Exaction Squad

SecuritySeek & Destroy
KILL GRADE [11-13]
Ops12345
11247911
122571012
133581113

What to Know

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

Unusual Shooting
Revelatum: Spot: grants Seek Light and ignores obscuring.Marksman: Optics: ignores obscuring when shooting.Vigilant: Close Quarters Vigilance: allows shooting into combat.Ruthless Efficiency: overrides friendly fire restrictions.Strategic Ploy: Guilt Reveals Itself: ignores cover for targeting.
Unusual Melee
Faction Rule: Repress: strikes first when retaliating.
Super Conceal
Out of Order Movement
Firefight Ploy: Execution Order: interrupt enemy activation for free activationOperative: Medic!: free Dash after saving operative from incapacitationOperative: First In The Field: free Reposition in first turning point
Activation Manipulation
Operative: Handler: activate Cyber-Mastiff operative simultaneously, actions in any order.Firefight Ploy: Execution Order: interrupt enemy activation to activate friendly operative after mission action.
APL Modifiers
Gunner: Webber [Stun]Vox-Signifier: +1 APL to friendly operativeChirurgant: -1 APL to this and saved operativeProctor-Exactant: Nuncio-Aquila reduces enemy APL for control
Bitter Demise
Chirurgant: Medic!: Prevents incapacitation, leaves 1 wound.
Block Rerolls
Faction Equipment: Strobing Phosphor-Lumen: cannot reroll attack dice results of 1
Damage Reduction
Operative: Zealous Dedication: subtract 1 damage on 5+ when damage is 3 or more

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

Rules Commentary

Q:
If a friendly operative attempts to shoot or fight against the specified enemy operative in the Execution Order firefight ploy, but is prevented from doing so by an opponent's rule (e.g. SANCTIFIER CONFESSOR Commanding Declamation, NOVITIATE Blinding Aura), is that friendly operative's activation still cancelled?
A:
No. Continue its activation as though the requirements of the Execution Order firefight ploy have been fulfilled.
Q:
When using the Guilt Reveals Itself strategy ploy, if my opponent has a rule that says it cannot be selected as a valid target, taking precedence over all other rules except being within 2" (e.g. HERNKYN YAEGIR In Position), does this increase the 2" distance exception to 4"?
A:
Yes.
Q:
My LEASHMASTER and R-VR CYBER-MASTIFF operatives are activating simultaneously as a result of the Handler rule. Can I use the Brutal Backup firefight ploy to select one of those operatives that has already performed a Fight action during that activation to fight again?
A:
No.

Operative Selection

OPERATIVES

  • ↘ 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:

    Operative
    CASTIGATOR
    MARKSMAN
    CHIRURGANT
    REVELATUM
    LEASHMASTER
    SUBDUCTOR
    R-VR
    VIGILANT
    CYBER-MASTIFF
    VOX-SIGNIFIER
    MALOCATOR
  • GUNNER with one of the following options:

    • Grenade launcher; repression baton
    • Heavy stubber; repression baton
    • Webber; repression baton

Operative Limits:

  • 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.

Operative Datacards

Faction Rules

Strategy Ploys

Firefight Ploys

Faction Equipment

Universal Equipment