Wahapedia8 site header

A highly secretive organisation, the Inquisition is bound by no authority save its own. They are empowered to investigate any potential threat to the Imperium and to take whatever measures they consider appropriate to neutralize the danger. Its agents, the Inquisitors, are the ever-vigilant protectors of the Emperor and, perhaps, Mankind itself.

This section contains all of the datasheets that you will need in order to fight battles with your Inquisition miniatures. Each datasheet includes the characteristics profiles of the unit it describes, as well as any wargear and abilities it may have. Some rules are common to several Inquisition units – these are described below and referenced on the datasheets.

Books

BookKindEditionVersionLast update
  Imperium 2Index81.3April 2018
  Games Workshop: Inquisitor EisenhornDataslate8February 2018
  Index Imperialis: InquisitionWhite Dwarf81.0November 2019
  Chapter Approved ’2019Expansion8February 2020
  Warhammer Legends: DeathwatchDataslate8December 2019

FAQ

Index: Imperium 2

 Q: Can I use the Dominate psychic power to fire a model’s plasma weapon on its supercharged profile in the hope of killing or injuring it?
 A
Yes.
 Q: Can a model with the Authority of the Inquisition ability embark onto transports like Land Speeder Storms or Repulsors?
 A
No, because they do not have the correct keywords (SCOUT or PRIMARIS respectively, in the examples given).

Keywords

Throughout this section you will come across a keyword that is within angular brackets, specifically <ORDO>. This is shorthand for a keyword of your own choosing, as described below.

<ORDO>

Throughout this section you will come across the <ORDO> keyword. When you include such a unit in your army, you must nominate which Ordo it is from and then replace the <ORDO> keyword in every instance on its datasheet with the name of your chosen Ordo. The Ordos available are ORDO HERETICUS, ORDO MALLEUS, ORDO XENOS and ORDO MINORIS.

For example, if you include an Acolytes unit in your army and decide they are from the ORDO HERETICUS, their <ORDO> keyword becomes ORDO HERETICUS and the first sentence of their Loyal Servant ability reads ‘When a friendly ORDO HERETICUS INQUISITOR model within 3" of this unit would lose any wounds as a result of an attack made against that model, this unit can attempt to intercept that attack.’

Abilities

The following abilities are common to many Inquisition units:

Authority of the Inquisition

INFANTRY units with this ability can embark aboard any IMPERIUM TRANSPORT model, even if that model normally only permits models with other Faction keywords to do so. All other restrictions apply normally, and INQUISITOR TERMINATOR models can only embark aboard TRANSPORT models that specifically allow TERMINATOR models to do so.

If your army is Battle-forged, the following rules apply:
  • No more than one INQUISITOR unit can be included in any INQUISITION Detachment (that is, a Detachment that includes only INQUISITION units).
  • If your army does not include any INQUISITION Detachments, one INQUISITOR unit can be included in any other Detachment without taking up a slot so long as every unit in your army (with the exception of those that are UNALIGNED) has the IMPERIUM keyword (and does not have the FALLEN keyword). That INQUISITOR unit does not prevent other units in your army benefiting from Detachment abilities (e.g. Chapter Tactics), and does not prevent abilities that require every model in your army to have that ability (e.g. Combat Doctrines, Canticles of the Omnissiah). In a matched play game, that INQUISITOR unit is ignored for the purposes of the Battle Brothers rule (although all units in your army must still have the IMPERIUM faction keyword).

Quarry

Units with the ORDO MALLEUS, ORDO HERETICUS, ORDO XENOS or ORDO MINORIS keyword gain the respective ability below:

Ordo Malleus: When resolving an attack made by a model in this unit against a CHAOS or DAEMON unit, you can reroll the hit roll and you can re-roll the wound roll.

Ordo Hereticus: When resolving an attack made by a model in this unit against a CHAOS or PSYKER unit, you can re-roll the hit roll and you can re-roll the wound roll.

Ordo Xenos: When resolving an attack made by a model in this unit against a unit that is not CHAOS, IMPERIUM or UNALIGNED, you can re-roll the hit roll and you can re-roll the wound roll.

Ordo Minoris: When resolving an attack made by a model in this unit against a CHARACTER unit, you can re-roll the hit roll and you can re-roll the wound roll.

Stratagems

If your army is Battle-forged and includes any INQUISITOR units, you have access to the Stratagems shown here, and can spend Command Points to activate them. These reflect the unique strategies used by the Inquisition. If a Stratagem is used before the battle to upgrade a unit (i.e. Inquisitorial Mandate) and you have an army roster, you must note on it which Stratagems are used to upgrade which units.
4CP

CYCLONIC TORPEDO

Inquisition Stratagem

Few have the authority to condemn an entire world to the fires of Exterminatus. An Inquisitor has such power, and the arsenal to deliver it.

Use this Stratagem in your Shooting phase, if an INQUISITOR model from your army is on the battlefield. Select one point on the battlefield and roll one D6 for each unit within 2D6" of that point, subtracting 1 from the result if the unit being rolled for is a CHARACTER. On a 4+ the unit being rolled for suffers D3 mortal wounds. You can only use this Stratagem once per battle.
1CP

SEIZE FOR INTERROGATION

Inquisition Stratagem

Nine stages of interrogation await those captured by the Inquisition, each more terrifying than the last. Even in the field, excrutiators will pry secrets from the minds of those captured.

Use this Stratagem in any phase, after an enemy CHARACTER unit is destroyed within 3" of any INQUISITION units from your army. Gain D3 Command Points and subtract 1 from the Leadership characteristic of enemy units until the end of the battle. You can only use this Stratagem once per battle.
1CP

INQUISITORIAL MANDATE

Inquisition Stratagem

With complete authority to pursue threats, Inquisitors are a potent presence in any of Humanity’s armies.

Use this Stratagem before the battle. Select one INQUISITOR model from your army that is not your Warlord and determine one Warlord Trait for it; it is regarded as your Warlord for the purposes of that Warlord Trait. If that model is not a named character or VEHICLE, you can then give one Relic of the Inquisition to that model. All of the Relics your army includes must be different and be given to different models. You can only use this Stratagem once per battle.
1CP

REQUISITION

Inquisition Stratagem

The remit of the Inquisition is such that all of the Imperium’s men and women must abide by its agents’ demands.

Use this Stratagem in your Shooting phase, the Fight phase or your opponent’s Charge phase, when an IMPERIUM INFANTRY or IMPERIUM BIKER unit from your army that is within 6" of a friendly INQUISITOR unit fires Overwatch or is chosen to shoot or fight with. Until the end of that phase, when resolving an attack made by a model in that unit against an enemy unit specified in that INQUISITOR unit’s Quarry ability, re-roll a hit roll of 1.

Telethesia Discipline

Before the battle, generate the psychic powers for PSYKER models that know powers from the Telethesia discipline using the powers presented here. You can either roll one D6 on the table below to generate each power randomly (re-rolling duplicate results), or you can select which powers the psyker knows. If you are selecting powers, you can select from the Ordo-specific powers opposite, but only if the PSYKER belongs to that Ordo.
D6PSYCHIC POWER
1

TERRIFY


Terrify has a warp charge value of 6. If manifested, select one enemy unit within 18" of and visible to this psyker. Until the start of your next Psychic phase, subtract 1 from the Leadership characteristic of models in that unit, and that unit cannot fire Overwatch.

2

PSYCHIC FORTITUDE


Psychic Fortitude has a warp charge value of 4. If manifested, select one friendly IMPERIUM unit within 12" of this psyker. Until the start of your next Psychic phase, when a Morale test is taken for that unit, do not roll the dice; it is automatically passed.

3

DOMINATE


Dominate has a warp charge value of 6. If manifested, select one enemy model within 12" of this psyker that is not a VEHICLE and roll 3D6. If the total is equal to or greater than that model’s Leadership characteristic, that model can immediately shoot with one weapon as if it were your Shooting phase, or make one attack as if it were the Fight phase. In either case, treat that model as if it were a separate unit that is part of your army whilst shooting or making that close combat attack.

4

MENTAL INTERROGATION


Mental Interrogation has a warp charge value of 6. If manifested, select one enemy CHARACTER model within 12" of and visible to this psyker. Until the start of your next Psychic phase, when resolving an attack made by that model, subtract 1 from the hit roll. If your army is Battle-forged roll 3D6; if the result is equal to or greater than that model’s Leadership characteristic, you gain 1 Command Point.

5

PSYCHIC PURSUIT


Psychic Pursuit has a warp charge value of 7. If manifested, select one enemy CHARACTER unit that only contains models with a Wounds characteristic of less than 10 and is within 18" of and visible to this psyker. Then, select one friendly <ORDO> unit within 6" of this psyker. Until the end of your next Shooting phase, that <ORDO> unit can target that CHARACTER, even if it is not the closest enemy unit.

6

CASTIGATION

The psyker unleashes the full might of his mind to cast down his opponent’s defences, both technological and mystical, rendering them vulnerable to the retribution of the Adeptus Astartes.

Castigation has a warp charge value of 6. If manifested, select one enemy unit within 18" of and visible to this psyker and roll 3D6; if the total exceedsthe lowest Leadership characteristic in that unit, that unit suffers D3 mortal wounds.


Ordo Hereticus: Ascertainment

The psyker ravages the minds of the foe in their search for truth.

Ascertainment has a warp charge value of 6. If manifested, select one enemy unit within 12" of this psyker. Until the start of your next Psychic phase, subtract 1 from the Attacks characteristic of models in that unit (to a minimum of 1). Roll 2D6; if the total is equal to or greater than the highest Leadership characteristic in that unit, then until the start of your next Psychic phase, when resolving an attack made by a model in that unit, subtract 1 from the hit roll.

Ordo Xenos: Psychic Veil

The psyker veils their allies from the eyes of the enemy.

Psychic Veil has a warp charge value of 5. If manifested, until the start of your next Psychic phase friendly ORDO XENOS units within 6" of this psyker can only be selected as the target of attacks if they are the closest visible enemy unit, and can only be selected as the target of charges if they are within 6" of the charging unit.

Ordo Malleus: Power Through Knowledge

The psyker instills learned truths into the minds of their allies to better fight the servants of Chaos.

Power Through Knowledge has a warp charge value of 6. If manifested, select one friendly IMPERIUM INFANTRY or IMPERIUM BIKER unit within 12" of this psyker. Until the start of your next Psychic phase, models in that unit have a 5+ invulnerable save.

Warlord Traits

If an INQUISITION CHARACTER model is your Warlord, you can use the Inquisition Warlord Traits table to determine what Warlord Trait they have. You can either roll one D3 to randomly generate one, or you can select one. Alternatively, you can select one of the Ordo-specific Warlord Traits below, but only if your Warlord is from the relevant Ordo.

D6WARLORD TRAIT
1

RADICAL

This warlord has no qualms about using heretical material if it serves Humanity’s interests.

Once per battle round, you can re-roll one hit roll, wound roll, damage roll, saving throw, Psychic test or Deny the Witch test made for this Warlord.

2

PURITAN

Faith and purity of purpose shields this warlord from the horrors of the galaxy.

Improve this Warlord’s invulnerable save by 1 (to a maximum of 3+).

3

FORMIDABLE RESOLVE

The unshakeable will of this warlord is enough to steel the hearts of Humanity’s warriors.

Add 1 to this Warlord’s Leadership characteristic and increase the range of this Warlord’s Unquestionable Wisdom ability by 6".

4

ORDO HERETICUS: NO ESCAPE

This warlord is relentless in the hunt for their quarry.

This Warlord can perform a Heroic Intervention if there are any enemy units within 6" of them instead of 3", and when doing so can move up to 6" instead of 3". When an enemy unit within 1" of this Warlord is chosen to Fall Back, you can roll one D6; unless any models in that unit have a minimum move characteristic, on a 4+ that unit cannot Fall Back this turn.

5

ORDO XENOS: ESOTERIC LORE

This warlord israrely outwitted.

Whilst this Warlord is on the battlefield, roll one D6 each time your opponent uses a Stratagem; on a 5+ you gain 1 Command Point.

6

ORDO MALLEUS: PSYCHIC MASTERY

This warlord has long mastered the immaterium’s energies.

This Warlord knows one additional psychic power from the Telethesia discipline, and can attempt to manifest one additional psychic power in your Psychic phase and attempt to deny one additional psychic power in your opponent’s Psychic phase.


Relics of the Inquisition

The armouries of the Inquisition are filled with myriad artefacts. Some are rare technology whilst others are difficulty sourced relics that bear a weighty history – for good or ill.

If your army is led by an INQUISITION Warlord, you can give one of the following Relics of the Inquisition to an INQUISITION CHARACTER model from your army. Named characters and VEHICLE models cannot be given any of the following Relics.

Note that some Relics are weapons that replace one of the model’s existing weapons. Where this is the case, you must, if you are using points values, still pay the cost of the weapon that is being replaced. Write down any Relics of the Inquisition your models have on your army roster.

BIO-CORROSIVE POISONS

With their melee weapons coated in hyper-aggressive strains of poison, the bearer can lay low the mightiest beast, no matter its genetic heritage.

ORDO XENOS INQUISITOR model only. When resolving an attack made with a melee weapon by a model with this Relic against a unit that is not a VEHICLE or TITANIC, a wound roll of 2+ is always successful.

BLACKSHROUD

Whether by way of advanced technology or a stranger, more esoteric power, this mysterious black cloak of unknown provenance shields the wearer from harm.

INQUISITOR model only. When resolving an attack made against a model with this Relic, subtract 1 from the wound roll.

BLADE OF THE ORDO

These exquisite powered blades have been in service to the Ordo for thousands of years, each one passed on when an Inquisitor’s tenure comes to an end.

INQUISITOR model equipped with power sword only. This Relic replaces a power sword and has the following profile:
WEAPON
RANGE
TYPE
S
AP
D
Blade of the Ordo
Melee
Melee
+1
-3
D3
Abilities: When resolving an attack made with this weapon against a unit that is specified by the bearer’s Quarry ability, this weapon has a Damage characteristic of 3 for that attack.

DIGITAL WEAPONS

Digital weapons are concealed lasers fitted into finger rings, bionic implants or the knuckles of a power- armoured gauntlet.

INQUISITOR model only. When a model with this Relic fights, it can make 1 additional attack using the close combat weapon profile. When resolving that attack, if a hit is scored the target suffers 1 mortal wound and the attack sequence ends.

IGNIS JUDICIUM

The flames of this ancient inferno pistol burn hottest when dancing upon the heretic and the witch, a conflagration that only absolution will extinguish.

ORDO HERETICUS INQUISITOR model equipped with inferno pistol only. This Relic replaces an inferno pistol and has the following profile:
WEAPON
RANGE
TYPE
S
AP
D
Ignis Judicium
12"
Pistol 1
8
-4
D6
Abilities: When resolving an attack made with this weapon against a unit that is within half range or that has the CHAOS or PSYKER keyword, roll two D6 when inflicting damage with it and discard one of the results.

TAINTED BLADE

Only the most radical Inquisitor would bear such a controversial weapon, for with it they can wield the essence of the enemy against them.

ORDO MALLEUS INQUISITOR model equipped with a power sword only. This Relic replaces a power sword and has the following profile:
WEAPON
RANGE
TYPE
S
AP
D
Tainted Blade
Melee
Melee
+3
-3
1
Abilities: In the Fight phase, when the bearer is chosen to fight with for the first time that phase, roll one D6; on a 1 the bearer suffers 1 mortal wound and this weapon cannot be used that phase. When resolving an attack made with this weapon, if the saving throw is failed you can make one additional attack against the same unit using this weapon. This additional attack cannot generate another attack.

Wargear

Many of the units you will find on this page reference one or more of the following wargear lists (e.g. Melee Weapons). When this is the case, the unit may take any item from the appropriate list below.

MELEE WEAPONS

 • Power fist

 • Power maul

 • Power sword

 • Thunder hammer

FORCE WEAPONS

 • Force axe

 • Force stave

 • Force sword

 • Nemesis Daemon hammer

PISTOL WEAPONS

 • Bolt pistol

 • Inferno pistol1

 • Needle pistol

 • Plasma pistol

1 INQUISITOR only.

RANGED WEAPONS

 • Boltgun

 • Combi-flamer

 • Combi-melta

 • Combi-plasma

 • Condemnor boltgun1

 • Flamer

 • Hot-shot lasgun

 • Incinerator1

 • Meltagun

 • Plasma gun

 • Storm bolter

1 INQUISITOR only.


Reference


Wargear


Ranged Weapons

WEAPON
RANGE
TYPE
S
AP
D
ABILITIES
Artificer bolt pistol
12"
Pistol 1
4
-1
2
-
0
Bolt pistol
12"
Pistol 1
4
0
1
-
0
Boltgun
24"
Rapid Fire 1
4
0
1
-
8
Combi-flamer
When you choose this weapon to shoot with, select one or both of the profiles below. If you select both, subtract 1 from hit rolls for attacks made with this weapon.
 - Boltgun
24"
Rapid Fire 1
4
0
1
-
 - Flamer
8"
Assault D6
4
0
1
When resolving an attack made with this weapon, do not make a hit roll: it automatically scores a hit.
15
Combi-melta
When you choose this weapon to shoot with, select one or both of the profiles below. If you select both, subtract 1 from hit rolls for attacks made with this weapon.
 - Boltgun
24"
Rapid Fire 1
4
0
1
-
 - Meltagun
12"
Assault 1
8
-4
D6
When resolving an attack made with this weapon against a unit that is within half range, roll two D6 when inflicting damage with it and discard one of the results.
11
Combi-plasma
When you choose this weapon to shoot with, select one or two of the profiles below. If you select two, subtract 1 from hit rolls for attacks made this weapon. Only one plasma gun profile can be selected.
 - Boltgun
24"
Rapid Fire 1
4
0
1
-
 - Plasma gun (standard)
24"
Rapid Fire 1
7
-3
1
-
 - Plasma gun (supercharge)
24"
Rapid Fire 1
8
-3
2
If any hit rolls of 1 are made for attacks with this weapon, the bearer is destroyed after shooting with this weapon.
1
Condemnor boltgun
24"
Rapid Fire 1
4
0
1
If the target is a PSYKER, increase the Damage of an attack with a condemnor boltgun from 1 to D3.
Electrobane grenades
6"
Grenade 1
4
-1
1
When resolving an attack made with this weapon against a VEHICLE unit, an unmodified wound roll of 4-5 inflicts 1 mortal wound on the target in addition to any other damage and an unmodified wound roll of 6 inflicts D3 mortal wounds on the target in addition to any other damage.
6
Flamer
8"
Assault D6
4
0
1
This weapon automatically hits its target.
0
Frag grenade
6"
Grenade D6
3
0
1
-
4
Hot-shot lasgun
18"
Rapid Fire 1
3
-2
1
-
6
Hunter-killer missile
48"
Heavy 1
8
-2
D6
The bearer can only shoot with each hunter-killer missile it is equipped with once per battle.
20
Incinerator
8"
Assault D6
6
-1
1
This weapon automatically hits its target.
7
Inferno pistol
6"
Pistol 1
8
-4
D6
If the target is within half range of this weapon, roll two dice when inflicting damage with it and discard the lowest result.
4
Jokaero weapons
When you choose this weapon to shoot with, select one of the profiles below.
 - Focused strike
24"
Heavy 1
8
-3
3
-
 - Scatter shot
12"
Assault 6
4
-1
1
-
0
Krak grenade
6"
Grenade 1
6
-1
D3
-
0
Laspistol
12"
Pistol 1
3
0
1
-
0
Master-crafted condemnor boltgun
24"
Rapid Fire 1
4
-1
1
When resolving an attack made with this weapon against a PSYKER unit, this weapon has a Damage characteristic of 3 for that attack.
0
Master-crafted multi-melta
30"
Assault 1
8
-4
D6
When resolving an attack made with this weapon against a unit that is within half range, roll two D6 when inflicting damage with it and discard one of the results.
14
Meltagun
12"
Assault 1
8
-4
D6
If the target is within half range of this weapon, roll two dice when inflicting damage with it and discard the lowest result.
22
Multi-melta
24"
Heavy 1
8
-4
D6
When resolving an attack made with this weapon against a unit that is within half range, roll two D6 when inflicting damage with it and discard one of the results.
2
Needle pistol
12"
Pistol 1
1
0
1
A needle pistol always wounds on a 2+ unless the target model is a VEHICLE.
11
Plasma gun
When attacking with this weapon, choose one of the profiles below.
 - Standard
24"
Rapid Fire 1
7
-3
1
-
 - Supercharge
24"
Rapid Fire 1
8
-3
2
On a hit roll of 1, the bearer is slain after all of this weapon’s shots have been resolved.
5
Plasma pistol
When attacking with this weapon, choose one of the profiles below.
 - Standard
12"
Pistol 1
7
-3
1
-
 - Supercharge
12"
Pistol 1
8
-3
2
On a hit roll of 1, the bearer is slain.
0
Psibolt pistol
12"
Pistol 1
5
0
2
-
0
Psyber-eagle
24"
Assault D6
4
0
1
-
7
Psycannon
24"
Heavy 4
7
-1
1
-
0
Psyk-out grenades
6"
Grenade D3
2
0
1
When resolving an attack made with this weapon against a PSYKER or DAEMON unit, on a hit roll of 6+ the target suffers 1 mortal wound and the attack sequence ends.
36
Quad heavy bolter
36"
Heavy 12
5
-1
1
-
2
Storm bolter
24"
Rapid Fire 2
4
0
1
-
0
Unholy gaze
12"
Assault 1
8
-1
1
When resolving an attack made with this weapon, on a wound roll of 6+ this weapon has a Damage characteristic of 3 for that attack.

Melee Weapons

WEAPON
RANGE
TYPE
S
AP
D
ABILITIES
0
Arias
Melee
Melee
User
-3
D3
If the target of this weapon is a DAEMON, it inflicts a single mortal wound on each successful hit in addition to its normal damage.
Barbarisater
Melee
Melee
User
-3
D3
When resolving an attack made with this weapon, add 1 to the hit roll.
0
Blade of Surety
Melee
Melee
User
-3
2
-
0
Chainsword
Melee
Melee
User
0
1
When the bearer fights, it makes 1 additional attack with this weapon.
10
Force axe
Melee
Melee
+1
-2
D3
-
8
Force stave
Melee
Melee
+2
-1
D3
-
8
Force sword
Melee
Melee
User
-3
D3
-
0
Master-crafted Nemesis Daemon hammer
Melee
Melee
x2
-3
3
-
0
Master-crafted power sword
Melee
Melee
User
-3
2
-
18
Nemesis Daemon hammer
Melee
Melee
x2
-3
3
When resolving an attack made with this weapon, subtract 1 from the hit roll.
4
Null rod
Melee
Melee
User
-2
1
When resolving an attack made with this weapon against a PSYKER unit, this weapon has a Damage characteristic of D3 for that attack.
9
Power fist
Melee
Melee
x2
-3
D3
When attacking with this weapon, you must subtract 1 from the hit roll.
4
Power maul
Melee
Melee
+2
-1
1
-
4
Power sword
Melee
Melee
User
-3
1
-
Runestaff
Melee
Melee
+3
-1
D3
-
0
Throne of Judgement’s stomping feet
Melee
Melee
User
-1
2
When the bearer fights, it makes 2D3 additional attacks with this weapon.
16
Thunder hammer
Melee
Melee
x2
-3
3
When attacking with this weapon, you must subtract 1 from the hit roll.
0
Warp grasp
Melee
Melee
User
-3
1
-

The INQUISITOR and TERMINATOR keywords are used in following Inquisition datasheets:

HQ

The FALLEN keyword is used in following Chaos Space Marines datasheets:

HQ
• Cypher
Elites
• Fallen
Authority of the Inquisition
INFANTRY units with this ability can embark aboard any IMPERIUM TRANSPORT model, even if that model normally only permits models with other Faction keywords to do so. All other restrictions apply normally, and INQUISITOR TERMINATOR models can only embark aboard TRANSPORT models that specifically allow TERMINATOR models to do so.

If your army is Battle-forged, the following rules apply:
  • No more than one INQUISITOR unit can be included in any INQUISITION Detachment (that is, a Detachment that includes only INQUISITION units).
  • If your army does not include any INQUISITION Detachments, one INQUISITOR unit can be included in any other Detachment without taking up a slot so long as every unit in your army (with the exception of those that are UNALIGNED) has the IMPERIUM keyword (and does not have the FALLEN keyword). That INQUISITOR unit does not prevent other units in your army benefiting from Detachment abilities (e.g. Chapter Tactics), and does not prevent abilities that require every model in your army to have that ability (e.g. Combat Doctrines, Canticles of the Omnissiah). In a matched play game, that INQUISITOR unit is ignored for the purposes of the Battle Brothers rule (although all units in your army must still have the IMPERIUM faction keyword).

The ORDO HERETICUS keyword is used in following Inquisition datasheets:

HQ
Elites
Heavy Support

The ORDO MALLEUS keyword is used in following Inquisition datasheets:

HQ
Elites
Heavy Support

The ORDO XENOS keyword is used in following Inquisition datasheets:

HQ
Elites
Heavy Support

The ORDO MINORIS keyword is used in following Inquisition datasheets:

HQ
Elites
Heavy Support

The ORDO HERETICUS and INQUISITOR keywords are used in following Inquisition datasheets:

HQ

The SERVITORS keyword is used in following Space Marines datasheets:

Elites
Combat Doctrines

When the Adeptus Astartes fight according to the tenets of the Codex Astartes they employ a strict set of combat doctrines to eliminate the enemy. After pounding the foe with heavy weapons, warriors advance to lay down a hail of bolter fire before charging forth with chainswords roaring to finish the foe.

Models in this unit gain a bonus depending on which combat doctrine is active for your army (see opposite). If you have a Battle-forged army, units only benefit from this bonus if every unit from your army has this ability (excluding SERVITOR and UNALIGNED units). Unless specified otherwise, this bonus is not cumulative with any other rules that improve the Armour Penetration characteristic of a weapon (e.g. the Storm of Fire Warlord Trait).

At the start of the battle, the Devastator Doctrine is active. A combat doctrine remains active for the duration of the battle, though you can change which combat doctrine is active once at the start of each battle round after the first, as follows:
  • If the Devastator Doctrine was active during the previous battle round, you can change it so that the Tactical Doctrine is now active.
  • If the Tactical Doctrine was active during the previous battle round, you can change it so that the Assault Doctrine is now active.

Devastator Doctrine
The Codex Astartes explains in detail the strategic value of overwhelming firepower applied to key targets at the optimal time in order to eliminate threats and create tactical openings.
The Armour Penetration characteristic of Heavy and Grenade weapons this model is equipped with is improved by 1 whilst this combat doctrine is active (e.g. AP 0 becomes AP -1).

Tactical Doctrine
As the warring armies close upon one another and vicious firefights erupt, the Codex lays out strategies for swiftly seizing the initiative and combining versatility with firepower to punish the foe.
The Armour Penetration characteristic of Rapid Fire and Assault weapons this model is equipped with is improved by 1 whilst this combat doctrine is active (e.g. AP 0 becomes AP -1).

Assault Doctrine
The Codex Astartes leaves no doubt that the killing blow in most engagements must be delivered with a decisive close-quarters strike. It presents plentiful tactical means to achieve this end.
The Armour Penetration characteristic of Pistol and melee weapons this model is equipped with is improved by 1 whilst this combat doctrine is active (e.g. AP 0 becomes AP -1).
Morale Test

Even the bravest heart may quail when the horrors of battle take their toll.

In the Morale phase, starting with the player whose turn it is, players must take Morale tests for units from their army that have had models slain during the turn.

To take a Morale test, roll a dice and add the number of models from the unit that have been slain this turn. If the result of the Morale test exceeds the highest Leadership characteristic in the unit, the test is failed. For each point that the test is failed by, one model in that unit must flee and is removed from play. You choose which models flee from the units you command.
Mortal Wounds
Some attacks inflict mortal wounds – these are so powerful that no armour or force field can withstand their fury. Each mortal wound inflicts one point of damage on the target unit. Do not make a wound roll or saving throw (including invulnerable saves) against a mortal wound – just allocate it as you would any other wound and inflict damage to a model in the target unit as described above. Unlike normal attacks, excess damage from attacks that inflict mortal wounds is not lost. Instead keep allocating damage to another model in the target unit until either all the damage has been allocated or the target unit is destroyed.
Hit Roll
Each time a model makes an attack, roll a dice. If the roll is equal to or greater than the attacking model’s Ballistic Skill characteristic, then it scores a hit with the weapon it is using. If not, the attack fails and the attack sequence ends. A roll of 1 always fails, irrespective of any modifiers that may apply.
Saving Throw
The player commanding the target unit then makes a saving throw by rolling a dice and modifying the roll by the Armour Penetration characteristic of the weapon that caused the damage. For example, if the weapon has an Armour Penetration of -1, then 1 is subtracted from the saving throw roll. If the result is equal to, or greater than, the Save characteristic of the model the wound was allocated to, then the damage is prevented and the attack sequence ends. If the result is less than the model’s Save characteristic, then the saving throw fails and the model suffers damage. A roll of 1 always fails, irrespective of any modifiers that may apply.
Terrain and Cover
The battlefields of the far future are littered with terrain features such as ruins, craters and twisted copses. Models can take shelter within such terrain features to gain protection against incoming weapons’ fire.

If a unit is entirely on or within any terrain feature, add 1 to its models’ saving throws against shooting attacks to represent the cover received from the terrain (invulnerable saves are unaffected). Units gain no benefit from cover in the Fight phase.
Canticles of the Omnissiah

The disciples of the Omnissiah incant complex war-blessings, as much optimisation subroutines as they are expressions of faith in the Machine God.

All units with this ability gain a bonus during the battle depending on the Canticle of the Omnissiah currently being canted.

At the start of each battle round, pick which Canticle of the Omnissiah from the table below is in effect for the duration of the battle round. The same Canticle may not be picked twice during the same battle.

Alternatively, you can randomly determine which Canticle of the Omnissiah is in effect by rolling a D6 and consulting the table below. Note that if you randomly determine a Canticle, it takes effect even if the same Canticle has been in effect earlier in the battle.

If you have a Battle-forged army, units only receive the bonus if every model in their Detachment has this ability.
D6CANTICLE
1

Incantation of the Iron Soul

Raising their voices in binharic praise, the Disciples of the Machine God bolster their spirits with the surety of iron.

You can re-roll failed Morale tests for affected units.

2

Litany of the Electromancer

Summoning the spark of the Machine God’s divinity that burns within them, the Omnissiah’s faithful manifest blazing auras of energy that lay low the unbeliever.

Roll a D6 for each enemy unit that is within 1" of any affected units; on a roll of 6, the unit being rolled for suffers D3 mortal wounds.

3

Chant of the Remorseless Fist

In spitting out a staccato chant to the Motive Force, the faithful warriors of the Cult Mechanicus are filled with merciless surety as well as intent.

You can re-roll any hit rolls of 1 for affected units in the Fight phase.

4

Shroudpsalm

Robot, servitor and priest shift their binharic emissions into visible spectra, the static pouring from their vox-grilles manifesting as an electromagnetic storm that hides them from the foe.

Affected units gain the bonus to their armour saving throws as if they were in cover. Units already in cover are unaffected.

5

Invocation of Machine Might

The Tech-Priests lead their flock in a hexadecimic prayer that sends miraculous strength surging through tendons, wires and pistons.

Affected units have +1 Strength.

6

Benediction of the Omnissiah

Those blessed enough to comprehend this blaring vox-prayer find their targeting reticules guided by the Omnissiah’s own vigilance.

You can re-roll failed hit rolls of 1 for affected units in the Shooting phase.

Wound Roll
WOUND ROLL
ATTACK’S STRENGTH VS TARGET’S TOUGHNESSD6 ROLL REQUIRED
Is the Strength
TWICE (or more)
than the Toughness?
2+
Is the Strength
GREATER
than the Toughness?
3+
Is the Strength
EQUAL
to the Toughness?
4+
Is the Strength
LOWER
than the Toughness?
5+
Is the Strength
HALF (or less)
than the Toughness?
6+
If an attack scores a hit, you will then need to roll another dice to see if the attack successfully wounds the target. The roll required is determined by comparing the attacking weapon’s Strength characteristic with the target’s Toughness characteristic, as shown on the table to the right:

If the roll is less than the required number, the attack fails and the attack sequence ends. A roll of 1 always fails, irrespective of any modifiers that may apply.
Characters
Some models are noted as being a Character on their datasheet. These heroes, officers, prophets and warlords are powerful individuals that can have a great impact on the course of a battle. The swirling maelstrom of the battlefield can make it difficult to pick out such individuals as targets, however.

An enemy CHARACTER with a Wounds characteristic of less than 10 can only be chosen as a target in the Shooting phase if it is both visible to the firing model and it is the closest enemy unit to the firing model. Ignore other enemy CHARACTERS with a Wounds characteristics of less than 10 when determining if the target is the closest enemy unit to the firing model.

This means that if any other enemy units (other than other CHARACTERS with a Wounds characteristics of less than 10) are closer, whether they are visible or not, then the enemy CHARACTER cannot be targeted.
Overwatch
Each time a charge is declared against a unit, the target unit can immediately fire Overwatch at the would-be attacker. A target unit can potentially fire Overwatch several times a turn, though it cannot fire if there are any enemy models within 1" of it. Overwatch is resolved like a normal shooting attack (albeit one resolved in the enemy’s Charge phase) and uses all the normal rules except that a 6 is always required for a successful hit roll, irrespective of the firing model’s Ballistic Skill or any modifiers.
Quarry
Units with the ORDO MALLEUS, ORDO HERETICUS, ORDO XENOS or ORDO MINORIS keyword gain the respective ability below:

Ordo Malleus: When resolving an attack made by a model in this unit against a CHAOS or DAEMON unit, you can reroll the hit roll and you can re-roll the wound roll.

Ordo Hereticus: When resolving an attack made by a model in this unit against a CHAOS or PSYKER unit, you can re-roll the hit roll and you can re-roll the wound roll.

Ordo Xenos: When resolving an attack made by a model in this unit against a unit that is not CHAOS, IMPERIUM or UNALIGNED, you can re-roll the hit roll and you can re-roll the wound roll.

Ordo Minoris: When resolving an attack made by a model in this unit against a CHARACTER unit, you can re-roll the hit roll and you can re-roll the wound roll.
Psyker
Some models are noted as being a Psyker on their datasheet. Psykers can manifest their otherworldly abilities and attempt to deny enemy sorceries. The powers a psyker knows, and the number of powers they can attempt to manifest or deny each Psychic phase, are detailed on their datasheet.
Psychic Test
A psyker can attempt to manifest a psychic power they know by taking a Psychic test. To do so, roll 2D6. If the total is equal to or greater than that power’s warp charge value, the power is successfully manifested. A psyker cannot attempt to manifest the same psychic power more than once in a turn.
Invulnerable Saves
Some models possess supernatural reflexes or are protected by force fields that grant them an invulnerable save. Each time a wound is allocated to a model with an invulnerable save, you can choose to use either its normal Save characteristic or its invulnerable save, but not both. If a model has more than one invulnerable save, it can only use one of them – choose which it will use. If you use a model’s invulnerable save, it is never modified by a weapon’s Armour Penetration value.
Deny the Witch Test
A psyker can attempt to resist a psychic power that has been manifested by an enemy model within 24" by taking a Deny the Witch test – this takes place immediately, even though it is not your turn. To do so, roll 2D6. If the total is greater than the result of the Psychic test that manifested the power, it has been resisted and its effects are negated. Only one attempt to deny each successfully manifested psychic power can be made each turn, regardless of the number of psykers you have within 24" of the enemy model manifesting the psychic power.
Heroic Intervention
After the enemy has completed all of their charge moves, any of your Characters that are within 3" of an enemy unit may perform a Heroic Intervention. Any that do so can move up to 3", so long as they end the move closer to the nearest enemy model.
Falling Back
Units starting the Movement phase within 1" of an enemy unit can either remain stationary or Fall Back. If you choose to Fall Back, the unit must end its move more than 1" away from all enemy units. If a unit Falls Back, it cannot Advance (see below), or charge later that turn. A unit that Falls Back also cannot shoot later that turn unless it can Fly.

The ORDO XENOS and INQUISITOR keywords are used in following Inquisition datasheets:

HQ
Melee Weapon
Each time a model makes a close combat attack, it uses a melee weapon – the weapons a model is equipped with are described on its datasheet. In addition to their other weapons, all models are assumed to be equipped with a close combat weapon, which has the following profile:

WEAPONRANGETYPESAPD
Close combat weaponMeleeMeleeUser01

If a model has more than one melee weapon, choose which it will use before rolling the dice. If a model has more than one melee weapon and can make several close combat attacks, it can split its attacks between these weapons however you wish – declare how you will divide the attacks before any dice are rolled.
PISTOL

Pistols are carried one-handed and can even be used in a melee to shoot at point-blank range. Many warriors carry one as a sidearm, alongside their primary weapon.

A model can fire a Pistol even if there are enemy units within 1" of its own unit, but it must target the closest enemy unit. In such circumstances, the model can shoot its Pistol even if other friendly units are within 1" of the same enemy unit.

Each time a model equipped with both a Pistol and another type of ranged weapon (e.g. a Pistol and a Rapid Fire weapon) shoots, it can either shoot with its Pistol(s) or with all of its other weapons. Choose which it will fire (Pistols or non-Pistols) before making hit rolls.

The ORDO MALLEUS and INQUISITOR keywords are used in following Inquisition datasheets:

HQ

Artificer bolt pistol used in following datasheets:

HQ

Bolt pistol used in following datasheets:

HQ
Elites

Boltgun used in following datasheets:

Elites
RAPID FIRE

Rapid Fire weapons are versatile weapons capable of aimed single shots at long range or controlled bursts of fire at close quarters.

A model firing a Rapid Fire weapon doubles the number of attacks it makes if its target is within half the weapon’s maximum range.

Combi-flamer used in following datasheets:

HQ
Elites
ASSAULT

Assault weapons fire so rapidly or indiscriminately that they can be shot from the hip as warriors dash forwards into combat.

A model with an Assault weapon can fire it even if it Advanced earlier that turn. If it does so, you must subtract 1 from any hit rolls made when firing that weapon this turn.

Combi-melta used in following datasheets:

HQ
Elites

Combi-plasma used in following datasheets:

HQ
Elites

Condemnor boltgun used in following datasheets:

Elites

Electrobane grenades used in following datasheets:

HQ
GRENADE

Grenades are handheld explosive devices that a warrior throws at the enemy while their squad mates provide covering fire.

Each time a unit shoots, a single model in the unit that is equipped with Grenades may throw one instead of firing any other weapon.

Flamer used in following datasheets:

Elites

Frag grenade used in following datasheets:

HQ

Hot-shot lasgun used in following datasheets:

Elites

Hunter-killer missile used in following datasheets:

Heavy Support
HEAVY

Heavy weapons are the biggest and deadliest guns on the battlefield, but require reloading, careful set-up or bracing to fire at full effect.

If a model with a Heavy weapon moved in its preceding Movement phase, you must subtract 1 from any hit rolls made when firing that weapon this turn.

Incinerator used in following datasheets:

Elites

Inferno pistol used in following datasheets:

HQ
Elites

Jokaero weapons used in following datasheets:

Elites

Krak grenade used in following datasheets:

HQ

Laspistol used in following datasheets:

Elites

Master-crafted condemnor boltgun used in following datasheets:

HQ

Master-crafted multi-melta used in following datasheets:

HQ

Meltagun used in following datasheets:

Elites

Multi-melta used in following datasheets:

Heavy Support

Needle pistol used in following datasheets:

HQ
Elites

Plasma gun used in following datasheets:

Elites

Plasma pistol used in following datasheets:

HQ
Elites

Psibolt pistol used in following datasheets:

HQ

Psyber-eagle used in following datasheets:

HQ

Psycannon used in following datasheets:

HQ

Psyk-out grenades used in following datasheets:

HQ

Quad heavy bolter used in following datasheets:

Heavy Support

Storm bolter used in following datasheets:

HQ
Elites
Heavy Support

Unholy gaze used in following datasheets:

Elites

Arias used in following datasheets:

HQ

Barbarisater used in following datasheets:

HQ

Blade of Surety used in following datasheets:

HQ

Chainsword used in following datasheets:

HQ
Elites

Force axe used in following datasheets:

HQ

Force stave used in following datasheets:

HQ

Force sword used in following datasheets:

HQ

Master-crafted Nemesis Daemon hammer used in following datasheets:

HQ

Master-crafted power sword used in following datasheets:

HQ

Nemesis Daemon hammer used in following datasheets:

HQ

Null rod used in following datasheets:

HQ

Power fist used in following datasheets:

HQ
Elites

Power maul used in following datasheets:

HQ
Elites

Power sword used in following datasheets:

HQ
Elites

Runestaff used in following datasheets:

HQ

Throne of Judgement’s stomping feet used in following datasheets:

HQ

Thunder hammer used in following datasheets:

HQ
Elites

Warp grasp used in following datasheets:

Elites
© Vyacheslav Maltsev 2013-2020