Meet the Exaction Squad: a 12-strong Kill Team of Adeptus Arbites enforcers! They're a versatile, mid-range shooting force with tough 4+ saves and 8-9 wounds. Unique rules like 'Ruthless Efficiency' let them ignore engagement to shoot, while 'Marked For Justice' gives Punishing weapons against targets. Ploys like 'Guilt Reveals Itself' deny cover, and 'Exact Punishment' grants free attacks. Operatives like the Marksman sniper, Subductor shield-bearers (up to 4), and Gunner specialists (up to 2) offer flexibility. They excel at board control, punishing enemies who dare act, and delivering brutal close-range justice. Get ready to enforce the Emperor's law!
Core Abilities
Faction Rules
- Ruthless Efficiency: Ignore control range for shooting targets, with limited operative duplicates.
- Marked For Justice: Strategic gambit: Mark enemy for Punishing weapons, can re-mark if incapacitated.
- Repress: Weapon rule: Blocks block two successes, defender resolves first in retaliation.
Strategic Ploys
- Guilt Reveals Itself: Extends cover denial range to 4" for Exaction Squad targeting
- Inviolate Jurisdiction: Reroll one defence dice when Exaction Squad near objective or enemy
- Dispense Justice: Grants Ceaseless to melee weapons if Exaction Squad moved little
- Terminal Decree: Grants Balanced to ranged weapons for Exaction Squad in close range
Firefight Ploys
- Long Arm of the Emperor's Law: add 3" to Range _x_ for a shoot action
- Exact Punishment: free shoot or fight after being attacked
- Brutal Backup: another operative performs free fight action
- Execution Order: interrupt enemy activation with your operative
Equipment
- Reinforced Mirror-Visor: Ignore APL changes and Shock weapon effects on friendly operatives
- Manacles: Chance to prevent enemy Fall Back action within control range
- Strobing Phosphor-Lumen: Enemy cannot reroll attack dice results of 1 within 2"
- Special Issue Shells: Twice per turning point, grant shotgun weapons special rules