Warhammer 40K: 10th Ed Imperial Agents Rules Previews – Hands of the Emperor
The Imperial Agents are getting the spotlight with another Faction Focus from Games Workshop. Send in the Assassins!
Not all of the followers of the Imperium wear power armor or flak armor. In fact, not all of them are organized into massive armies or have space fleets at their disposal. Sometimes the situation calls for a scalpel instead of a hammer. That’s when the Agents of the Imperium come to play. What will this unique mix of units do on the tabletop in 10th Edition? Let’s find out!
Today’s Faction Focus will be a little different, as Imperial Agents aren’t designed to operate as a faction in their own right – you’ll find no Detachment rules, Stratagems, or Enhancements in this Index. Instead, their units get to hang out with other Imperial armies, where their diverse skills can help mitigate a force’s potential weaknesses.
If you need a squad of Arbites infantry scuttling between the feet of your Imperial Knights, or deadly Assassins removing high-value targets ahead of your Cadian gunline, the Imperial Agents have you covered.
Imperial Agents Rules
Right off the bat we see that the Imperial Agents aren’t going to behave like other factions. They are going to be options that you can attach to other Imperial Forces. That said, they do have some rules of their own…
Faction Rule – Assigned Agents
The main thing here is that Imperial Agents won’t get the benefit of the parent army’s faction rules. But bringing in these specialists might just be worth the trade-off.
Unit Rules
Vindicare Assassin
The Vindicare Assassin is back and just as deadly as ever! The Exitus Rifle will make quick work of most support characters and with all those keywords there won’t be any way to hide from his line of sight. He can blast through Invulnerable saves with the Shieldbreaker rounds. If the Vindicare Assassin gets called in to take the shot someone is taking a dirt nap.
Inquisitor
Speaking of support heroes Inquisitors make a good addition to most Imperial forces. The big benefit here is the fact that they can join Imperium Battleline Infantry units and offer them both a Feel No Pain of 5+ and also a chance to refund 1 CP every time a stratagem is spent on the target unit. That might not seem like a ton but make no mistake that it will add up!
Imperial Navy Breachers
Imperial Navy Breachers are a good option if you’re looking to get up close and personal. They have a wide array of closer-combat weapons and can even surprise folks in melee, too. Also Breaching Team gives them an innate re-roll for their to-wound rolls which gets better if they are going for an objective.
Inquisitor Greyfax
The Imperial Agents have a wide cast of unique characters like Inquisitor Greyfax to call in. Greyfax comes with some peculiar abilities like the Psyoculum which makes the unit she leads deadly anti-psykers.
Again, I think it’s important to reiterate this point from the studio:
“While you could field an entire army of these eclectic warriors, they have been designed first and foremost as allies for an IMPERIUM army, and the rules presented here cover how to incorporate them into such armies. From Space Marines to Astra Militarum, you’ll find the abilities and skills offered by the Agents of the Imperium datasheets add new utilities and tricks to your force.”
The Inquisition proves that just because you can do something doesn’t mean you should do it. That way lies heresy. Or something…
Will you be adding the Agents of the Imperium into your Imperial armies?