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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: 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>

All members of the Inquisition belong to an Ordo, each of which specialises in combating a particular threat to mankind. Some datasheets specify what Ordo the unit is drawn from (e.g. Inquisitor Coteaz has the ORDO MALLEUS keyword). Other Inquisition datasheets will have the <ORDO> keyword. When you include such a unit in your army, you must nominate which Ordo that unit is from. You then simply replace the <ORDO> keyword in every instance on that unit’s datasheet with the name of your chosen Ordo.

Abilities

The following abilities are common to many Inquisition units:

Authority of the Inquisition

Units with this ability can embark onto any IMPERIUM TRANSPORT, even though the transport in question might normally only permit models with other Faction keywords to do so. All other restrictions apply normally, and INQUISITOR TERMINATOR models can only embark upon TRANSPORTS that specifically allow Terminator models to do so.

Quarry

A unit with this ability gains a bonus when attacking a certain type of enemy. If the unit belongs to the ORDO MALLEUS, the ORDO HERETICUS or the ORDO XENOS, it gains the relevant trait from the table below.

If the unit does not belong to one of these three main Ordos, it belongs to one of the rarer and more specialised Ordos. These Ordos are assumed to be focused upon hunting down specific individuals that pose a threat to the Imperium, and so gain the Specialist trait from the table below.

ORDOS TRAITS
ORDOQUARRY
MalleusYou can re-roll hit rolls and wound rolls for ORDO MALLEUS units if the target has the CHAOS or DAEMON keyword.
HereticusYou can re-roll hit rolls and wound rolls for ORDO HERETICUS units if the target has the CHAOS or PSYKER keyword.
XenosYou can re-roll hit rolls and wound rolls of 1 for ORDO XENOS units against targets that do not have the CHAOS, IMPERIUM or UNALIGNED FACTION keywords.
SpecialistYou can re-roll hit rolls of 1 for Specialist units if the target has the CHARACTER keyword.

Telethesia Discipline

Before the battle, generate the psychic powers for PSYKERS that can use powers from the Telethesia discipline using the table below. You can either roll a D3 to generate their powers randomly (re-roll any duplicate results), or you can select the psychic powers you wish the psyker to have.

TELETHESIA DISCIPLINE
D3PSYCHIC POWER
1Terrify
Terrify has a warp charge value of 6. If manifested, select a visible enemy unit within 18" of the psyker. Until the start of your next psychic phase, that unit must subtract 1 from its Leadership characteristic and it cannot fire Overwatch.
2Psychic Fortitude
Psychic Fortitude has a warp charge value of 4. If manifested, select a visible IMPERIUM unit within 18" of the psyker. Until the start of your next psychic phase, that unit automatically passes Morale tests.
3Dominate
Dominate has a warp charge value of 7. If manifested, select an enemy CHARACTER within 18" of the psyker. You can force the model to immediately shoot a single weapon or make a single close combat attack at an enemy unit of your choice as if it were part of your army. Models cannot attack themselves, but they can attack other members of their own unit.

Wargear

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

INQUISITION MELEE WEAPONS

 • Nemesis Daemon hammer1

 • Null rod1

 • Power sword

 • Power maul

 • Power fist

 • Thunder hammer

1 Inquisitor only.

INQUISITION RANGED WEAPONS

 • Boltgun

 • Combi-flamer

 • Combi-melta

 • Combi-plasma

 • Condemnor boltgun1

 • Flamer

 • Hot-shot lasgun

 • Incinerator1

 • Meltagun

 • Plasma gun

 • Storm bolter

1 Inquisitor only.

INQUISITION PISTOL WEAPONS

 • Bolt pistol

 • Inferno pistol1

 • Needle pistol

 • Plasma pistol

1 Inquisitor only.

INQUISITION FORCE WEAPONS

 • Force axe

 • Force sword

 • Force stave


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
-
11
Combi-flamer
When attacking with this weapon, choose one or both of the profiles below. If you choose both, subtract 1 from all hit rolls for this weapon.
 - Boltgun
24"
Rapid Fire 1
4
0
1
-
 - Flamer
8"
Assault D6
4
0
1
This weapon automatically hits its target.
19
Combi-melta
When attacking with this weapon, choose one or both of the profiles below. If you choose both, subtract 1 from all hit rolls for this weapon.
 - Boltgun
24"
Rapid Fire 1
4
0
1
-
 - 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.
15
Combi-plasma
When attacking with this weapon, choose one or both of the profiles below. If you choose both, subtract 1 from all hit rolls for this weapon.
 - Boltgun
24"
Rapid Fire 1
4
0
1
-
 - Plasma gun
24"
Rapid Fire 1
7
-3
1
This weapon can be supercharged by the bearer before firing. If they do so, increase the Strength and Damage of the weapon by 1 this turn. On any hit rolls of 1 when firing supercharge, the bearer is slain after all of the weapon’s shots have been resolved.
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.
20
Digital weapons
When attacking with this weapon, choose one of the profiles below.
 - Focused strike
24"
Heavy 1
7
-3
D3
-
 - Scatter shot
12"
Assault 5
4
-1
1
-
Electrobane grenades
6"
Grenade 1
4
-1
1
If the target is a VEHICLE and you roll a wound roll of 4+ for this weapon, the target suffers 1 mortal wound in addition to the normal damage, or D3 mortal wounds if the wound roll was 6+.
9
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
A model can only fire each of its hunter-killer missiles once per battle.
13
Incinerator
8"
Assault D6
6
-1
1
This weapon automatically hits its target.
12
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.
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
If the target is a PSYKER, increase the Damage of an attack with this weapon from 1 to 3.
0
Master-crafted multi-melta
30"
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.
17
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
If the target is within half range of this weapon, roll two dice when inflicting damage with it and discard the lowest result.
2
Needle pistol
12"
Pistol 1
1
0
1
A needle pistol always wounds on a 2+ unless the target model is a VEHICLE.
13
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.
7
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
-
20
Psycannon
24"
Heavy 4
7
-1
1
-
0
Psyk-out grenade
6"
Grenade D3
2
0
1
Each time you roll a hit roll of 6+ for this weapon when targeting a PSYKER or DAEMON, the target suffers a mortal wound instead of the normal damage.
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
Each time you make a wound roll of 6+ for this weapon, that hit is resolved with a Damage of 3 instead of 1.

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
Add 1 to hit rolls for this weapon.
0
Blade of Surety
Melee
Melee
User
-3
2
-
0
Chainsword
Melee
Melee
User
0
1
Each time the bearer fights, it can make 1 additional attack with this weapon.
16
Force axe
Melee
Melee
+1
-2
D3
-
14
Force stave
Melee
Melee
+2
-1
D3
-
12
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
-
25
Nemesis Daemon hammer
Melee
Melee
x2
-3
3
When attacking with this weapon, you must subtract 1 from the hit roll.
4
Null rod
Melee
Melee
User
-2
1
If the target is a PSYKER, increase the Damage of an attack with this weapon from 1 to D3.
20
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
0
2
Each time the bearer fights, it can make 2 additional attacks with this weapon.
25
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
Authority of the Inquisition
Units with this ability can embark onto any IMPERIUM TRANSPORT, even though the transport in question might normally only permit models with other Faction keywords to do so. All other restrictions apply normally, and INQUISITOR TERMINATOR models can only embark upon TRANSPORTS that specifically allow Terminator models to do so.
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.
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.

The ORDO MALLEUS keyword is used in following Inquisition datasheets:

HQ
Elites
Heavy Support

The ORDO HERETICUS 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 profiles using CHARACTER keyword can be found in following Factions:

Chaos: Chaos Daemons, Chaos Space Marines, Death Guard, Emperor’s Children, Renegades and Heretics, Thousand Sons, World Eaters.
Imperium: Adepta Sororitas, Adeptus Custodes, Adeptus Mechanicus, Astra Militarum, Blood Angels, Dark Angels, Death Korps of Krieg, Deathwatch, Elysian Drop Troops, Grey Knights, Imperial Knights, Inquisition, Officio Assassinorum, Rogue Traders, Space Marines, Space Wolves.
Aeldari: Craftworlds, Drukhari, Harlequins, Ynnari.
Xenos: Genestealer Cults, Necrons, Orks, T’au Empire, Tyranids.

The CHARACTER keyword is used in following datasheets:

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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
© Vyacheslav Maltsev 2013-2019