Exaction Squad - Kill Team Rules

Faction Rules

Ruthless Efficiency

Whenever a friendly **EXACTION SQUAD** operative is shooting (excluding with frag or krak grenades) and you're selecting a valid target, you can use this rule. If you do, having other friendly **EXACTION SQUAD** operatives within an enemy operative's control range doesn't prevent that enemy operative from being selected.

Marked for Justice

**Strategic Gambit.** Select one enemy operative to be your mark for the turning point. Whenever a friendly **EXACTION SQUAD** operative is shooting against, fighting against or retaliating against your mark, that friendly operative's weapons have the Punishing weapon rule. Whenever your mark is incapacitated, you can select a new enemy operative to be your mark for the turning point (and can continue to do so during this turning point).

Repress

Some weapons in this team's rules have the Repress weapon rule. **Repress:** Whenever this operative is using this weapon: - Each of your blocks can be allocated to block two unresolved successes (instead of one). - If this operative is retaliating, you resolve the first attack dice (i.e. defender instead of attacker).

Operatives

Arbites Proctor-Exactant

APL 2 · Move 6" · Save 4+ · Wounds 9

Keywords: EXACTION SQUAD, IMPERIUM, ADEPTUS ARBITES, LEADER, PROCTOR-EXACTANT

Assault Shield. If this operative has a dominator maul & assault shield, it has a 3+ Save stat.

Nuncio-aquila. - Whenever an enemy operative is within 3" of your Nuncio-aquila marker (or this operative if your Nuncio-aquila marker isn't in the killzone), your opponent must spend 1 additional AP for that enemy operative to perform the **Pick Up Marker** and mission actions. - Whenever determining control of a marker, treat the total APL stat of enemy operatives that contest it as 1 lower if at least one of those enemy operatives is within 3" of your Nuncio-aquila marker (or this operative if your Nuncio-aquila marker isn't in the killzone). Note this isn't a change to the APL stat, so any changes are cumulative with this.

Deploy Nuncio-aquila. If your Nuncio-aquila marker isn't in the killzone, place it within 6" horizontally of this operative; otherwise, move your Nuncio-aquila marker up to 6" horizontally. If this operative is removed from the killzone, remove your Nuncio-aquila marker from the killzone. This operative cannot perform this action while within control range of an enemy operative.

Arbites Chirurgant

APL 2 · Move 6" · Save 4+ · Wounds 8

Keywords: EXACTION SQUAD, IMPERIUM, ADEPTUS ARBITES, MEDIC, CHIRURGANT

Medic!. The first time during each turning point that another friendly **EXACTION SQUAD** operative would be incapacitated while visible to and within 3" of this operative, you can use this rule, providing neither this nor that operative is within control range of an enemy operative. If you do, that friendly operative isn't incapacitated, has 1 wound remaining and cannot be incapacitated for the remainder of the action. After that action, that friendly operative can immediately perform a free **Dash** action, but must end that move within this operative's control range. Subtract 1 from this and that operative's APL stats until the end of their next activations respectively, and if this rule was used during that friendly operative's activation, that activation ends. You cannot use this rule if this operative is incapacitated, or if it's a **Shoot** action and this operative would be a primary or secondary target.

Medikit. Select one friendly **EXACTION SQUAD** operative within this operative's control range to regain up to 2D3 lost wounds. It cannot be an operative that the Medic! rule was used on during this turning point. This operative cannot perform this action while within control range of an enemy operative.

Arbites Leashmaster

APL 2 · Move 6" · Save 4+ · Wounds 8

Keywords: EXACTION SQUAD, IMPERIUM, ADEPTUS ARBITES, LEASHMASTER

Handler. Whenever this operative is activated, you can activate a ready friendly **EXACTION SQUAD** **R-VR CYBER-MASTIFF** operative at the same time. Complete their activations action by action in any order.

Attack Pattern. **Strategic Gambit** in the first turning point. Select two of the following attack patterns for a friendly **EXACTION SQUAD** **R-VR CYBER-MASTIFF** operative to have for the battle: - **Aggressive:** Its melee weapons have the Relentless weapon rule. - **Swift:** Add 2" to its Move stat. - **Defensive:** Improve its Save stat by 1.

R-VR Command. Select one friendly **EXACTION SQUAD** **R-VR CYBER-MASTIFF** operative and change one of its attack patterns.

R-VR Cyber-Mastiff

APL 2 · Move 6" · Save 4+ · Wounds 8

Keywords: EXACTION SQUAD, IMPERIUM, ADEPTUS ARBITES, R-VR CYBER-MASTIFF

Beast. This operative cannot perform any actions other than **Apprehend**, **Charge**, **Dash**, **Fall Back**, **Fight**, **Guard**, **Reposition**, **Pick Up Marker** and **Place Marker**. It cannot use any weapons that aren't on its datacard.

Apprehend. Select one enemy operative within this operative's control range. Until that enemy operative is no longer within this operative's control range, or until this operative performs this action again (whichever comes first), worsen the Hit stat of that enemy operative's weapons by 1 (this isn't cumulative with being injured); in addition, that enemy operative cannot perform the **Fall Back** action. This operative cannot perform this action unless an enemy operative is within its control range.

Arbites Castigator

APL 2 · Move 6" · Save 4+ · Wounds 8

Keywords: EXACTION SQUAD, IMPERIUM, ADEPTUS ARBITES, CASTIGATOR

Engendered Focus. You can ignore any changes to this operative's stats (including its weapons' stats, but excluding its Save stat).

Castigator's Arrest. Whenever an enemy operative is within control range of this operative, if no other enemy operatives are within this operative's control range, that enemy operative cannot perform the **Fall Back** action.

Zealous Dedication. Whenever an attack dice inflicts damage of 3 or more on this operative, roll one D6: on a 5+, subtract 1 from that inflicted damage.

Arbites Gunner

APL 2 · Move 6" · Save 4+ · Wounds 8

Keywords: EXACTION SQUAD, IMPERIUM, ADEPTUS ARBITES, GUNNER

Arbites Malocator

APL 2 · Move 6" · Save 4+ · Wounds 8

Keywords: EXACTION SQUAD, IMPERIUM, ADEPTUS ARBITES, MALOCATOR

Acute Focus. Once during each of this operative's activations, it can perform the **Pick Up Marker**, **Place Marker**, **Veriscant** or a mission action for 1 less AP.

Veriscant. Select one enemy operative visible to this operative. Until the start of this operative's next activation, until it's incapacitated or until it performs this action again (whichever comes first), whenever a friendly **EXACTION SQUAD** operative is shooting against, fighting against or retaliating against that enemy operative, that friendly operative's weapons have the Lethal 5+ and Severe weapon rules. This operative cannot perform this action while within control range of an enemy operative.

Arbites Marksman

APL 2 · Move 6" · Save 4+ · Wounds 8

Keywords: EXACTION SQUAD, IMPERIUM, ADEPTUS ARBITES, MARKSMAN

Concealed Position. This operative can only use this weapon the first time it's performing the **Shoot** action during the battle.

Optics. Until the start of this operative's next activation: - The concealed and stationary profiles of its executioner shotgun have the Lethal 5+ weapon rule. - Whenever it's shooting with its executioner shotgun, enemy operatives cannot be obscured. This operative cannot perform this action while within control range of an enemy operative.

Arbites Revelatum

APL 2 · Move 6" · Save 4+ · Wounds 8

Keywords: EXACTION SQUAD, IMPERIUM, ADEPTUS ARBITES, REVELATUM

First in the Field. **Strategic Gambit** in the first turning point. If this operative is wholly within your drop zone, it can immediately perform a free **Reposition** action.

Spot. Select one enemy operative visible to and within 8" of this operative. Until the end of the turning point, whenever a friendly **EXACTION SQUAD** operative is shooting that enemy operative, you can use this effect. If you do: - That friendly operative's ranged weapons have the Seek Light weapon rule. - That enemy operative cannot be obscured. This operative cannot perform this action while within control range of an enemy operative.

Arbites Subductor

APL 2 · Move 6" · Save 3+ · Wounds 8

Keywords: EXACTION SQUAD, IMPERIUM, ADEPTUS ARBITES, SUBDUCTOR

Stubborn Subjugator. You can ignore any changes to the Hit stat of this operative's melee weapons.

Arbites Vigilant

APL 2 · Move 6" · Save 4+ · Wounds 8

Keywords: EXACTION SQUAD, IMPERIUM, ADEPTUS ARBITES, VIGILANT

Close Quarters Vigilance. This operative can perform the **Shoot** action (excluding **Guard**) while within control range of an enemy operative, but only if it hasn't performed the **Charge** action during the activation, or if it's a counteraction. Note this operative isn't restricted from performing the **Charge** action after performing the **Shoot** action.

Arbites Vox-Signifier

APL 2 · Move 6" · Save 4+ · Wounds 8

Keywords: EXACTION SQUAD, IMPERIUM, ADEPTUS ARBITES, VOX-SIGNIFIER

Signal. **Support.** Select one other friendly **EXACTION SQUAD** operative visible to this operative. Until the end of that operative's next activation, add 1 to its APL stat. This operative cannot perform this action while within control range of an enemy operative.

Strategy Ploys

Guilt Reveals Itself

Whenever you're selecting a valid target for a friendly **EXACTION SQUAD** operative, enemy operatives within 4" of it cannot be in cover (instead of 2"). While this can allow such operatives to be targeted (assuming they're visible), it doesn't remove their cover save (if any), unless the friendly **EXACTION SQUAD** operative is within 2" as normal.

Inviolate Jurisdiction

Whenever an operative is shooting a friendly **EXACTION SQUAD** operative that's within 2" of an objective marker or an enemy operative, you can re-roll one of your defence dice.

Dispense Justice

Whenever a friendly **EXACTION SQUAD** operative is fighting or retaliating, if it hasn't moved more than its Move stat during the activation, or if it's a counteraction, its melee weapons have the Ceaseless weapon rule.

Terminal Decree

Whenever a friendly **EXACTION SQUAD** operative is shooting an enemy operative within 6" of it, or whenever a friendly **EXACTION SQUAD** **GUNNER** operative is shooting, that friendly operative's ranged weapons have the Balanced weapon rule.

Firefight Ploys

Long Arm of the Emperor's Law

Use this firefight ploy when a friendly **EXACTION SQUAD** operative is performing the **Shoot** action and you select a weapon with the Range x weapon rule (excluding frag or krak grenade). Until the end of that action, add 3" to x.

Exact Punishment

Use this firefight ploy after an enemy operative shoots against or fights against a friendly **EXACTION SQUAD** operative within 6" of it, and that friendly operative isn't incapacitated as a result. That friendly operative can immediately perform either a free **Shoot** or a free **Fight** action, but you cannot select any other enemy operative as a valid target or to fight against during that action (note that secondary targets from the Blast weapon rule can still be targeted).

Brutal Backup

Use this firefight ploy during a friendly **EXACTION SQUAD** operative's activation, before or after it performs an action. Select one enemy operative within its control range. One other friendly **EXACTION SQUAD** operative can immediately perform a free **Fight** action, but you cannot select any other enemy operative to fight against during that action.

Execution Order

Use this firefight ploy when an enemy operative performs a mission action (excluding **Operate Hatch**). Alternatively, use it at the end of the Firefight phase and select one enemy operative that controls an objective marker. In either case, the next time your opponent would activate that enemy operative, you can interrupt that activation and activate a ready friendly **EXACTION SQUAD** operative. If you do, during that activation, that friendly operative must shoot against or fight against that enemy operative, and cannot do so against any other enemy operatives until it does (if this isn't possible, that friendly operative's activation is cancelled). After completing that friendly operative's activation, continue that enemy operative's activation (if possible). You cannot use this ploy again until that enemy operative is activated or incapacitated.

Equipment

Reinforced Mirror-Visor

You can ignore any changes to the APL stat of friendly **EXACTION SQUAD** operatives, and they aren't affected by enemy operatives' Shock weapon rule.

Manacles

Whenever an enemy operative would perform the **Fall Back** action while within control range of a friendly **EXACTION SQUAD** operative, if no other enemy operatives are within that friendly operative's control range, you can use this rule. If you do, roll two D6, or one D6 if that enemy operative has a higher Wounds stat than that friendly operative. If any result is a 4+, that enemy operative cannot perform that action during that activation/counteraction (no AP are spent on it), and you cannot use this rule again during this turning point.

Strobing Phosphor-Lumen

Whenever an enemy operative is shooting against, fighting against or retaliating against a friendly **EXACTION SQUAD** operative within 2" of it, your opponent cannot re-roll their attack dice results of 1.

Special Issue Shells

Up to twice per turning point, when a friendly **EXACTION SQUAD** operative is performing the **Shoot** action and you select a combat shotgun, executioner shotgun, scoped shotpistol or shotpistol, you can use this rule. If you do, select one of the following weapon rules for that weapon to have until the end of that action: - Saturate. - Piercing 1, but only if the target has a Save stat of 3+ or better. - Torrent 1", but you cannot select more than one secondary target.

Official Commentary

If a friendly operative attempts to shoot or fight against the specified enemy operative in the Execution Order firefight ploy, but is prevented from doing so by an opponent's rule (e.g. SANCTIFIER CONFESSOR Commanding Declamation, NOVITIATE Blinding Aura), is that friendly operative's activation still cancelled?

No. Continue its activation as though the requirements of the Execution Order firefight ploy have been fulfilled.

When using the Guilt Reveals Itself strategy ploy, if my opponent has a rule that says it cannot be selected as a valid target, taking precedence over all other rules except being within 2" (e.g. HERNKYN YAEGIR In Position), does this increase the 2" distance exception to 4"?

Yes.

My LEASHMASTER and R-VR CYBER-MASTIFF operatives are activating simultaneously as a result of the Handler rule. Can I use the Brutal Backup firefight ploy to select one of those operatives that has already performed a Fight action during that activation to fight again?

No.

When using the Marked for Justice STRATEGIC GAMBIT, if my mark is incapacitated while shooting multiple operatives during an action (e.g. as a result of the Blast or Torrent weapon rules), when do I select a new operative to be my mark?

At the end of that action, after incapacitated operatives are removed.