Whitehall Constabulary

"Within the Whitehall Constabulary, we pride ourselves on decorum, precision, and discretion. The crimes of the upper echelons require not only the Emperor's justice but a civil touch. For when we call upon the house of a noble, it is not with brutish force, but with the subtle grace of an invitation. However, behind every polite inquiry and measured word lies the iron will of the Imperium, unbending and unyielding, even amidst the delicate trappings of high society. We are the velvet glove on the Emperor's iron fist.

Whitehall Constabulary

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. Inspector Gideon Featherstone
Proctor-Exactant
A 2
M 6"
S 4+
W 9/9
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-Aquila
Notes

"Do not mistake my courtesy for leniency. I assure you, it is the last kindness you will receive." "Citizens of the Imperium, heed this: The Emperor’s justice is inevitable. Those who stand against it shall be broken." "By the decree of the God-Emperor, all deceit will be exposed. There is no sanctuary for traitors within gilded halls." "A battlefield of velvet and lies is no less dangerous than one of iron and blood."

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 (0AP): 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.

EXACTION SQUAD, IMPERIUM, ADEPTUS ARBITES, LEADER, ARBITES, PROCTOR-EXACTANT
2. Sister Agnes Justina of our Lady's Vigil
Chirurgant
A 2
M 4"
S 4+
W 2/8
Weapons
ATK
HIT
DMG
Combat Shotgun
Close Range (Rng 6")
4
4+
4/4
Long Range
4
6+
2/2
Repression Baton
3
5+
2/3
Abilities
Medic!Marked For JusticeRuthless Efficiency1AP: Medikit
Notes

"In the Convent, I brought the Emperor's mercy. Here, I bring His judgment." "Suffering purifies. Do not resist it; let it cleanse your soul as I cleanse your wounds." "Pain is a fleeting thing, but the Emperor’s will endures. Hold fast, and you shall endure as well."

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 is a Shoot action and this operative would be a primary or secondary target.

Medikit (1AP): 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.

EXACTION SQUAD, IMPERIUM, ADEPTUS ARBITES, MEDIC, ARBITES, CHIRURGANT
3. Laurence Walsingham III
Leashmaster
A 2
M 4"
S 4+
W 0/8

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.

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.

R-VR Command (0AP): Select one friendly EXACTION SQUAD R-VR CYBER-MASTIFF operative and change one of its attack pattern.

EXACTION SQUAD, IMPERIUM, ADEPTUS ARBITES, ARBITES, LEASHMASTER
4. Bernadette
R-VR Cyber-Mastiff
A 2
M 4"
S 4+
W 0/8

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 (0AP): 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.

EXACTION SQUAD, IMPERIUM, ADEPTUS ARBITES, ARBITES, R-VR CYBER-MASTIFF
5. Augustus Xavier Ethelbert
Marksman
A 2
M 6"
S 4+
W 8/8
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: Optics
Notes

"Ah, reminds me of the time I downed a plains beast with one shot. Five hundred yards at full gallop, mind you." "Ah, the thrill of the chase! Let’s see how far this one thinks they can run." "Exquisite, isn’t it? Custom-made, of course. Long-barreled, powerful, and with just the right balance; a true gentleman’s weapon."

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

Optics (1AP): 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.

EXACTION SQUAD, IMPERIUM, ADEPTUS ARBITES, ARBITES, MARKSMAN
6. Godfrey Clive-Pennington
Gunner
A 2
M 6"
S 4+
W 8/8
Weapons
ATK
HIT
DMG
Webber (Rng 12", Severe, Stun)
4
3+
4/5
Repression Baton
3
4+
2/3
Abilities
Marked For JusticeRuthless Efficiency
Notes

"Let the clever ones figure out the plan. We’ll just crack open the doors for them." "Another day, another mission. Same pub?"

EXACTION SQUAD, IMPERIUM, ADEPTUS ARBITES, ARBITES, GUNNER
7. Archibald Byron Wilberforce
Gunner
A 2
M 6"
S 4+
W 8/8
Weapons
ATK
HIT
DMG
Grenade Launcher (Prc1)
5
4+
4/5
Repression Baton
3
4+
2/3
Abilities
Marked For JusticeRuthless Efficiency
Notes

"Fire in the hole, lads. Time to see what these grenades can do!" "Job’s done, lads. Who’s buying the first round?"

EXACTION SQUAD, IMPERIUM, ADEPTUS ARBITES, ARBITES, GUNNER
8. Benedict Holywell
Subductor
A 2
M 6"
S 3+
W 8/8
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 Subjugator
Notes

"Shields up! We’ll break ‘em here and now, I promise ye that!" "We’re the Emperor’s fist, lads. It ain’t our place to question, only to judge."

EXACTION SQUAD, IMPERIUM, ADEPTUS ARBITES, ARBITES, SUBDUCTOR
9. Jasper Smythe
Subductor
A 2
M 4"
S 3+
W 3/8
Weapons
ATK
HIT
DMG
Shot Pistol (Rng 8")
4
5+
3/3
Shock Maul & Assault Shield (Shock, *Repress)
4
5+
4/4
Abilities
Marked For JusticeRuthless Efficiency*RepressStubborn Subjugator
Notes

"We can do this the easy way or the hard way, mate. The Emperor’s judgment don’t care which." "When charm and diplomacy fall flat, it’s time for the Subductors to step in"

EXACTION SQUAD, IMPERIUM, ADEPTUS ARBITES, ARBITES, SUBDUCTOR
10. Bertram Ashworth
Subductor
A 2
M 6"
S 3+
W 8/8
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 Subjugator
Notes

"The Emperor don’t ask for gentle persuasion. He demands results, don’t he?" "Confess while you still got a chance, our mercy don’t last long, savvy?"

EXACTION SQUAD, IMPERIUM, ADEPTUS ARBITES, ARBITES, SUBDUCTOR
11. Cecil Bronson
Subductor
A 2
M 6"
S 3+
W 4/8
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 Subjugator
Notes

"If words fail, we don’t hesitate. The guilty’ll be punished, one way or another." "You’ve had your chance to chat. Now it’s our turn, innit?"

EXACTION SQUAD, IMPERIUM, ADEPTUS ARBITES, ARBITES, SUBDUCTOR

Reserves

Quentin "Blackfish" Beauchamp
Castigator
A 2
M 6"
S 4+
W 8/8
EXACTION SQUAD, IMPERIUM, ADEPTUS ARBITES, ARBITES, CASTIGATOR
Prof. Basil Worthington
Revelatum
A 2
M 6"
S 4+
W 8/8
EXACTION SQUAD, IMPERIUM, ADEPTUS ARBITES, ARBITES, REVELATUM
Dr. Winthrop Haverford
Malocator
A 2
M 6"
S 4+
W 8/8
EXACTION SQUAD, IMPERIUM, ADEPTUS ARBITES, ARBITES, MALOCATOR
Jasper T. Fitzwilliam
Vox-Signifier
A 2
M 6"
S 4+
W 8/8
EXACTION SQUAD, IMPERIUM, ADEPTUS ARBITES, ARBITES, VOX-SIGNIFIER
Lionel Albright Frink
Gunner
A 2
M 6"
S 4+
W 8/8
EXACTION SQUAD, IMPERIUM, ADEPTUS ARBITES, ARBITES, GUNNER
Inspector Eleanor Hardburrow
Proctor-Exactant
A 2
M 6"
S 4+
W 9/9
EXACTION SQUAD, IMPERIUM, ADEPTUS ARBITES, LEADER, ARBITES, PROCTOR-EXACTANT

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.

Ploys

Dispense Justice
Strategy Ploy

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
Strategy Ploy

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
Strategy Ploy

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
Strategy Ploy

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.

Brutal Backup
Firefight Ploy

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
Firefight Ploy

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
Firefight Ploy

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
Firefight Ploy

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.

Tac Ops

Sweep & Clear
Seek And Destroy

Reveal: 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 Destroy

Reveal: 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 Destroy

Reveal: 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
Security

Reveal: 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
Security

Reveal: 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
Security

Reveal: 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.