Imperial Agents Rules
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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)
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.