# Agents of the Imperium Stratagems: 11th Edition Cards

> All 38 Agents of the Imperium stratagems for 40k 11th edition by detachment, with CP, timing, phase and rules text, ready to print as cards.

Canonical: https://lexmechanic.com/print/stratagems/imperial-agents

[§ PRINT](/print) · 11th edition

# Agents of the Imperium Stratagems: 38 stratagems across 7 detachments, with the army rules and detachment rules they come with. Print them as cards, nine to a sheet.

Stratagems

38

Detachments

7 5 tournament legal

Army rules

2

Data

2026-08-04

[Print as cards](/print/stratagems?faction=imperial-agents) [Phase Plan](/phaseplan) [Agents of the Imperium meta](/metamerge/imperial-agents)

[Alien Hunters](#det-alien-hunters) [Daemon Hunters](#det-daemon-hunters) [Imperialis Fleet](#det-imperialis-fleet) [Interdiction Team](#det-interdiction-team) [Purgation Force](#det-purgation-force) [Veiled Blade Elimination Force](#det-veiled-blade-elimination-force) [Voidship’s Company](#det-voidship-s-company)

2 rules

## Army rules

What every Agents of the Imperium army brings to the table, whichever detachment it is built on.

### Kill Team

Each time an attack targets this unit, if it contains models with different Toughness characteristics, until the attacking unit has finished making its attacks, use the Toughness characteristic of the majority of the models in that unit when determining what roll is required for that attack to successfully wound. If two or more Toughness characteristics are tied for majority, use the highest value.
For the purposes of determining which models in this unit can embark within a TRANSPORT, Kill Team Terminator models, Kill Team Outrider models, Kill Team Biker models and models equipped with a jump pack each take up the space of 2 models, but can otherwise embark within any TRANSPORT their unit can embark within, even though similar models in other units have the TERMINATOR, MOUNTED or JUMP PACK keywords.

For the purposes of interacting with terrain features, all models in units with this ability are considered INFANTRY models, even though similar models in other units may have the MOUNTED or JUMP PACK keywords.
**Designer’s Note:** While the abstractions in the above rule cause some models to behave differently to similar models in other units, they are designed to minimise complicated movement, TRANSPORT and **Benefit of Cover** rules.

38 stratagems

## Detachments

Each detachment's own rules, then the stratagems it unlocks.

## Alien Hunters

6 stratagems

### Deathwatch Mission Tactics

At the start of your Command phase, you can select one of the Mission Tactics listed below. Until the start of your next Command phase, that Mission Tactic is active and its effects apply to all DEATHWATCH units from your army. Each Mission Tactic can only be selected once per battle. Furor Tactics The warriors of the Deathwatch are often sorely outnumbered by swarming foes, yet by striking for maximum indiscriminate carnage they soon even the odds. While this Mission Tactic is active, weapons equipped by DEATHWATCH units from your army have the \[SUSTAINED HITS 1\] ability. Malleus Tactics Even the largest behemoth has a weak point, and the Deathwatch find them all. While this Mission Tactic is active, weapons equipped by DEATHWATCH units from your army have the \[LETHAL HITS\] ability.

Purgatus Tactics Adopting Purgatus tactics, the Deathwatch focus their ire upon the commanders of the enemy host. While this Mission Tactic is active, each time a DEATHWATCH model from your army makes an attack, on a Critical Wound, that attack has the \[PRECISION\] ability.

1 CP Battle Tactic Either turn

### ARMOUR OF CONTEMPT

Shooting · Fight

The belligerence and transhuman physiologies of the Deathwatch make them unyielding foes.

When

Your opponent’s Shooting phase or the Fight phase, just after an enemy unit has selected its targets.

Target

One DEATHWATCH unit from your army that was selected as the target of one or more of the attacking unit’s attacks.

Effect

Until the attacking unit has finished making its attacks, each time an attack targets your unit, worsen the Armour Penetration characteristic of that attack by 1.

1 CP Strategic Ploy Your turn

### ADAPTIVE TACTICS

Command

Only a truly versatile approach to warfare allows the Deathwatch to focus their tactical genius and best the myriad xenos foes they face.

When

Your Command phase.

Target

One DEATHWATCH unit from your army.

Effect

Select the Furor Tactics, Malleus Tactics or Purgatus Tactics. Until the start of your next Command phase, that Deathwatch Mission Tactic is active for your unit instead of any other Deathwatch Mission Tactic that is active for your army, even if you have already selected that Deathwatch Mission Tactic this battle.

1 CP Wargear Your turn

### HELLFIRE ROUNDS

Shooting

Hellfire rounds contain reservoirs of virulent bioacids that eat away the flesh of their victims in seconds and leave nothing but bubbling gruel.

When

Your Shooting phase.

Target

One DEATHWATCH INFANTRY unit from your army that has not been selected to shoot this phase.

Effect

Until the end of the phase, ranged weapons (excluding Devastating Wounds weapons) equipped by models in your unit have the \[ANTI-INFANTRY 2+\] and \[ANTI-MONSTER 5+\] abilities.

Restrictions

You cannot select any units that have already been targeted with either the Kraken Rounds or Dragonfire Rounds Stratagems this phase.

1 CP Wargear Your turn

### DRAGONFIRE ROUNDS

Shooting

Dragonf ire rounds explode just before contact, saturating foes in cover with searing gas and flames.

When

Your Shooting phase.

Target

One DEATHWATCH INFANTRY unit from your army that has not been selected to shoot this phase.

Effect

Until the end of the phase, ranged weapons equipped by models in your unit have the \[ASSAULT\] and \[IGNORES COVER\] abilities.

Restrictions

You cannot select any units that have already been targeted with either the Kraken Rounds or Hellfire Rounds Stratagems this phase.

1 CP Wargear Your turn

### KRAKEN ROUNDS

Shooting

Kraken rounds utilise adamantine cores and improved propellants to penetrate the thickest hide.

When

Your Shooting phase.

Target

One DEATHWATCH INFANTRY unit from your army that has not been selected to shoot this phase.

Effect

Until the end of the phase, improve the Armour Penetration characteristic of ranged weapons equipped by models in your unit by 1 and improve the Range characteristic of those weapons by 6".

Restrictions

You cannot select any units that have already been targeted with either the Dragonfire Rounds or Hellfire Rounds Stratagems this phase.

1 CP Strategic Ploy Opponent's turn

### RAPID TACTICAL RELOCATION

Fight

The Ordo Xenos and Deathwatch alike have access to swift gunships and landers that allow for hasty repositioning in the midst of battle.

When

End of your opponent’s Fight phase.

Target

One INQUISITOR or DEATHWATCH INFANTRY unit from your army.

Effect

Remove your unit from the battlefield. In the Reinforcements step of your next Movement phase, set your unit up anywhere on the battlefield that is more than 8" horizontally away from all enemy models.

Restrictions

You cannot select a unit that is within Engagement Range of one or more enemy units.

## Daemon Hunters

6 stratagems

### Destroy the Daemonic

Knowing the vital nature of their mission, the servants of the Ordo Malleus fight all the harder to lay their enemies low.

Each time an INQUISITOR, INQUISITORIAL AGENTS or ORDO MALLEUS model from your army makes an attack, re-roll a Hit roll of 1 and, if the target of that attack is a DAEMON unit, re-roll a Wound roll of 1 as well.

1 CP Strategic Ploy Either turn

### RITUAL OF WARDING

Command

Whether sanctifying the battlefield against heresy or binding sinister guardian entities to keep watch, this ritual extends its practitioner’s strategic influence.

When

Start of any Command phase.

Target

One INQUISITOR, INQUISITORIAL AGENTS or ORDO MALLEUS unit from your army that is within range of an objective marker you control.

Effect

That objective marker is said to be Warded and remains under your control, even if you have no models within range of it, until your opponent controls it at the start or end of any turn. While an objective marker is Warded and under your control, enemy DAEMON units cannot be set up on the battlefield within 6" of it.

1 CP Strategic Ploy Either turn

### RITES OF EXORCISM

Shooting · Fight

With the correct words of abjuration and banishment, daemons can be driven out of realspace and back into the warp.

When

Your Shooting phase or the Fight phase.

Target

One INQUISITOR, INQUISITORIAL AGENTS or ORDO MALLEUS unit from your army.

Effect

Select one enemy DAEMON unit within 12" and **visible** to your unit. That unit must take a Battle-shock test. If that test is failed, then until the end of the phase, each time a friendly AGENTS OF THE IMPERIUM unit makes an attack that targets that DAEMON unit, that attack has the \[DEVASTATING WOUNDS\] ability.

1 CP Strategic Ploy Your turn

### STEEL HEART

Movement

The battle-brothers of the Grey Knights never flee from their daemonic foes, instead merely withdrawing momentarily before striking anew.

When

Your Movement phase, just after a GREY KNIGHTS TERMINATOR SQUAD unit from your army Falls Back.

Target

That GREY KNIGHTS TERMINATOR SQUAD unit.

Effect

Until the end of the turn, your unit is eligible to shoot and declare a charge in a turn in which it Fell Back.

1 CP Wargear Either turn

### TRUESILVER ARMOUR

Shooting · Fight

Grey Knights battle plate incorporates litanies of purity, strands of sanctified silver and other sacred wards, whose defences can be further empowered by ritual mantras.

When

Your opponent’s Shooting phase orthe Fight phase, just after an enemy unit has selected its targets.

Target

One GREY KNIGHTS TERMINATOR SQUAD unit from your army that was selected as the target of one or more of the attacking unit’s attacks.

Effect

Until the attacking unit has finished making its attacks, each time an attack targets your unit, worsen the Armour Penetration characteristic of that attack by 1.

1 CP Wargear Either turn

### HEXAGRAMMIC WARDS

Shooting · Fight

Ancient warding sigils inscribed in shimmering silver, these strange runic designs ward away the hostile energies of the warp.

When

Your opponent’s Shooting phase or the Fight phase, just after an enemy unit has selected its targets.

Target

One ORDO MALLEUS unit from your army that was selected as the target of one or more of the attacking unit’s attacks.

Effect

Until the end of the phase, all Psychic weapons equipped by models in the attacking unit have the \[HAZARDOUS\] ability.

1 CP Wargear Your turn

### PSYBOLT AMMUNITION

Shooting

Specially consecrated and silver-tipped, these bolt shells channel the firer’s innate psychic fury and detonate spectacularly on impact.

When

Your Shooting phase.

Target

One GREY KNIGHTS TERMINATOR SQUAD unit from your army that has not been selected to shoot this phase.

Effect

Until the end of the phase, ranged weapons equipped by models in your unit have the \[LETHAL HITS\] and \[PSYCHIC\] abilities.

## Imperialis Fleet

6 stratagems

### At all Costs

At the start of your Command phase, you can select one of the following to apply: Eliminate At All Costs Select one enemy unit on the battlefield. Until the start of your next Command phase, each time an AGENTS OF THE IMPERIUM model from your army makes an attack that targets that enemy unit, add 1 to the Hit roll. Acquire At All Costs Select one objective marker on the battlefield. Until the start of your next Command phase, while an AGENTS OF THE IMPERIUM unit from your army is within range of that objective marker, improve the Leadership and Objective Control characteristics of models in that unit by 1 and models in that unit have a 5+ invulnerable save.

2 CP Strategic Ploy Either turn

### VIOLENT ACQUISITION

Shooting · Fight

If a high-ranking Imperial agent locates something they wish to acquire, nothing will stop them from unleashing all the forces at their command to seize it.

When

Your Shooting phase or the Fight phase.

Target

One AGENTS OF THE IMPERIUM unit from your army.

Effect

Until the end of the phase, each time a model in your unit makes an attack that targets an enemy unit within range of an objective marker, that attack has the \[SUSTAINED HITS 1\], \[LANCE\] and \[IGNORES COVER\] abilities.

1 CP Epic Deed Your turn

### MASTERS OF THE VOID

Movement

With command of the orbital engagement zone comes the ability to strike at the enemy from unexpected angles.

When

Your Movement phase.

Target

One VOIDFARERS CHARACTER unit from your army.

Effect

Until the end of the phase, each AGENTS OF THE IMPERIUM unit from your army that is arriving from Strategic Reserves this turn can be set up within your opponent’s deployment zone (all other restrictions still apply).

1 CP Battle Tactic Your turn

### CLOSE-QUARTERS BARRAGE

Shooting

Soldiers trained in shipboard warfare and chamber-by-chamber clearance know how best to focus theirfirepower during close-range firefights.

When

Your Shooting phase.

Target

One VOIDFARERS unit from your army.

Effect

Until the end of the phase, each time a model in your unit makes a ranged attack that targets a unit within 12", improve the Strength and Armour Penetration characteristics of that attack by 1.

1 CP Strategic Ploy Your turn

### EMPEROR’S WILL

Movement

Believing theyfightforthe safety of the Golden Throne motivates warriors to exceptional deeds.

When

Your Movement phase.

Target

One AGENTS OF THE IMPERIUM unit from your army.

Effect

Until the end of the phase, your unit is eligible to shoot in a turn in which it Advanced or Fell Back.

1 CP Wargear Opponent's turn

### DISPLACER FIELD

Shooting

These rare protective fields perform microteleport displacements to remove their bearers from harm.

When

Your opponent's Shooting phase, just after an enemy unit has selected its targets.

Target

One AGENTS OF THE IMPERIUM CHARACTER unit from your army (excluding OFFICIO ASSASSINORUM units) that was selected as the target of one or more of the attacking unit's attacks.

Effect

Until the end of the phase, models in your unit have a 4+ invulnerable save and, after the attacking unit has resolved its attacks, unless your unit is within Engagement Range of one or more enemy units, it can make a **Normal move** of up to 6" (when doing so, models in this unit move as if they have the Fly keyword).

1 CP Epic Deed Opponent's turn

### SELFLESS BODYGUARD

Shooting · Fight

Loyal Imperial warriors will martyr themselves gladly to protect high-ranking Imperial agents.

When

Your opponent’s Shooting phase or the Fight phase, just after an enemy unit has selected its targets.

Target

One AGENTS OF THE IMPERIUM **Attached** unit that was selected as the target of one or more of the attacking unit’s attacks.

Effect

Until the end of the phase, each time an attack with the \[PRECISION\] ability is allocated to a CHARACTER model in your unit, if there are one or more **Bodyguard** models in your unit, roll one D6: on a 2+, that attack is allocated to a Bodyguard model of your choice in your unit instead.

## Interdiction Team

Boarding Actions 4 stratagems

### Chastisor Auto-Vox

Booming admonishments ring from vox-amps and laud hailers built into the Arbitrators’ wargear, demanding foes lay down arms and submit.

In your opponent’s Command phase, each enemy unit within 3" of one or more ADEPTUS ARBITES units from your army must take a Battle-shock test. If that enemy unit is also Below Half-strength, subtract 1 from that test. This Detachment rule cannot cause a unit to take two Battle-shock tests in the same phase.

1 CP Battle Tactic Either turn

### CRACKDOWN

Fight

Veterans of close-quarters brutality, these warriors know how to swiftly incapacitate enemies in the close-quarters confines of voidships and the like.

When

Fight phase.

Target

One ADEPTUS ARBITES unit from your army.

Effect

Until the end of the phase, each time a model in your unit makes an attack, you can re-roll the Hit roll and you can re-roll the Wound roll.

1 CP Battle Tactic Either turn

### DUTY AND DEATH

Shooting · Fight

So important are the targets of Adeptus Arbites voidship raids that the Arbitrators will not let themselves fall until they know their duty is done.

When

Your opponent’s Shooting phase or the Fight phase, just after an enemy unit has selected its targets.

Target

One ADEPTUS ARBITES unit from your army that was selected as the target of one or more of the attacking unit's attacks.

Effect

Until the end of the phase, models in your unit have the **Feel No Pain 4+** ability.

1 CP Strategic Ploy Your turn

### ARBITRARY EXECUTION

Shooting

Well practised in bringing down their targets with effective head shots, the Arbitrators wield their sidearms to deadly effect.

When

Your Shooting phase.

Target

One ADEPTUS ARBITES unit from your army that has not been selected to shoot this phase.

Effect

Until the end of the phase, Arbites shotpistols equipped by models in your unit have an Attacks characteristic of 2 and the \[LETHAL HITS\] ability, and models in your unit can target enemy units that are not within Engagement Range of them (provided they are otherwise eligible targets).

1 CP Strategic Ploy Opponent's turn

### INESCAPABLE JUDGEMENT

Movement

Attempting to flee from the implacable Arbitrators and their ferocious cybercanids only exposes the foe to a swift and brutal end.

When

Your opponent's Movement phase, just after an enemy unit is selected to Fall Back.

Target

One ADEPTUS ARBITES unit from your army within Engagement Range of that enemy unit.

Effect

Until the end of the phase, when that enemy unit Falls Back, models in it must take Desperate Escape tests as if their unit was **Battle-shocked**. When doing so, if that enemy unit is also Battle-shocked by other means, subtract 1 from each of those Desperate Escape tests.

## Purgation Force

6 stratagems

### Root out Heresy

No matter how cunningly their heretical prey hides, they cannot escape the zealous retribution of the Ordo Hereticus.

Ranged weapons equipped by ADEPTUS ARBITES, INQUISITOR, INQUISITORIAL AGENTS and ORDO HERETICUS models from your army have the \[IGNORES COvER\] ability.
Each time an ADEPTUS ARBITES, INQUISITOR, INQUISITORIAL AGENTS or ORDO HERETICUS model from your army makes an attack that targets a CHAOS unit containing 5 or more models, that attack has the \[SUSTAINED HITS 1\] ability.

1 CP Wargear Either turn

### STUN GRENADES

Any phase

Emitting blasts of light, sound and blinding smoke, these devices disorient the foe.

When

Start of any phase (excluding the Command phase).

Target

One ADEPTUS ARBITES, INQUISITORIAL AGENTS or ORDO HERETICUS GRENADES unit from your army that is not within Engagement Range of one or more enemy units.

Effect

Select one enemy unit (excluding MONSTERS or VEHICLES) within 8" of and **visible** to your unit. That enemy unit must take a Battle-shock test and, until the end of the phase, each time a model in that unit makes an attack, subtract 1 from the Hit roll.

1 CP Battle Tactic Either turn

### DISPENSE JUSTICE

Shooting · Fight

Agents of the Ordo Hereticus are unmerciful in meting out what they see as the Emperor's justice.

When

Your Shooting phase or the Fight phase.

Target

One ADEPTUS ARBITES, INQUISITORIAL AGENTS or ORDO HERETICUS unit from your army that has not been selected to shoot or fight this phase.

Effect

Until the end of the phase, weapons equipped by models in your unit have the \[LETHAL HITS\] ability.

1 CP Strategic Ploy Either turn

### INVIOLATE JURISDICTION

Shooting · Fight

These warriors defend the sanctity of the Emperor's realm with unwavering determination, no matter the odds stacked against them.

When

Your opponent’s Shooting phase or the Fight phase, just after an enemy unit has selected its targets.

Target

One ADEPTUS ARBITES, INQUISITORIAL AGENTS or ORDO HERETICUS INFANTRY unit from your army within range of an objective marker and that was selected as the target of one or more of the attacking unit’s attacks.

Effect

Until the end of the phase, models in your unit have the **Feel No Pain 5+** ability.

2 CP Epic Deed Your turn

### EXECUTION ORDER

Command

There can be no mercy for heretic leaders.

When

Your Command phase.

Target

One ADEPTUS ARBITES, INQUISITORIAL AGENTS or ORDO HERETICUS INFANTRY unit from your army.

Effect

Select one enemy CHARACTER unit on the battlefield. Until the start of your next Command phase, each time a model in your unit targets that CHARACTER unit, its weapons have the \[PRECISION\] ability.

1 CP Strategic Ploy Your turn

### LINE OF FIRE

Shooting

These ruthless warriors will risk firing into their own ranks if it ensures the deaths of heretics.

When

Your Shooting phase.

Target

One ADEPTUS ARBITES, INQUISITORIAL AGENTS or ORDO HERETICUS unit from your army that has not been selected to shoot this phase.

Effect

Until the end of the phase, models in your unit can target enemy units that are within Engagement Range of one or more friendly units with ranged weapons (excluding Blast weapons), provided the target is within 12".

1 CP Strategic Ploy Opponent's turn

### EXACT PUNISHMENT

Shooting

Vengeance is swift and unforgiving for those who attack the servants of the Emperor.

When

Your opponent’s Shooting phase, just after an AGENTS OF THE IMPERIUM unit from your army is destroyed as the result of an enemy unit's attacks.

Target

One ADEPTUS ARBITES, INQUISITORIAL AGENTS or ORDO HERETICUS unit from your army that was within 6" of the destroyed unit (you cannot target the destroyed unit with the Stratagem).

Effect

After the attacking unit has shot, your unit can shoot as if it were your Shooting phase, but when resolving those attacks it can only target that enemy unit (and only if it is an eligible target).

## Veiled Blade Elimination Force

6 stratagems

### Extremis Sanction

When pursuing an extremis-level target, the agents of the Officio Assassinorum are expected to push their altered minds and bodies beyond the limits of endurance. Additional equipment, augmentation and ammunition may be provided to complete the task.

OFFICIO ASSASSINORUM units from your army can use the Overkill, Soulless Horror and Shieldbreaker abilities twice per battle, instead of once per battle (but cannot use such an ability more than once in the same battle round).
When mustering your army, each OFFICIO ASSASSINORUM unit from your army has the relevant Extremis ability shown on the right, and you must increase the points cost of each of those units by the amount shown. If this causes your army to exceed the points limit for the battle you are playing, you cannot include that unit in your army.

Extremis Abilities
▪ Decoy Targets 15 pts The agents of the Callidus Temple are known to utilise vat-grown doubles to confound their foes. CALLIDUS ASSASSIN models only. Twice per battle, in your Movement phase, you can select one other friendly INFANTRY model that is on the battlefield and not within Engagement Range of one or more enemy units. The selected model is destroyed (ignoring any rules that are triggered when a model is destroyed) and this model is removed from the battlefield and set up again as close as possible to where that destroyed model was and not within Engagement Range of one or more enemy units. This ability cannot be used more than once in the same battle round.

▪ Esoteric Explosives 10 pts This Culexus operative has been outfitted with various grenades tailored to destroy their assigned targets. CULEXUS ASSASSIN models only. Each time this model is targeted with the Explosives Stratagem, 1 **mortal wound** is inflicted for each D6 roll of 3+ instead of for each 4+.
▪ Intraneural Biotech 15 pts This Eversor agent’s neurons have been surgically spliced to enhance awareness and speed of thought. EVERSOR ASSASSIN models only. Once per battle round, you can target this model with the **Heroic Intervention** or **Counter-offensive** Stratagem for 0CP, and can do so even if you have already used that Stratagem on a different unit this phase.

▪ Micromelta Rounds 20 pts These projectiles are tipped with miniaturised melta charges that detonate on impact. VINDICARE ASSASSIN models only. This model’s exitus rifle has the \[ANTI-MONSTER 4+\] and \[ANTI-VEHICLE 4+\] abilities.

1 CP Battle Tactic Either turn

### PRIME TARGET

Shooting · Fight

A primary target has been revealed. All efforts must be made to ensure the kill.

When

Your Shooting phase or the Fight phase.

Target

One AGENTS OF THE IMPERIUM unit from your army that has not been selected to shoot or fight this phase.

Effect

Until the end of the phase, each time a model in your unit makes an attack that targets a CHARACTER unit, re-roll a Wound roll of 1. If that attack is made by an OFFICIO ASSASSINORUM model and it targets the enemy WARLORD, you can re-roll the Wound roll instead.

2 CP Battle Tactic Either turn

### HYPERSTIMMS

Shooting · Fight

Unenhanced mortal bodies are routinely – and unknowingly – dosed with experimental stimulant cocktails that serve to reinforce their resilience, at least in the short term.

When

Your opponent’s Shooting phase or the Fight phase, just after an enemy unit has selected its targets.

Target

One AGENTS OF THE IMPERIUM CHARACTER unit from your army that was selected as the target of one or more of the attacking unit’s attacks.

Effect

Until the end of the phase, add 1 to the Toughness characteristic of models in your unit. In addition, if it is an EVERSOR ASSASSIN unit, until the end of the phase, it has the **Feel No Pain 4+** ability.

1 CP Strategic Ploy Your turn

### WILL‑SAPPING SALVO

Shooting

Aiming concentrated volleys of fire toward an exceptionally resilient foe, these agents erode the will of their target, increasing their vulnerability to the concentrated psychic onslaughts of the Culexus Assassin’s animus speculum.

When

Your Shooting phase.

Target

One AGENTS OF THE IMPERIUM INFANTRY unit from your army that has not been selected to shoot this phase.

Effect

Until the end of the phase, ranged weapons equipped by models in your unit have the \[SUSTAINED HITS 1\] ability. In addition, if it is a CULEXUS ASSASSIN unit, until the end of the phase, change the Damage characteristic of ranged weapons equipped by models in your unit to 3.

1 CP Strategic Ploy Opponent's turn

### ORBITAL OVERSIGHT

Shooting

Aided by orbiting assets, when the assault begins, voidships flood communication networks with jamming frequencies, fire screening bombardments and otherwise mask the agents’ approach.

When

Your opponent’s Shooting phase, just after an enemy unit has selected its targets.

Target

One AGENTS OF THE IMPERIUM INFANTRY unit from your army that was selected as the target of one or more of the attacking unit’s attacks.

Effect

Until the end of the phase, your unit can only be selected as the target of a ranged attack if the attacking model is within 18", or, if your unit has the **Lone Operative** ability, if the attacking model is within 6".

1 CP Strategic Ploy Opponent's turn

### BLIND GRENADES

Charge

These grenades release thick black smoke and broad-spectrum electromagnetic chaff that disrupt vision and foul augury equipment upon detonating.

When

Your opponent’s Charge phase, just after an enemy unit has declared a charge.

Target

One AGENTS OF THE IMPERIUM GRENADES or VINDICARE ASSASSIN unit from your army that was selected as one of the targets of that charge and is not within Engagement Range of one or more enemy units.

Effect

Until the end of the phase, subtract 1 from **Charge rolls** made for that enemy unit, or, if your unit is a VINDICARE ASSASSIN, subtract 2 from Charge rolls made for that enemy unit instead.

1 CP Strategic Ploy Opponent's turn

### ENSNARING TRAP

Charge

The eyes of the Officio Assassinorum are everywhere. As the foe turns to flee, the noose tightens, agents already forewarned of enemy movements and moving swiftly to cut off all avenues of retreat.

When

End of your opponent’s Charge phase.

Target

One AGENTS OF THE IMPERIUM INFANTRY unit from your army that is within 6" of one or more enemy units and would be eligible to declare a charge against one or more of those enemy units.

Effect

Your unit can declare a charge. When doing so, you must select one or more of those enemy units as the targets of that charge, and your unit does not receive a Charge bonus this turn. In addition, if it is a CALLIDUS ASSASSIN unit and it makes a **Charge move** as a result of this Stratagem, until the end of the turn, each time a model in your unit makes a melee attack, add 1 to the Wound roll.

## Voidship’s Company

Boarding Actions 4 stratagems

### Beseechment Codes

Key to the duty of dedicated shipboard soldiery is the ability to move easily through even code-locked hatchways, or those whose machine spirits are corrupted or heretical. Dataspikes loaded with potent codes to appease or banish such troublesome gatekeepers allow them the swift progress they need.

In your Movement phase, each time a VOIDFARERS unit from your army makes a **Normal move**, while that unit is moving it can attempt to operate a closed Hatchway that it is within 1" of at any point during the move. It cannot do this, however, if there are one or more enemy units also within 1" of that Hatchway. If that VOIDFARERS unit does attempt to operate that Hatchway, it cannot operate a Hatchway again this turn.

1 CP Battle Tactic Your turn

### BREACH AND CLEAR

Movement

Naval armsmen of every stripe train extensively in the tactics of chamber-by-chamber combat, clearing one space of foes before pressing on to the next.

When

Your Movement phase, just after an IMPERIAL NAVY BREACHERS unit from yourarmy opens a Hatchway.

Target

That IMPERIAL NAVY BREACHERS unit.

Effect

Until the end of the turn, each time a model in your unit makes an attack, if that model is on the opposite side of the Hatchway from the side it started the turn on, add 1 to the Hit roll and add 1 to the Wound roll.

1 CP Battle Tactic Your turn

### AMMO RATIONS

Shooting

Many Navis officers carry limited quantities of specialist ammunition such as hellfire or manstopper rounds, to be issued to their squads in the face of especially formidable opposition.

When

Start of your Shooting phase.

Target

One or more VOIDFARERS units from your army.

Effect

Select one enemy unit. Until the end of the phase, each time a model in one of your units makes an attack that targets that enemy unit, improve the Armour Penetration characteristic of that attack by 1.

1 CP Strategic Ploy Your turn

### BOARDING DRILL

Shooting

Exhaustively trained in the strategy and tactics of shipboard warfare, these warriors never miss an opportunity to seize the advantage over their foes.

When

Start of your Shooting phase.

Target

One VOIDFARERS unit from your army.

Effect

Until the end of the phase, your unit is eligible to shoot or perform a Tactical Manoeuvre in a turn in which it Fell Back.

1 CP Strategic Ploy Opponent's turn

### SHIP’S WATCH

Movement · Charge

The Navis Imperialis prides itself on the ironclad discipline and keen watchfulness of its warriors.

When

Your opponent's Movement or Charge phase.

Target

Up to two VOIDSMEN-AT-ARMS units from your army that have not fired Overwatch this phase.

Effect

Until the end of the phase, each time a model in one of your units makes an attack while firing Overwatch, an unmodified Hit roll of 5+ is required to score a hit, instead of an unmodified 6. When doing so, models in your units can ignore other models in their unit for the purposes of visibility, and each time a model in one of your units makes an attack, if that unit contains a Canid model, a successful unmodified Hit roll of 5+ scores a Critical Hit.

The ten core stratagems every army shares print with any faction on the [card printer](/print/stratagems).
