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Imperium

Exaction Squad

Security/Seek And Destroy

It is the responsibility of the Adeptus Arbites to enforce Imperial law. Exaction Squads are formed from the most

Faction Rules

*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).

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).

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.

Operatives

Strategic Ploys

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.

Ceaseless: Can re-roll any or all results of one value (e.g. all results of 2)

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 does not 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.

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.

Balanced: Can re-roll one Attack die.

Firefight Ploys

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 it can only fight against that enemy operative.

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 fight against or shoot 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 firefight ploy again until that enemy operative is activated or incapacitated.

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 other enemy operatives cannot be selected as a valid target or to fight against during that action

(note that secondary targets from the Blast weapon rule can still be targeted).

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.

Equipment

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 or 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.

Reinforced Mirror-Visor

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

Ammo Cache (x1)

Before the battle, you can set up one of your Ammo Cache markers wholly within your territory. Friendly operatives can perform the following mission action during the battle:

AMMO RESUPPLY0AP

One of your Ammo Cache markers the active operative controls is used during this turning point.

Until the start of the next turning point, whenever this operative is shooting with a weapon from its datacard, you can re-roll one of your attack dice.

An operative cannot perform this action while within control range of an enemy operative, if that marker is not yours, or if that marker has been used this turning point.

Razor Wire (x1)

Razor wire is Exposed and Obstructing terrain. Before the battle, you can set it up wholly within your territory, on the killzone floor and more than 2" from other equipment terrain features, access points, and Accessible terrain.

Obstructing: Whenever an operative would cross over this terrain feature within 1" of it, treat the distance as an additional 1".

Comms Device (x1)

Before the battle, you can set up one of your Comms Device markers wholly within your territory.

While a friendly operative controls this marker, add 3" to the distance requirements of its SUPPORT rules that refer to friendly operatives

(e.g. ‘select one friendly operative within 6"’ would be 9" instead).

Note that you cannot benefit from your opponent's Comms Device markers.

Mines (x1)

Before the battle, you can set up one of your Mines markers wholly within your territory and more than 2" from other markers, access points, and Accessible terrain.

The first time that marker is within an operative's control range, remove that marker and inflict D3+3 damage on that operative.

Light Barricades (x2)

Light barricades are Light terrain, except the feet, which are Insignificant and Exposed. Before the battle, you can set up any of them wholly within your territory, on the killzone floor and more than 2" from other equipment terrain features, access points, and Accessible terrain.

Heavy Barricade (x1)

A heavy barricade is Heavy terrain. Before the battle, you can set it up wholly within 4" of your drop zone, on the killzone floor and more than 2" from other equipment terrain features, access points, and Accessible terrain.

Ladders (x2)

Ladders are Insignificant and Exposed terrain. Before the battle, you can set up any of them as follows:

  • Wholly within your territory.
  • Upright against terrain that’s at least 2" tall.
  • More than 2" from other equipment terrain features.
  • More than 1" from doors and access points.

Once per action, whenever an operative is climbing the terrain feature a ladder is placed against, treat the vertical distance as 1" if the ladder is within that operative’s control range during that entire climb.

Portable Barricade (x1)

A portable barricade is Light, Protective and Portable terrain, except the feet which are Insignificant and Exposed.

Before the battle, you can set it up wholly within your territory, on the killzone floor and more than 2" from other equipment terrain features, access points, and Accessible terrain.

Protective: While an operative is in cover from this terrain feature, improve its Save stat by 1 (to a maximum of 2+).

Portable: This terrain feature only provides cover while an operative is connected to it and if the shield is intervening (ignore its feet).

Operatives connected to the inside of it can perform the following unique action during the battle:

Move With Barricade1AP

The same as the Reposition action, except the active operative can move no more than its Move stat minus 2" and cannot climb, drop, jump, or use any killteam's rules that remove it and set it back up again (e.gh. HEARTHKYN SALVAGER Fly, MANDRAKE Shadow Passage).

Before this operative moves, remove the portable barricade it is connected to. After it moves, set up the portable barricade so it is connected again, but the portable barricade cannot be set up within 2" of

other equipment terrain features, access points or Accessible terrain. If this is not possible, the portable barricade is not set up again.

This action is treated as a Reposition action. An operative cannot perform this action while within control range of an enemy operative, or in the same activation in which it performed the Fall Back or Charge action.

Utility Grenade - Smoke (x1/2)

When you select this equipment, select two utility grenades (2 smoke, 2 stun, or 1 smoke and 1 stun).

Each selection is a unique action your operatives can perform, but your kill team can only perform that action a total number of times during the battle equal to your selection.

SMOKE GRENADE1AP

Place one of your Smoke Grenade markers within 6" of this operative. It must be visible to this operative,

or on Vantage terrain of a terrain feature that is visible to this operative. The marker creates an area of smoke 1" horizontally and unlimited height vertically from (but not below) it.

While an operative is wholly within an area of smoke, it is obscured to operatives more than 2" from it, and vice versa.

In addition, whenever an operative is shooting an enemy operative wholly within an area of smoke, weapons with the Piercing 2 or Piercing Crits 2 weapon rule have the Piercing 1 or Piercing Crits 1 weapon rule (respectively) instead, unless they’re within 2" of each other.

In the Ready step of the next Strategy phase, roll one D3. Remove that Smoke Grenade marker after a number of activations equal to that D3 have been completed

or at the end of the turning point (whichever comes first).

An operative cannot perform this action while within control range of an enemy operative, or if you have reached the total number of times your kill team can perform it.

Utility Grenade - Stun (x1/2)

When you select this equipment, select two utility grenades (2 smoke, 2 stun, or 1 smoke and 1 stun).

Each selection is a unique action your operatives can perform, but your kill team can only perform that action a total number of times during the battle equal to your selection.

STUN GRENADE1AP

Select one enemy operative visible to and within 6" of this operative. That operative and each other operative within 1" of it takes a stun test. For an operative to take a stun test, roll one D6: on a 3+, subtract 1 from its APL stat until the end of its next activation.

An operative cannot perform this action while within control range of an enemy operative, or if you have reached the total number of times your kill team can perform it.

Explosive Grenade - Frag (x1/2)

When you select this equipment, select two explosive grenades (2 frag, 2 krak, or 1 frag and 1 krak).

WeaponATKHITDMGSpecial
Frag Grenade44+2/4Rng 6", Blast 2", Saturate

Explosive Grenade - Krak (x1/2)

When you select this equipment, select two explosive grenades (2 frag, 2 krak, or 1 frag and 1 krak).

WeaponATKHITDMGSpecial
Krak Grenade44+4/5Rng 6", Piercing 1, Saturate

Breaching Charge

Once per battle, when a friendly operative performs the Breach action, you can use this rule. If you do, that operative can perform that action for 1 less AP (to a minimum of 1AP) as though it had the word "breach marker" on its datacard.

Building Your Roster

An EXACTION SQUAD KillTeam is composed of:

- 1 EXACTION SQUAD PROCTOR-EXACTANT operative with one of the following options:
  - Combat shotgun; repression baton
  - Shotpistol; dominator maul & assault shield
- 10 EXACTION SQUAD operatives selected from the following list:
  - CASTIGATOR
  - CHIRURGANT
  - LEASHMASTER
  - R-VR CYBER-MASTIFF
  - MALOCATOR
  - MARKSMAN
  - REVELATUM
  - SUBDUCTOR
  - VIGILANT
  - VOX-SIGNIFIER
  - GUNNER with one of the following options:
    - Grenade launcher; repression baton
    - Heavy stubber; repression baton
    - Webber; repression baton
        

  

Other than GUNNER, SUBDUCTOR and VIGILANT operatives, your kill team can only include each operative on this list once.  

Your kill team can only include up to two GUNNER operatives (each must have a different option) and up to four SUBDUCTOR operatives.