Warhammer 40k - Unit Review Library 26 - Imperial Agents, Vigilant Squad


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Hello everyone! Zak Ludick here from Cape Town, South Africa and this is a Warhammer 40k - The Great Unit Review Wheel! post!

However, on this, the 26th one, I have decided that it is big enough to call it a Library! 25 other posts have been reviewed and can be referenced.

What is it all about? It is not there to just give a stat. It is there to give MY review of the unit!

In this series, I will review one unit at a time, picking them randomly.

So let me spin the wheel again and see what I get:

Imperial Agents - Vigilant Squad

10th Edition Index Cards

I drew the Vigilant Squad of the Adeptus Arbites!

The Arbites are like the police force of the Imperium, but with an Imperial Mandate and connections to both the planetary governor, thus the Adeptus Administratum as well as the Inquisition.

Because this army is not exactly representative of an army, it IS however possible to find them on a battlefield, since there is always war and they can be found fighting alongside any Imperium forces as Imperial Agents.

You may have a number of Imperial Agents in you army depending on the points limit that you are playing.

For 105pts you get yourself a Proctor-Vigilant, 9 Vigilants and a Cyber-Mastif. Yes, you get a doggy with a mechanical bite. I would buy these models just because they look awesome... also, you can play Killteam with them!

Statline

These guys are like well armored Guard. The typical Human Toughness of 3, a 4+ Save and 1 Wound. A 7+ Leadership and the all important 2 OC each. This means that this unit at full strength has 22 OC!

This is especially good for armies that do not have lots of cheap scoring units. Thus, great as an ad-on unit for the Imperial Knights and maybe the Adeptus Custodes and Grey Knights as well.

Weapons

The Proctor can get a nuncio aquila which gives a -1 to Leadership when enemies are within 3" of this model.

The whole unit, except the dog have Arbites Combat Shotguns. They can run and shoot these as they have the Assault profile. More importantly, certain actions require a unit to "eligible to shoot" so you can Advance move + do that action.

Arbites Shotgun: 18", 2 Shots S4, AP0, 1 Damage each. Basically a Boltgun.

They can have up to 2 special weapons with no dublicates.

  • Executioner shotgun
    A single shot S5 Shotgun with AP-1 and 1 Damage but with Precision.

  • Arbites grenade launcher
    A D3 Blast 4 gun of single shot S9 gun. Basically, anti-light infantry or anti-light tank.

  • Heavy stubber
    Long Range lots of shots. 3 Shots at 36" and 6 shots at 18". S4, Ap0 and 1 damage.

  • Webber
    This to me is the most interesting option!

This is basically a Torrent Weapon, like a Flamer. D6 Shots that hit automatically. S2 only, then you roll to wound. On humans, it would Wound on a 5 or 6 only. On a Space Marine or bigger, it needs a 6.

However, it has Devastating Wounds which means a 6 to Wound causes Mortal Wounds and you cannot save against it! This means this thing can hurt anything from a Space Marine to a Titan with the same effort!

Abilities

Finally their ability...

  • Merciless Judgement
    When the targeted enemy unit is Below Half strength then add 1 to the Wound roll.... This means that Webber will cause the Devastating Wounds on a 5+

In this case it is clear that the Webber is my favourite. I would likely use the Webber plus Heavy Stubber or the Heavy Stubber and Executioner Shotgun if they are going to sit on an objective and camp.

All in all.. great unit and I want at least one squad one day!

Thank you for reading!

Warhammer Review Library

Adeptus Custodes

Adeptus Mechanicus

Blood Angels

Dark Angels

Death Guard

Drukhari

Grey Knights

Imperial Agents

Imperial Knights

Leages of Votann

Necrons

Space Marines

T'au Empire

Tyranids

World Eaters

Thank you for reading!

** Images in this post are from the Warhammer app.

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Cheers!
@zakludick

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