Cataclysm in the Abyss

Imperial Agents

Faction detachments for Boarding Actions

Contents

Voidship’s Company

Mustering a Boarding Patrol

You can include up to two of the following unit:
You can include up to three of the following unit:
You can include up to six of the following unit:
You can include up to one of the following unit:
If you include an INQUISITOR model, you can include one of the following unit:

Forming Boarding Squads

In the Form Boarding Squads step, split INQUISITORIAL AGENTS units containing 12 models into two units, each containing 6 models.

Rules Adaptations


Army Rule

Imperial Insights

The militarised agents of the Imperium may be disparate but they share one thing in common: the valuable insights and specialist skills to be uniquely useful and efficient in service to the God-Emperor. This is as true amidst shipboard warfare as anywhere else.

Units from your army with the Assigned Agents ability replace that ability with this one.

Each time this unit performs the Secure Site Tactical Manoeuvre, the objective marker you select for that Tactical Manoeuvre is immediately Secured by your army, instead of at the start of your next Command phase. This unit can then make a Normal move of up to D6" (but is still not eligible to shoot or declare a charge this turn).

Detachment Rule

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.

Stratagems

BREACH AND CLEAR
1CP
Voidship’s Company – Battle Tactic Stratagem
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.
AMMO RATIONS
1CP
Voidship’s Company – Battle Tactic Stratagem
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.
BOARDING DRILL
1CP
Voidship’s Company – Strategic Ploy Stratagem
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.
SHIP’S WATCH
1CP
Voidship’s Company – Strategic Ploy Stratagem
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.

Enhancements

We are not using enhancements from Boarding Actions in the crusade. These are here for reference only!

Click to view
Lathimon’s Flock

This unique flock of artificer servo-skulls can rapidly map every twist and turn of even the largest voidships, before providing their master with comprehensive data on enemy strengths and movements.

VOIDFARERS model only. In the Deploy Armies step, your opponent must deploy their entire army before you deploy yours. If both players have this rule, they must roll off and deploy their armies normally. In addition, IMPERIAL NAVY BREACHERS units from your army gain the Infiltrators ability.

Heirloom Blade

Passed through generations of Rogue Traders, this archeotech weapon can sustain short but tremendously potent bursts of disruptor-field overcharge.

VOIDFARERS model only. Once per battle, when the bearer’s unit is selected to light, it can use this Enhancement. If it does, until the end of the phase, improve every characteristic of the bearer’s monomolecular cane-rapier by 1.

Interdiction Team

Mustering a Boarding Patrol

You can include up to two of the following unit:
You can include up to three of each of the following units:
You can include up to one of the following unit:
If you include an INQUISITOR model, you can include one of the following unit:

Forming Boarding Squads


Rules Adaptations


Army Rule

Imperial Insights

The militarised agents of the Imperium may be disparate but they share one thing in common: the valuable insights and specialist skills to be uniquely useful and efficient in service to the God-Emperor. This is as true amidst shipboard warfare as anywhere else.

Units from your army with the Assigned Agents ability replace that ability with this one.

Each time this unit performs the Secure Site Tactical Manoeuvre, the objective marker you select for that Tactical Manoeuvre is immediately Secured by your army, instead of at the start of your next Command phase. This unit can then make a Normal move of up to D6" (but is still not eligible to shoot or declare a charge this turn).

Detachment Rule

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.

Stratagems

CRACKDOWN
1CP
Interdiction Team – Battle Tactic Stratagem
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.
DUTY AND DEATH
1CP
Interdiction Team – Battle Tactic Stratagem
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.
ARBITRARY EXECUTION
1CP
Interdiction Team – Strategic Ploy Stratagem
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).
INESCAPABLE JUDGEMENT
1CP
Interdiction Team – Strategic Ploy Stratagem
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.

Enhancements

We are not using enhancements from Boarding Actions in the crusade. These are here for reference only!

Click to view
Manhunter’s Helm

This unique flock of artificer servo-skulls can rapidly map every twist and turn of even the largest voidships, before providing their master with comprehensive data on enemy strengths and movements.

PROCTOR-EXACTANT model only. At the start of the first battle round, select one enemy unit to be your Priority Target. Each time an ADEPTUS ARBITES model from your army makes an attack that targets your Priority Target, if the bearer is on the battlefield, add 1 to the Wound roll. Each time your Priority Target is destroyed, if the bearer is on the battlefield, you can select a new enemy unit to be your Priority Target.

Vasov’s Auto-Oppressor

This ancient device emits focused grav-pulses that forces its targets to their knees in obeisance.

PROCTOR-EXACTANT model only. At the end of your Movement phase, you can select one enemy unit visible to the bearer. Until the start of your next Movement phase, halve the Move characteristic of models in that unit and halve Advance and Charge rolls made for it.