHARACTER unit on the battlefield. Until the start of your next Command phase, weapons equipped by models in your unit gain the [PRECISION] ability when targeting that enemy unit.
  • Line of Fire (2CP) – Strategic Ploy Stratagem: During your Shooting phase, you can target one ADEPTUS ARBITES, INQUISITORIAL AGENTS, or ORDO HERETICUS unit from your army that has not yet been selected to shoot this phase. Until the end of the phase, models in your unit can target enemy units within Engagement Range of friendly units with ranged weapons (excluding Blast weapons), provided the target is within 12″.
  • Exact Punishment (1CP) – Strategic Ploy Stratagem: During your opponent’s Shooting phase, just after an AGENTS OF THE IMPERIUM unit from your army is destroyed as a result of enemy attacks, you can target one ADEPTUS ARBITES, INQUISITORIAL AGENTS, or ORDO HERETICUS unit from your army that was within 6″ of the destroyed unit. After the attacking enemy unit has finished shooting, your unit can shoot as if it were your Shooting phase, but it can only target the attacking enemy unit (if eligible).

Ordo Hereticus Purgation Force Enhancements:

  • Ignis Judicium (+10 points): This weapon is exclusive to an INQUISITOR or MINISTORUM PRIEST model. The bearer’s ranged weapons gain the [DEVASTATING WOUNDS], [MELTA 1], and [PRECISION] abilities, making them lethal against key targets and armored foes alike.
  • Liber Heresius (+10 points): Available to an INQUISITOR or MINISTORUM PRIEST model. After both players have deployed their armies, select up to three AGENTS OF THE IMPERIUM units from your army and redeploy them. These units can also be placed into Strategic Reserves, regardless of the limit on the number of units already in Strategic Reserves.
  • No Escape (Aura) (+25 points): Exclusive to an INQUISITOR model. While an enemy unit is within 6″ of the bearer, that unit must take a Leadership test before it can Fall Back. If the test is failed, the unit must Remain Stationary for the phase instead.
  • Witch Hunter (+15 points): Available to an INQUISITOR or MINISTORUM PRIEST model. While the bearer is leading a unit, attacks made by models in that unit targeting PSYKER units gain re-rolls for the Hit roll, ensuring deadly precision against psychic enemies.

Ordo Malleus Daemon Hunters

Embrace the wrath of the Ordo Malleus Daemon Hunters Detachment, a force dedicated to purging the galaxy of the daemonic blight. This detachment empowers INQUISITOR and GREY KNIGHTS forces to strike down the daemons that plague humanity.

With unrivaled expertise in dealing with warp-spawned horrors, it excels at targeting enemy DAEMONS with ruthless precision, re-rolling Hit and Wound rolls of 1 against such foes, ensuring no fiend escapes the Emperor’s justice.

Enhancements such as Daemon Slayer imbue your INQUISITOR with potent anti-daemon capabilities, while Formidable Resolve makes them tougher and able to rally nearby Battle-shocked units. Gift of the Prescient allows you to outmaneuver your enemies by utilizing the Rapid Ingress Stratagem for 0CP, setting up GREY KNIGHTS TERMINATOR SQUAD units wherever the battle demands. The Grimoire of True Names provides an aura of fear, reducing the Leadership of enemy units and hindering DAEMON forces when they strike.

Stratagems like Ritual of Warding lock down crucial objectives, preventing DAEMON forces from interfering with your plans and granting you strategic dominance over the battlefield.

Rites of Exorcism allows your forces to weaken and eradicate enemy DAEMONS with devastating effects, triggering DEVASTATING WOUNDS on the daemonic menace.

Finally, Psybolt Ammunition bolsters your ranged firepower, granting your GREY KNIGHTS weapons LETHAL HITS and the PSYCHIC ability, turning every shot into a deadly strike.

Focused on eliminating the daemonic forces with unmatched zeal, the Ordo Malleus Daemon Hunters Detachment is perfect for those who relish a battle of strategic precision, psychic might, and relentless pursuit of the Emperor’s will.

This detachment brings both the unyielding firepower of the GREY KNIGHTS and the tactical genius of the INQUISITOR, ensuring that the Emperor’s foes, especially the daemonic, are vanquished without mercy.

Ordo Malleus Daemon Hunters Detachment Rule:

Whenever an INQUISITOR, INQUISITORIAL AGENT, or ORDO MALLEUS model from your army makes an attack, re-roll any Hit roll of 1. Additionally, if the target is a DAEMON unit, re-roll any Wound roll of 1.

Stratagems available for the Ordo Malleus Daemon Hunters Detachment:

  • Ritual of Warding (1CP) – Strategic Ploy Stratagem: At the start of any Command phase, select one INQUISITOR, INQUISITORIAL AGENTS, or ORDO MALLEUS unit from your army within range of an objective marker you control. That objective marker is considered Warded and remains under your control, even if no models are within range, until your opponent controls it at the start or end of any turn. While the objective marker is Warded and under your control, enemy DAEMON units cannot be set up within 6″ of it.
  • Rites of Exorcism (1CP) – Strategic Ploy Stratagem: During your Shooting or Fight phase, select one INQUISITOR, INQUISITORIAL AGENTS, or ORDO MALLEUS unit from your army. Pick one enemy DAEMON unit within 12″ and visible to your unit. That unit must take a Battle-shock test. If the test is failed, until the end of the phase, each time a friendly AGENTS OF THE IMPERIUM unit makes an attack targeting that DAEMON unit, that attack gains the [DEVASTATING WOUNDS] ability.
  • Steel Heart (1CP) – Strategic Ploy Stratagem: During your Movement phase, after a GREY KNIGHTS TERMINATOR SQUAD unit from your army falls back, that unit is eligible to shoot and declare a charge in the same turn, even though it Fell Back.
  • Truesilver Armour (1CP) – Wargear Stratagem: During your opponent’s Shooting or Fight phase, after an enemy unit has selected its targets, select one GREY KNIGHTS TERMINATOR SQUAD unit from your army that has been targeted by one or more of the attacking unit’s attacks. 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 (1CP) – Wargear Stratagem: During your opponent’s Shooting or Fight phase, after an enemy unit has selected its targets, select one ORDO MALLEUS unit from your army that has been targeted by one or more of the attacking unit’s attacks. Until the end of the phase, all Psychic weapons equipped by models in the attacking unit gain the [HAZARDOUS] ability.
  • Psybolt Ammunition (1CP) – Wargear Stratagem: During your Shooting phase, select one GREY KNIGHTS TERMINATOR SQUAD unit from your army that has not yet been selected to shoot this phase. Until the end of the phase, ranged weapons equipped by models in your unit gain the [LETHAL HITS] and [PSYCHIC] abilities.

Ordo Malleus Daemon Hunters Enhancements:

  • Daemon Slayer (+10 points): INQUISITOR model only. Add 1 to the Attacks characteristic of the bearer’s melee weapons. Those weapons gain the [ANTI-DAEMON 3+] ability.
  • Formidable Resolve (+5 points): INQUISITOR 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.
  • Gift of the Prescient (+20 points): INQUISITOR model only. Once per battle, if the bearer is on the battlefield, you can use the Rapid Ingress Stratagem for 0CP. When doing so, target a GREY KNIGHTS TERMINATOR SQUAD unit from your army. That unit can then be set up anywhere on the battlefield, provided it is more than 3″ away from all enemy units.
  • Grimoire of True Names (Aura) (+10 points): INQUISITOR model only. While an enemy unit is within 9″ of the bearer, worsen the Leadership characteristic of models in that unit by 1. 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 both the Hit roll and the Wound roll.

Imperialis Fleet

Embrace the relentless might of the Imperialis Fleet Detachment, a force that brings the Emperor’s justice from orbit to battlefield with precision and overwhelming firepower. Centered around VOIDFARERS and AGENTS OF THE IMPERIUM units, this detachment excels in rapid deployment, close-quarters dominance, and strategic adaptability to outmaneuver and crush the enemy.

Stratagems like Violent Acquisition empower your forces to annihilate enemies holding objectives with Sustained Hits and Ignoring Cover, while Masters of the Void grants unparalleled flexibility by allowing units from Strategic Reserves to deploy deep in enemy territory. Close-Quarters Barrage enhances firepower for deadly short-range engagements, while Emperor’s Will ensures your units remain versatile, capable of advancing or falling back without sacrificing firepower. Defensive tools like Displacer Field and Selfless Bodyguard ensure your key characters remain protected, even in the heat of battle.

Enhancements such as Clandestine Operation allow for pre-battle infiltration, enabling you to dictate the flow of combat, while Digital Weapons turn even close-range encounters into deadly engagements. Combat Landers provide Deep Strike capabilities to key VOIDFARERS units, and Fleetmaster rewards tactical acumen by reducing CP costs for vital stratagems, keeping your plans sharp and resource-efficient.

Perfect for players who value mobility, precision, and the ability to strike from unexpected angles, the Imperialis Fleet Detachment ensures that no enemy stronghold is safe from the Emperor’s wrath. Whether leading devastating assaults or locking down objectives, this detachment embodies the indomitable reach of the Imperium’s war machine.

Imperialis Fleet Detachment Rule:

At the beginning of your Command phase, you may choose one of the following options to apply:

Eliminate at All Costs
Choose one enemy unit on the battlefield. Until the start of your next Command phase, each time an AGENTS OF THE IMPERIUM model in your army attacks that unit, add 1 to the Hit roll.

Acquire at All Costs
Choose 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, models in that unit gain the following benefits:

  • Their Leadership and Objective Control characteristics are increased by 1.
  • They gain a 5+ invulnerable save.

Stratagems available for the Imperialis Fleet Detachment:

  • Violent Acquisition (2CP) – Strategic Ploy Stratagem: During your Shooting phase or Fight phase, select one AGENTS OF THE IMPERIUM unit from your army. Until the end of the phase, attacks made by models in this unit against enemy units within range of an objective marker gain the [SUSTAINED HITS 1], [LANCE], and [IGNORES COVER] abilities, making them devastatingly effective at seizing control.
  • Masters of the Void (1CP) – Epic Deed Stratagem: During your Movement phase, select one VOIDFARERS CHARACTER unit from your army. For the remainder of the phase, all AGENTS OF THE IMPERIUM units arriving from Strategic Reserves this turn can be deployed within your opponent’s deployment zone, offering surprising tactical flexibility.
  • Close-Quarters Barrage (1CP) – Battle Tactic Stratagem: During your Shooting phase, select one VOIDFARERS unit from your army. Until the end of the phase, improve the Strength and Armour Penetration characteristics of all ranged attacks made by models in this unit against targets within 12″, enabling them to dominate close-range firefights.
  • Emperor’s Will (1CP) – Strategic Ploy Stratagem: During your Movement phase, select one AGENTS OF THE IMPERIUM unit from your army. Until the end of the phase, this unit can shoot even if it Advanced or Fell Back, ensuring they can remain effective while repositioning or disengaging.
  • Displacer Field (1CP) – Wargear Stratagem: During your opponent’s Shooting phase, after an enemy unit selects targets, you can target one AGENTS OF THE IMPERIUM CHARACTER unit (excluding OFFICIO ASSASSINORUM) that was chosen as a target. Until the end of the phase, models in your unit gain a 4+ invulnerable save. Additionally, if the unit is not within Engagement Range after the attacking unit resolves its attacks, it can make a Normal move of up to 6″, moving as if it had the Fly keyword.
  • Selfless Bodyguard (1CP) – Epic Deed Stratagem: During your opponent’s Shooting phase or Fight phase, after an enemy unit selects targets, you may select one AGENTS OF THE IMPERIUM Attached unit from your army. Until the end of the phase, each time an attack with the [PRECISION] ability is allocated to a CHARACTER model in the unit, if there are any Bodyguard models in the unit, roll a D6: on a 2+, allocate that attack to a Bodyguard model instead, showcasing their unyielding loyalty.

Imperialis Fleet Enhancements:

  • Clandestine Operation (+15 points): Exclusive to an AGENTS OF THE IMPERIUM model. At the start of the Declare Battle Formations step, you may select up to three AGENTS OF THE IMPERIUM INFANTRY units from your army (excluding GREY KNIGHTS TERMINATOR SQUAD units). These selected units gain the Infiltrators ability, enabling them to secure advanced battlefield positions before the conflict begins.
  • Combat Landers (+10 points): VOIDFARERS model only. At the start of the Declare Battle Formations step, you may choose up to three VOIDFARERS units from your army. These units gain the Deep Strike ability, allowing them to deploy swiftly into key battle zones.
  • Digital Weapons (+10 points): Exclusive to an AGENTS OF THE IMPERIUM model, this Enhancement provides a deadly concealed advantage. Each time the bearer is selected to fight, roll three D6. For each result of 4+, an enemy unit within Engagement Range suffers 1 mortal wound. Mortal wounds caused by this ability are allocated as if they had the [PRECISION] keyword.
  • Fleetmaster (+20 points): VOIDFARERS models only. Once per battle round, you can target the bearer’s unit with one of the following Stratagems for 0CP: Violent Acquisition, Masters of the Void, or Close-quarters Barrage. This tactical advantage reflects the bearer’s mastery of void-combat strategies.

🎄Veiled Blade Elimination Force – A Grotmas Calendar Special

The Veiled Blade Elimination Force brings the elite assassins of the Officio Assassinorum together in a devastatingly efficient detachment designed to handle the Imperium’s most dangerous enemies.

Combining the talents of multiple assassin temples with enhanced strategic tools, this detachment gives players the power to deal precision strikes against high-value targets while staying elusive and resilient.

The detachment’s signature rule, Extremis Sanction, boosts the assassins’ unique abilities, allowing each one to be used twice per game instead of once.

Additionally, mandatory enhancements grant powerful new tactical options—for example, a Callidus Assassin can use Decoy Targets to relocate across the battlefield, catching enemies off guard. These upgrades make assassins even deadlier and more flexible in a variety of battlefield situations.

Players can also leverage cunning Stratagems like Orbital Oversight, which restricts enemies from targeting assassins at range unless they’re dangerously close, or Ensnaring Trap, which lets your operatives launch counter-charges in key moments.

These tools emphasize the assassins’ ability to control the flow of battle, disrupt enemy plans, and strike at the most critical points.

This detachment thrives on precision and mobility, giving you everything you need to dominate objectives, dismantle elite enemies, and maintain an unpredictable presence on the battlefield.

Perfect for the festive season of Grotmas, this deadly formation ensures your assassins will remain the Imperium’s most feared gift to its enemies.

Veiled Blade Elimination Force Detachment Rule:

EXTREMIS SANCTION

With Extremis Sanction, Officio Assassinorum units in your army gain increased flexibility and lethality:

  • Expanded Abilities: Each Officio Assassinorum unit can use the Overkill, Soulless Horror, and Shieldbreaker abilities twice per battle instead of once. However, the same ability cannot be used more than once in a single battle round.
  • Point Adjustments: When mustering your army, every Officio Assassinorum unit gains its corresponding Extremis Ability (check enhancements) and must increase its points cost accordingly. If this adjustment causes your army to exceed the points limit of your game, you cannot include that unit in your army.

This upgrade enhances the efficiency of your assassins but requires careful list-building to ensure balance within your points limit.

Stratagems available for the Veiled Blade Elimination Force Detachment:

  • Prime Target (1CP) – Battle Tactic Stratagem: In your Shooting phase or Fight phase, select one Agents of the Imperium unit that has not yet shot or fought this phase. Attacks made by models in that unit against a Character unit can re-roll Wound rolls of 1. If the attacker is an Officio Assassinorum model and the target is the enemy Warlord, all Wound rolls can be re-rolled instead.
  • Hyperstimms (2CP) – Battle Tactic Stratagem: During your opponent’s Shooting phase or Fight phase, after an enemy unit selects its targets, an Agents of the Imperium Character unit targeted by the attack gains +1 to its Toughness characteristic until the end of the phase. If the unit is an Eversor Assassin, it also gains the Feel No Pain 4+ ability.
  • Will-Sapping Salvo (1CP) – Strategic Ploy Stratagem: In your Shooting phase, select an Agents of the Imperium Infantry unit that has not yet shot. Ranged weapons used by models in the unit gain the [SUSTAINED HITS 1] ability until the end of the phase. If the unit is a Culexus Assassin, the Damage characteristic of its ranged weapons increases to 3 for the phase.
  • Orbital Oversight (1CP) – Strategic Ploy Stratagem: During your opponent’s Shooting phase, after an enemy unit targets an Agents of the Imperium Infantry unit, restrict ranged attacks against that unit to models within 18″. If the targeted unit has the Lone Operative ability, this range is further reduced to 6″.
  • Blind Grenades (1CP) – Strategic Ploy Stratagem: In your opponent’s Charge phase, after an enemy unit declares a charge, an Agents of the Imperium Grenades or Vindicare Assassin unit targeted by that charge can reduce the Charge roll by 1. If the unit is a Vindicare Assassin, the Charge roll is reduced by 2 instead.
  • Ensnaring Trap (1CP) – Strategic Ploy Stratagem: At the end of your opponent’s Charge phase, an Agents of the Imperium Infantry unit within 6″ of an enemy unit can declare a charge against it, even if it has already been charged. The unit does not receive a Charge bonus this turn. If the unit is a Callidus Assassin and makes a Charge move, its melee attacks gain +1 to Wound rolls until the end of the turn.

Veiled Blade Elimination Force Enhancements:

EXTREMIS ABILITIES:

  • Decoy Targets (+40 points): During your Movement phase, twice per battle, select one friendly Infantry model on the battlefield that is not within Engagement Range of any enemy units. That model is destroyed (ignoring any effects triggered when destroyed), and the Callidus Assassin is removed from the battlefield and redeployed in the same location as the destroyed model, staying outside of Engagement Range. This ability cannot be used more than once in the same battle round.
  • Esoteric Explosives (+40 points): When this Culexus Assassin is targeted by the Grenades Stratagem, mortal wounds are inflicted on each D6 roll of 3+ instead of 4+.
  • Intraneural Biotech (+35 points): Once per battle round, this Eversor Assassin can use the Heroic Intervention or Counter-offensive Stratagems for 0CP, even if you have already used that Stratagem on another unit during the same phase.
  • Micromelta Rounds (+45 points): This Vindicare Assassin’s exitus rifle gains the [ANTI-MONSTER 4+] and [ANTI-VEHICLE 4+] abilities.

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