Skip to content

Imperial Agents Rules


Battle

A Servitor either crews a large weapon or serves in a unit under a Tech-Priest character.

Crew stand and defend the weapon they serve. Should it be destroyed they cross to another and swell its crew as reserves, or else fall in with a body of Servitors that a Tech-Priest commands.

A led unit whose leader is slain fights on in Hand-to-Hand Combat and does nothing more. It will not stir at all, beyond a Follow-Up Move, until a further senior model of the Adeptus Mechanicus joins it.

Carried by Servitor Squad.


Break

An Electro Priest that Breaks loses its charge and drops where it stands. The model leaves the table and plays no further part.

Carried by Electro Priest Squad.


Dodge

An Assassin turns aside any damaging hit on a D6 roll of 4+. The throw works as an Armour Save does, but no Save Modifier touches it.

Where the hit came from a blast, a successful throw shifts the model clear of the template, placed as its own player chooses, though never into Hand-to-Hand Combat.

Carried by Assassin.


Frenzy

See Frenzy in Psychology.

Carried by Confessor, Electro Priest Squad.


Gas Weapons

No toxic gas reaches an Assassin. The Choke Grenade, Scare Grenade, Hallucinogen Grenade, Toxin Grenade and Virus Grenade all leave it untouched.

Carried by Assassin.


Heroic Characters

See Heroic Characters in General Rules.

Carried by Inquisitor.


Immunity to Psychology

See Immunity to Psychology in Psychology.

Carried by Assassin, Confessor, Grey Knights Terminator Squad, Inquisitor, Servitor Squad.


Infiltration

See Infiltration in General Rules.

Carried by Assassin.


Leaders

A unit under a Confessor takes on the Confessor's own condition. It becomes subject to Frenzy and gains Immunity to Psychology in every other respect, keeping whatever Hatred it already carried.

Such a unit Never Breaks, and passes each Leadership Test automatically. The one exception is a test to restrain Frenzy, taken as any unit takes it.

Carried by Confessor.


Never Breaks

See Never Breaks in Breaking & Rallying.

Carried by Assassin, Confessor, Inquisitor.


Repair

The model may work for a whole turn on one damaged hit location of a vehicle or a Dreadnought, or on a support weapon already destroyed, provided it can reach the wreck in its movement phase. It neither shoots nor fights while the work lasts. Roll a D6 as the turn closes.

Repair Chart (D6)

1-2
The machine is past saving, and no further work will serve.
3-4
The job stands half done. Work may carry on through one more turn, at whose close a D6 roll of 4+ finishes it and any lower score gives it up.
5+
Every hurt the location took the turn before is made good.

Carried by Tech-Priest Engineer.


The Space Marine Rapid Fire Rule

See The Space Marine Rapid Fire Rule in Shooting Phase.

Carried by Grey Knights Terminator Squad.


The Space Marine Shaken Rule

See The Space Marine Shaken Rule in Breaking & Rallying.

Carried by Grey Knights Terminator Squad.


Vision

Implants let an Assassin see through darkness and through thick smoke alike. A cloud of gas or smoke that would blind another model does not obscure its sight.

Carried by Assassin.