EXACTION SQUAD
Common Abilities and Options
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.
*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).
Stubborn Subjugator:
You can ignore any changes to the Hit stat of this operative’s melee weapons.
Operatives
1. LEADER
A 2
M 6"
S 4+
W 9
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Shot Pistol (Rng 8") | 4 | 3+ | 3/3 |
| Dominator Maul & Assault Shield (Lethal 5+, Shock, *Repress) | 4 | 3+ | 4/4 |
Abilities
Assault ShieldMarked For JusticeNuncio-AquilaRuthless Efficiency*Repress0AP: Deploy Nuncio-Aquila2. CASTIGATOR
A 2
M 6"
S 4+
W 8
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Combat Shotgun | |||
| Close Range (Rng 6") | 4 | 3+ | 4/4 |
| Long Range | 4 | 5+ | 2/2 |
| Excruciator Maul (Rnd, Shock) | 4 | 3+ | 5/5 |
Abilities
Castigator's ArrestEngendered FocusMarked For JusticeRuthless EfficiencyZealous Dedication3. MEDIC
A 2
M 6"
S 4+
W 8
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Combat Shotgun | |||
| Close Range (Rng 6") | 4 | 3+ | 4/4 |
| Long Range | 4 | 5+ | 2/2 |
| Repression Baton | 3 | 4+ | 2/3 |
Abilities
Medic!Marked For JusticeRuthless Efficiency1AP: Medikit4. GUNNER - HEAVY STUBBER
A 2
M 6"
S 4+
W 8
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Heavy Stubber | |||
| Focused (Hvy(Dash)) | 5 | 4+ | 4/5 |
| Sweeping (Hvy(Dash), Tor1") | 4 | 4+ | 4/5 |
| Repression Baton | 3 | 4+ | 2/3 |
Abilities
Marked For JusticeRuthless Efficiency5. GUNNER - GRENADE LAUNCHER
A 2
M 6"
S 4+
W 8
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Grenade Launcher (Prc1) | 5 | 4+ | 4/5 |
| Repression Baton | 3 | 4+ | 2/3 |
Abilities
Marked For JusticeRuthless Efficiency6. GUNNER - WEBBER
A 2
M 6"
S 4+
W 8
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Webber (Rng 12", Severe, Stun) | 4 | 3+ | 4/5 |
| Repression Baton | 3 | 4+ | 2/3 |
Abilities
Marked For JusticeRuthless Efficiency7. DOG WHISPERER
A 2
M 6"
S 4+
W 8
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Combat Shotgun | |||
| Close Range (Rng 6") | 4 | 3+ | 4/4 |
| Long Range | 4 | 5+ | 2/2 |
| Shotpistol (Rng 8") | 4 | 4+ | 3/3 |
| Repression Baton | 3 | 4+ | 2/3 |
Abilities
Attack PatternHandlerMarked For JusticeRuthless Efficiency0AP: R-VR Command8. GOOD BOY
A 2
M 6"
S 4+
W 8
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Mechanical Bite (Lethal 5+) | 4 | 4+ | 3/5 |
Abilities
BeastMarked For JusticeRuthless Efficiency0AP: Apprehend9. MALOCATOR (AGENT)
A 2
M 6"
S 4+
W 8
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Combat Shotgun | |||
| Close Range (Rng 6") | 4 | 3+ | 4/4 |
| Long Range | 4 | 5+ | 2/2 |
| Repression Baton | 3 | 4+ | 2/3 |
Abilities
Acute FocusMarked For JusticeRuthless Efficiency1AP: Veriscant10. SNIPER
A 2
M 6"
S 4+
W 8
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Executioner Shotgun | |||
| Concealed (Dev4, Hvy, Silent, *Concealed Position) | 4 | 2+ | 4/0 |
| Mobile | 4 | 3+ | 4/4 |
| Stationary (Dev4, Hvy) | 4 | 2+ | 4/0 |
| Repression Baton | 3 | 4+ | 2/3 |
Abilities
*Concealed PositionMarked For JusticeRuthless Efficiency1AP: Optics11. REVELATUM (SPY)
A 2
M 6"
S 4+
W 8
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Scoped Shot Pistol | |||
| Short Range (Rng 8", Lethal 5+) | 4 | 3+ | 3/3 |
| Long Range | 4 | 3+ | 3/3 |
| Repression Baton | 3 | 4+ | 2/3 |
Abilities
First In The FieldMarked For JusticeRuthless Efficiency1AP: Spot12. SUBDUCTOR I
A 2
M 6"
S 3+
W 8
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Shot Pistol (Rng 8") | 4 | 4+ | 3/3 |
| Shock Maul & Assault Shield (Shock, *Repress) | 4 | 4+ | 4/4 |
Abilities
Marked For JusticeRuthless Efficiency*RepressStubborn Subjugator13. SUBDUCTOR II
A 2
M 6"
S 3+
W 8
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Shot Pistol (Rng 8") | 4 | 4+ | 3/3 |
| Shock Maul & Assault Shield (Shock, *Repress) | 4 | 4+ | 4/4 |
Abilities
Marked For JusticeRuthless Efficiency*RepressStubborn Subjugator14. SUBDUCTOR III
A 2
M 6"
S 3+
W 8
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Shot Pistol (Rng 8") | 4 | 4+ | 3/3 |
| Shock Maul & Assault Shield (Shock, *Repress) | 4 | 4+ | 4/4 |
Abilities
Marked For JusticeRuthless Efficiency*RepressStubborn Subjugator15. SUBDUCTOR IV
A 2
M 6"
S 3+
W 8
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Shot Pistol (Rng 8") | 4 | 4+ | 3/3 |
| Shock Maul & Assault Shield (Shock, *Repress) | 4 | 4+ | 4/4 |
Abilities
Marked For JusticeRuthless Efficiency*RepressStubborn Subjugator16. VOX SIGNIFIER (COMMS)
A 2
M 6"
S 4+
W 8
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Combat Shotgun | |||
| Close Range (Rng 6") | 4 | 3+ | 4/4 |
| Long Range | 4 | 5+ | 2/2 |
| Repression Baton | 3 | 4+ | 2/3 |
Abilities
Marked For JusticeRuthless Efficiency1AP: SignalEquipment
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.
Ploys
Dispense Justice
Strategy PloyWhenever 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
Strategy PloyWhenever 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
Strategy PloyWhenever 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
Strategy PloyWhenever 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.
Brutal Backup
Firefight PloyUse 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
Firefight PloyUse 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
Firefight PloyUse 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
Firefight PloyUse 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.
Tac Ops
Sweep & Clear
Seek And DestroyReveal: The first time an enemy operative is incapacitated while contesting an objective marker, or the first time a friendly operative performs the Clear action (whichever comes first).
Additional Rules:
When an enemy operative that contests an objective marker is incapacitated, that objective marker gains one of your Swept tokens (if it doesn't already have one) until the Ready step of the next Strategy phase.
Mission Action: Clear (1 AP)
- An objective marker the active operative controls is cleared for the turning point.
- An operative cannot perform this action during the first turning point, or while within control range of an enemy operative.
Victory Points:
- At the end of each turning point after the first, if friendly operatives control any objective markers that have one of your Swept tokens, you score 1VP.
- If this is true and any of those objective markers are also cleared, you score 2VP instead.
You cannot score more than 2VP from this op per turning point.
Dominate
Seek And DestroyReveal: The first time an enemy operative is incapacitated by a friendly operative.
Additional Rules:
Each time a friendly operative incapacitates an enemy operative, that friendly operative gains one of your Dominate tokens.
Victory Points:
At the end of the third and fourth turning point, you can remove Dominate tokens from friendly operatives that aren't incapacitated. For each you remove, you score 1VP.
You cannot score more than 3VP from this op per turning point.
Rout
Seek And DestroyReveal: The first time you score VP from this op.
Victory Points:
Whenever a friendly operative incapacitates an enemy operative, if that friendly operative is within 6" of your opponent's drop zone, you score 1VP; if this is true and that enemy operative had a Wounds stat of 12 or more, you score 2VP instead.
You cannot score more than 2VP from this op per turning point.
Plant Banner
SecurityReveal: When you perform the Plant Banner action.
Mission Action: Plant Banner (1 AP)
- Place your Banner mission marker within the active operative's control range, wholly within your opponent's territory and more than 5" from a neutral killzone edge. Operatives can perform the Pick Up Marker action on your Banner mission marker.
- An operative cannot perform this action during the first turning point, while within control range of an enemy operative, or if a friendly operative has already performed this action during the battle.
Victory Points:
At the end of each turning point after the first, if your Banner mission marker is wholly within your opponent's territory and friendly operatives control it, you score 1VP; if that's true and no enemy operatives contest it, you score 2VP instead. Note your Banner mission marker must be in the killzone (not being carried) to score.
Martyrs
SecurityReveal: The first time a friendly operative is incapacitated while contesting an objective marker.
Additional Rules:
Whenever a friendly operative is incapacitated while contesting an objective marker, that marker gains one of your Martyr tokens.
Note that this is only the first time each operative is incapacitated, so if an operative is incapacitated, set back up (e.g. HIEROTEK CIRCLE Reanimation Protocols) and then subsequently incapacitated again, a second Martyr token cannot be gained as a result.
Victory Points:
At the end of each turning point after the first, if friendly operatives contest an objective marker that has one or more of your Martyr tokens, you can remove any of those tokens. For each token you remove, you score 1VP; if friendly operatives also control that marker, you score 2VP instead.
You cannot score more than 2VP from this op per turning point.
Envoy
SecurityReveal: The first time you select an envoy.
Additional Rules:
As a STRATEGIC GAMBIT in each turning point after the first, select one friendly operative to be your envoy until the Ready step of the next Strategy phase. You cannot select an operative you selected during a previous turning point or an operative that's ignored for the kill op.
Victory Points:
At the end of each turning point after the first, if your envoy is wholly within enemy territory and not within control range of enemy operatives, you score 1VP; if this is true and your envoy has not lost any wounds during that turning point, you score 2VP instead.