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 2
  Imperium 2Index81.3April 2018
  Games Workshop: Inquisitor Eisenhorn
  Games Workshop: Inquisitor EisenhornDataslate8February 2018
  Index Imperialis: Inquisition
  Index Imperialis: InquisitionWhite Dwarf81.0November 2019
  Warhammer Legends: Deathwatch
  Warhammer Legends: DeathwatchDataslate8December 2019
  Psychic Awakening: Pariah
  Psychic Awakening: PariahExpansion8Indomitus 1.0July 2020
  Chapter Approved ’2020
  Chapter Approved ’2020Expansion9Indomitus 1.1August 2020

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).

Expansion: Psychic Awakening: Pariah

 Q: Do the Inquisition rules in Index: Inquisition replace those found in White Dwarf?
A:
Yes.
 Q: Can a unit be affected by more than one source of Inconceivable Customisation ability from Jokaero Weaponsmiths in a single Shooting Phase?
A:
Yes (note, however, that duplicated results will have no effect).

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.

KEYWORDS

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 TRANSPORTS 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).
  • You can include one AGENT OF THE IMPERIUM unit in each IMPERIUM (excluding FALLEN) Patrol, Battalion and Brigade Detachment in your army without those units taking up slots in those Detachments. The inclusion of an AGENT OF THE IMPERIUM unit does not prevent other units from their Detachment from benefiting from Detachment abilities (e.g. Chapter Tactics, Defenders of Humanity, etc.), and it does not prevent other units from your army from benefiting from abilities that require every model in your army to have that ability (e.g. Combat Doctrines, etc.). An AGENT OF THE IMPERIUM unit included in a Patrol, Battalion or Brigade Detachment in this manner is ignored for any rules that state all units from that Detachment must have at least one Faction keyword in common (e.g. in a matched play game), and when determining your Army Faction.

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 re-roll 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 by Phase

Before battle

ALPHA-CLASS PSYKER

ARBITER OF THE EMPEROR’S WILL

During deployment

CLANDESTINE OPERATION

Battle Round

Movement phase

STRATEGIC EXCRUCIATION

Enemy Movement phase

STRATEGIC EXCRUCIATION

Psychic phase

STRATEGIC EXCRUCIATION

Enemy Psychic phase

STRATEGIC EXCRUCIATION

Shooting phase

EXECUTION BOMBARDMENT

TO THE EXCLUSION OF ALL ELSE…

STRATEGIC EXCRUCIATION

Enemy Shooting phase

STRATEGIC EXCRUCIATION

Charge phase

STRATEGIC EXCRUCIATION

Enemy Charge phase

STRATEGIC EXCRUCIATION

Fight phase

STRATEGIC EXCRUCIATION

Enemy Fight phase

STRATEGIC EXCRUCIATION

Morale phase

STRATEGIC EXCRUCIATION

Enemy Morale phase

STRATEGIC EXCRUCIATION


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

EXECUTION BOMBARDMENT

Inquisition Stratagem

Once an Inquisitor has passed judgement upon their quarry, there is no limit to the magnitude of weaponry they can bring to bear against them.

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

STRATEGIC EXCRUCIATION

Inquisition Stratagem

There is a horrible art to the battlefield interrogation of captured foes. It must be done swiftly and with the greatest efficacy, for prying loose the enemy’s secrets by any means is often the key to victory.

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

TO THE EXCLUSION OF ALL ELSE…

Inquisition Stratagem

When an Inquisitor sights their quarry, they command all nearby allies to concentrate upon them.

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.
1CP

ARBITER OF THE EMPEROR’S WILL

Inquisition Stratagem

Such is the power conveyed by the Inquisitorial mandate that every agent of the Ordos acts with the implicit authority of the Emperor himself.

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

ALPHA-CLASS PSYKER

Inquisition Stratagem

While many Inquisitors possess psychic abilities, some are so ferociously powerful that they are considered abominations by their more puritan peers.

Use this Stratagem before the battle. Select one PSYKER INQUISITOR model from your army that is not a named character. This model knows one additional psychic power from the Telethesia discipline, and can attempt to deny one additional psychic power in your opponent’s Psychic phase. You can only use this Stratagem once per battle.
1CP

CLANDESTINE OPERATION

Inquisition Stratagem

Often an Inquisitor will work undercover, only revealing themselves when the moment is right.

Use this Stratagem during deployment. Select one INFANTRY INQUISITOR unit and up to one ACOLYTE, up to one DAEMONHOST and up to one JOKAERO units. These units can be set up anywhere on the battlefield that is more than 9" away from any enemy deployment zones, but all models set up in this way must be set up within 6" of the selected INQUISITOR unit. You can only use this Stratagem once per battle.

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 enemy model’s Leadership characteristic, that enemy 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 enemy model as if it is 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 enemy 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 enemy 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> INFANTRY unit within 6" of this psyker. Until the end of your next Shooting phase, each time you select a target for a ranged weapon a model in that <ORDO> INFANTRY unit is making an attack with, you can ignore the Look Out, Sir rule if you select that CHARACTER 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 exceeds the lowest Leadership characteristic in that enemy unit, that enemy unit suffers D3 mortal wounds.


Ordo Hereticus: Scourging

The psyker fashions a lash from their foe’s own guilt and uses it to flay their writhing minds.

Scourging 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 enemy unit (to a minimum of 1). Roll 2D6; if the total is equal to or greater than the highest Leadership characteristic in that enemy unit, then until the start of your next Psychic phase, when resolving an attack made by a model in that enemy unit, subtract 1 from the hit roll.

Ordo Xenos: Psychic Veil

The psyker conjures a glamour to shield their allies.

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: Warding Incantation

The psyker chants a protective invocation, raising a wall of adjuratory empyric wards around their allies.

Warding Incantation 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

They have no qualms about employing tools deemed heretical 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

Their sheer faith in their own righteousness armours them against 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

None can slip their grasp.

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

Their travels have prepared them for anything.

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

The warp bows to their will.

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

Many and rare are the treasures, the antiquities and the proscribed artefacts that fill the armouries of the Inquisition. Some shine with a blessed radiance, while others stem from darker provenance.

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.

BLACKSHROUD

First recorded in the possession of the enigmatic Inquisitor Thastrobel, this whisp-like shroud renders its wearer as insubstantial as a warp-wraith.

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

BLADE OF THE ORDO

Many Inquisitors have commissioned or acquired masterwork power blades. No two such weapons are ever exactly alike, but all are potent martial tools.

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
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

These potent, short-ranged energy weapons are concealed in precious items of jewellery, the better to lethally surprise the foe.

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
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 an accursed weapon, risking the wilful malevolence of the entity trapped within so as to unleash its bound might against the Emperor’s enemies.

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
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.

UNIVERSAL ANATHEMA

A fragment of STC technology, this device tastes the biospoor of its owner’s foes, then fashions tailored toxins not even the most resilient victim can long endure.

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.

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
Artificer bolt pistol
12"
Pistol 1
4
-1
2
-
0
Bolt pistol
0
Bolt pistol
12"
Pistol 1
4
0
1
-
0
Boltgun
0
Boltgun
24"
Rapid Fire 1
4
0
1
-
10
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.
10
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
 - Boltgun
24"
Rapid Fire 1
4
0
1
-
 - Flamer
 - 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.
When resolving an attack made with this weapon, do not make a hit roll: it automatically scores a hit.
10
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.
10
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
 - Boltgun
24"
Rapid Fire 1
4
0
1
-
 - Meltagun
 - 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.
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.
10
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.
10
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
 - Boltgun
24"
Rapid Fire 1
4
0
1
-
 - Plasma gun (standard)
 - Plasma gun (standard)
24"
Rapid Fire 1
7
-3
1
-
 - Plasma gun (supercharge)
 - 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.
If any hit rolls of 1 are made for attacks with this weapon, the bearer is destroyed after shooting with this weapon.
5
Condemnor boltgun
5
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.
If the target is a PSYKER, increase the Damage of an attack with a condemnor boltgun from 1 to D3.
Dirgesinger
Dirgesinger
18"
Assault 2
4
0
2
When resolving an attack made with this weapon, on a wound roll of 6+ this weapon has an Armour Penetration characteristic of -3 for that attack.
When resolving an attack made with this weapon, on a wound roll of 6+ this weapon has an Armour Penetration characteristic of -3 for that attack.
Electrobane grenades
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.
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.
5
Flamer
5
Flamer
8"
Assault D6
4
0
1
This weapon automatically hits its target.
This weapon automatically hits its target.
0
Frag grenade
0
Frag grenade
6"
Grenade D6
3
0
1
Blast
Blast
0
Hot-shot lasgun
0
Hot-shot lasgun
18"
Rapid Fire 1
3
-2
1
-
5
Hunter-killer missile
5
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.
The bearer can only shoot with each hunter-killer missile it is equipped with once per battle.
15
Incinerator
15
Incinerator
8"
Assault D6
6
-1
1
This weapon automatically hits its target.
This weapon automatically hits its target.
5
Inferno pistol
5
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.
If the target is within half range of this weapon, roll two dice when inflicting damage with it and discard the lowest result.
0
Jokaero weapons
When you choose this weapon to shoot with, select one of the profiles below.
0
Jokaero weapons
When you choose this weapon to shoot with, select one of the profiles below.
 - Focused strike
 - Focused strike
24"
Heavy 1
8
-3
3
-
 - Scatter shot
 - Scatter shot
12"
Assault 6
4
-1
1
-
0
Krak grenade
0
Krak grenade
6"
Grenade 1
6
-1
D3
-
0
Laspistol
0
Laspistol
12"
Pistol 1
3
0
1
-
0
Master-crafted condemnor boltgun
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.
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
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.
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
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.
If the target is within half range of this weapon, roll two dice when inflicting damage with it and discard the lowest result.
Multi-melta
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.
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
2
Needle pistol
12"
Pistol 1
1
0
1
A needle pistol always wounds on a 2+ unless the target model is a VEHICLE.
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.
11
Plasma gun
When attacking with this weapon, choose one of the profiles below.
 - Standard
 - Standard
24"
Rapid Fire 1
7
-3
1
-
 - Supercharge
 - 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.
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.
5
Plasma pistol
When attacking with this weapon, choose one of the profiles below.
 - Standard
 - Standard
12"
Pistol 1
7
-3
1
-
 - Supercharge
 - Supercharge
12"
Pistol 1
8
-3
2
On a hit roll of 1, the bearer is slain.
On a hit roll of 1, the bearer is slain.
0
Psibolt pistol
0
Psibolt pistol
12"
Pistol 1
5
0
2
-
0
Psyber-eagle
0
Psyber-eagle
24"
Assault D6
4
0
1
-
10
Psycannon
10
Psycannon
24"
Heavy 4
7
-1
1
-
0
Psyk-out grenades
0
Psyk-out grenades
6"
Grenade D3
2
0
1
Blast. 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.
Blast. 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.
60
Quad heavy bolter
60
Quad heavy bolter
36"
Heavy 12
5
-1
1
-
3
Storm bolter
3
Storm bolter
24"
Rapid Fire 2
4
0
1
-
0
Unholy gaze
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.
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
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.
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
Barbarisater
Melee
Melee
User
-3
D3
When resolving an attack made with this weapon, add 1 to the hit roll.
When resolving an attack made with this weapon, add 1 to the hit roll.
0
Blade of Surety
0
Blade of Surety
Melee
Melee
User
-3
2
-
0
Chainsword
0
Chainsword
Melee
Melee
User
0
1
When the bearer fights, it makes 1 additional attack with this weapon.
When the bearer fights, it makes 1 additional attack with this weapon.
10
Force axe
10
Force axe
Melee
Melee
+1
-2
D3
-
10
Force stave
10
Force stave
Melee
Melee
+2
-1
D3
-
10
Force sword
10
Force sword
Melee
Melee
User
-3
D3
-
0
Master-crafted Nemesis Daemon hammer
0
Master-crafted Nemesis Daemon hammer
Melee
Melee
x2
-3
3
-
0
Master-crafted power sword
0
Master-crafted power sword
Melee
Melee
User
-3
2
-
20
Nemesis Daemon hammer
20
Nemesis Daemon hammer
Melee
Melee
x2
-3
3
When resolving an attack made with this weapon, subtract 1 from the hit roll.
When resolving an attack made with this weapon, subtract 1 from the hit roll.
4
Null rod
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.
When resolving an attack made with this weapon against a PSYKER unit, this weapon has a Damage characteristic of D3 for that attack.
10
Power fist
10
Power fist
Melee
Melee
x2
-3
D3
When resolving an attack made with this weapon, subtract 1 from the hit roll.
When resolving an attack made with this weapon, subtract 1 from the hit roll.
5
Power maul
5
Power maul
Melee
Melee
+2
-1
1
-
5
Power sword
5
Power sword
Melee
Melee
User
-3
1
-
Runestaff
Runestaff
Melee
Melee
+3
-1
D3
-
0
Throne of Judgement’s stomping feet
0
Throne of Judgement’s stomping feet
Melee
Melee
User
-1
2
When the bearer fights, it makes 2D3 additional attacks with this weapon.
When the bearer fights, it makes 2D3 additional attacks with this weapon.
15
Thunder hammer
15
Thunder hammer
Melee
Melee
x2
-3
3
When attacking with this weapon, you must subtract 1 from the hit roll.
When attacking with this weapon, you must subtract 1 from the hit roll.
0
Warp grasp
0
Warp grasp
Melee
Melee
User
-3
1
-

The Inquisitor and Terminator keywords are used in following Inquisition datasheets:

The profiles using Agent of the Imperium keyword can be found in following Factions:

Imperium: Inquisition, Officio Assassinorum.

The Agent of the Imperium keyword is used in following datasheets:

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

Elites
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 TRANSPORTS 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).
  • You can include one AGENT OF THE IMPERIUM unit in each IMPERIUM (excluding FALLEN) Patrol, Battalion and Brigade Detachment in your army without those units taking up slots in those Detachments. The inclusion of an AGENT OF THE IMPERIUM unit does not prevent other units from their Detachment from benefiting from Detachment abilities (e.g. Chapter Tactics, Defenders of Humanity, etc.), and it does not prevent other units from your army from benefiting from abilities that require every model in your army to have that ability (e.g. Combat Doctrines, etc.). An AGENT OF THE IMPERIUM unit included in a Patrol, Battalion or Brigade Detachment in this manner is ignored for any rules that state all units from that Detachment must have at least one Faction keyword in common (e.g. in a matched play game), and when determining your Army Faction.
Embark
If a unit makes a Normal Move, an Advance or it Falls Back, and every model in that unit ends that move within 3" of a friendly Transport model they can embark within it. A unit cannot embark within a Transport model that is within Engagement Range of enemy models, and it cannot embark if it has already disembarked from a Transport model in the same phase. Remove the unit from the battlefield and place it to one side – it is now embarked within the model.

Units cannot normally do anything or be affected in any way while they are embarked. Unless specifically stated, abilities have no effect on units while they are embarked, and Stratagems cannot be used to affect units while they are embarked. For all rules purposes, units that are embarked within a Transport model that has made a Normal Move, Advanced, Fallen Back or Remained Stationary also count as having made the same kind of move that turn.

  • Units can embark in a friendly Transport if every model ends a Normal Move, an Advance or a Fall Back within 3" of it.
  • A unit cannot embark within a Transport that is within Engagement Range of any enemy models.
  • A unit cannot embark and disembark in the same phase.
  • Units cannot do anything, or be affected in any way, while they are embarked within a Transport.

The Ordo Hereticus keyword is used in following Inquisition datasheets:

The Ordo Minoris keyword is used in following Inquisition datasheets:

The Ordo Hereticus and Inquisitor keywords are used in following Inquisition datasheets:

Army Faction
In a Battle-forged army, all of the units in your army - with the exception of those that are Unaligned — must have at least one Faction keyword in common (e.g. Imperium or Chaos) even if they are in different Detachments. If a unit does not have the correct Faction keyword, it cannot be included in your army.

  • Army Faction: All units in army must share at least one Faction keyword.
  • Unaligned units are exempt.
Hit Roll
When a model makes an attack, make one hit roll for that attack by rolling one D6. If the result of the hit roll is equal to or greater than the attacking model’s Ballistic Skill (BS) characteristic (if the attack is being made with a ranged weapon) or its Weapon Skill (WS) characteristic (if the attack is being made with a melee weapon), then that attack scores one hit against the target unit. If not, the attack fails and the attack sequence ends.

If an attack is made with a weapon that has an ability that says it ‘automatically hits the target’, no hit roll is made – that attack simply scores one hit on the target unit. An unmodified hit roll of 6 always scores a hit, and an unmodified hit roll of 1 always fails. A hit roll can never be modified by more than -1 or +1. This means that if, after all the cumulative modifiers to a hit roll have been calculated, the total modifier would be -2 or worse, it is changed to be -1. Similarly, if, after all the cumulative modifiers to a hit roll have been calculated, the total modifier would be +2 or better, it is changed to be +1.
Wound Roll
Each time an attack scores a hit against a target unit, make a wound roll for that attack by rolling one D6 to see if that attack successfully wounds the target. The result required is determined by comparing the attacking weapon’s Strength (S) characteristic with the target’s Toughness (T) characteristic, as shown on the following table:

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 the result of the wound roll is less than the required number, the attack fails and the attack sequence ends. An unmodified wound roll of 6 always successfully wounds the target, and an unmodified wound roll of 1 always fails. A wound roll can never be modified by more than -1 or +1. This means that if, after all the cumulative modifiers to a wound roll have been calculated, the total modifier would be -2 or worse, it is changed to be -1. Similarly, if, after all the cumulative modifiers to a wound roll have been calculated, the total modifier would be +2 or better, it is changed to be +1.
Characters
Some models have the CHARACTER keyword. These models can make Heroic Interventions in Charge Phase and are not easy targets in the Shooting Phase (see Look out, Sir, rule). If your Warlord has the CHARACTER keyword he may be able to have a Warlord Trait (see Warlord Trait section on model’s faction page).

Note that CHARACTERS cannot use their Aura Abilities while performing actions.
1CP

ALPHA-CLASS PSYKER

Inquisition Stratagem

While many Inquisitors possess psychic abilities, some are so ferociously powerful that they are considered abominations by their more puritan peers.

Use this Stratagem before the battle. Select one PSYKER INQUISITOR model from your army that is not a named character. This model knows one additional psychic power from the Telethesia discipline, and can attempt to deny one additional psychic power in your opponent’s Psychic phase. You can only use this Stratagem once per battle.
1CP

ARBITER OF THE EMPEROR’S WILL

Inquisition Stratagem

Such is the power conveyed by the Inquisitorial mandate that every agent of the Ordos acts with the implicit authority of the Emperor himself.

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.

The Acolyte keyword is used in following Inquisition datasheets:

Elites

The Daemonhost keyword is used in following Inquisition datasheets:

The Jokaero keyword is used in following Inquisition datasheets:

1CP

CLANDESTINE OPERATION

Inquisition Stratagem

Often an Inquisitor will work undercover, only revealing themselves when the moment is right.

Use this Stratagem during deployment. Select one INFANTRY INQUISITOR unit and up to one ACOLYTE, up to one DAEMONHOST and up to one JOKAERO units. These units can be set up anywhere on the battlefield that is more than 9" away from any enemy deployment zones, but all models set up in this way must be set up within 6" of the selected INQUISITOR unit. You can only use this Stratagem once per battle.
1CP

STRATEGIC EXCRUCIATION

Inquisition Stratagem

There is a horrible art to the battlefield interrogation of captured foes. It must be done swiftly and with the greatest efficacy, for prying loose the enemy’s secrets by any means is often the key to victory.

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.
4CP

EXECUTION BOMBARDMENT

Inquisition Stratagem

Once an Inquisitor has passed judgement upon their quarry, there is no limit to the magnitude of weaponry they can bring to bear against them.

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

TO THE EXCLUSION OF ALL ELSE…

Inquisition Stratagem

When an Inquisitor sights their quarry, they command all nearby allies to concentrate upon them.

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.
Command Points
The starting number of CPs each player starts with for Battle-forging their army depends on the size of the battle you are playing. This is usually defined in the mission pack that is being played, but if one is not presented in the mission pack, use the following table. Note that the total Power Level is based on the combined power of all the models used in the battle (so the combined Power Level of both your and your opponent's armies). If you are using a game that uses points values, then the points limit is the maximum points limit per side.

COMMAND POINTS
BATTLE SIZETOTAL POWER LEVELPOINTS LIMITCOMMAND POINTS
Combat PatrolUp to 50Up to 5003
Incursion51-100501-10006
Strike Force101-2001001-200012
Onslaught201-3002001-300018

  • Starting number of Command points varies with battle size.
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 1 point of damage on the target unit, and they are always applied one at a time. Do not make a wound roll or saving throw (including invulnerable saves) against a mortal wound – just allocate it as you would any other attack and inflict damage to a model in the target unit. Unlike damage inflicted by normal attacks, excess damage from 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.

If an attack inflicts mortal wounds in addition to the normal damage, resolve the normal damage first. If an attack inflicts mortal wounds in addition to the normal damage, but the normal damage is subsequently saved, the target unit still suffers the mortal wounds, as described before. If an ability modifies the damage inflicted by a weapon, and that weapon can inflict mortal wounds in addition to the normal damage, the modifier does not apply to any mortal wounds that are inflicted (unless the rule specifically states otherwise).

  • Each mortal wound inflicted on a unit causes one model in the unit to lose one wound.
  • No saving throws can be made against mortal wounds.
  • Mortal wounds inflicted by attacks in addition to normal damage always apply, even if normal damage saved.
Overwatch
Certain rules enable units to fire Overwatch at an enemy unit before it can charge. If an enemy unit declares a charge that targets one or more units from your army that have such a rule, each of those units can fire Overwatch before the charge roll is made. A unit cannot fire Overwatch if there are any enemy units within Engagement Range of it. Overwatch is resolved like a normal shooting attack (albeit one resolved in the Charge phase) and uses all the normal rules, except that an unmodified hit roll of 6 is always required for a successful hit roll, irrespective of the firing model’s Ballistic Skill or any hit roll modifiers. In addition, when a model fires Overwatch, it does so at the charging unit. Any rule that states the unit cannot be targeted unless it is the closest target (e.g. Look Out, Sir) does not apply when firing Overwatch.

  • Overwatch: Before charge roll made, all charge targets that can fire Overwatch can do so.
  • Can never fire Overwatch while enemy units are in Engagement Range.
  • When firing Overwatch, shoot with unit, but attacks only hit on unmodified 6s.
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 re-roll 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.
The Warlord
While mustering your army, you can nominate one model (except a model with the FORTIFICATION keyword) to be your Warlord. That model gains the WARLORD keyword. If this model is a CHARACTER, you can also assign a Warlord Trait to it. Note, that more than one model in your army can have a Warlord Trait (e.g. by using Stratagems), but they are only considered your Warlord for the purpose of that trait.
Deny the Witch
When a Psyker unit attempts to deny a psychic power, you must take a Deny the Witch test for that unit by rolling 2D6. If the total is greater than the result of the Psychic test, the Deny the Witch test is passed and the psychic power is denied. Only one attempt can be made to deny a psychic power. If a Psyker unit can attempt to deny more than one psychic power in a psychic phase, this will be listed on its datasheet.

  • Deny the Witch: Passed if 2D6 exceeds result of the opposing Psyker’s Psychic test.
  • Only one attempt can be made to deny each psychic power.
Manifesting Psychic Powers
The same Psyker unit cannot attempt to manifest Smite more than once during the same battle round. When you select a Psyker unit to manifest psychic powers, you select one psychic power that unit knows and attempt to manifest it. With the exception of Smite, you cannot attempt to manifest the same psychic power more than once in the same battle round, even with different Psyker units.

To manifest the psychic power, you must first pass a Psychic test. The opposing player can then select one of their Psyker units that is within 24" of the Psyker unit attempting to manifest the power and attempt to deny that power before its effects are resolved by passing a Deny the Witch test.

So long as the Psychic test was successful and the psychic power was not denied by a successful Deny the Witch test, the psychic power is successfully manifested and its effects, which will be described in the power itself, are then resolved. If the Psyker unit can attempt to manifest more than one psychic power in its Psychic phase, you can then attempt to manifest those, one at a time, as described above. The number of psychic powers each Psyker unit can attempt to manifest in its Psychic phase is listed on its datasheet.

  • Select psychic power.
  • You cannot select the same psychic power more than once per battle round, unless that power is Smite.
  • Attempt to manifest the psychic power by taking a Psychic test.
  • The opponent can attempt to deny the psychic power by taking a Deny the Witch test.
  • If successfully manifested, resolve the psychic power’s effects.
  • Select another psychic power.
Morale Tests
To take a Morale test, roll one D6 and add the number of models from the unit that have been destroyed this turn. If the result is equal to or less than the highest Leadership (Ld) characteristic in the unit, the Morale test is passed and nothing else happens. An unmodified roll of 1 also always results in a passed Morale test, irrespective of the total result. In any other case, the Morale test is failed, one model flees that unit, and you must then take Combat Attrition tests for the remaining models in the unit. You decide which model from your unit flees – that model is removed from play and counts as having been destroyed, but it never triggers any rules that are used when a model is destroyed.

  • Morale test = D6 + number of models destroyed this turn.
  • Unmodified roll of 1 always a success (no models flee).
  • If Morale test exceeds unit’s Ld, one model flees and other models must take Combat Attrition tests.
Look out, Sir
Models cannot target a unit that contains any Character models with a Wounds characteristic of 9 or less with a ranged weapon while that Character unit is within 3" of any of the following:
  • A friendly unit that contains 1 or more Vehicle or Monster models with a wounds characteristic of 10 or more.
  • A friendly non-Character unit that contains 1 or more Vehicle or Monster models.
  • A friendly non-Character unit that contains 3 or more models.
In all cases, if that Character unit is both visible to the firing model and it is the closest enemy unit to the firing model, it can be targeted normally. When determining if that Character unit is the closest enemy unit to the firing model, ignore other enemy units that contain any Character models with a Wounds characteristics of 9 or less.

  • Cannot shoot at an enemy Character with 9 or less wounds while it is within 3" of a friendly unit that contains 1 Monster, 1 Vehicle or 3+ other models (excluding Character models with 9 or less wounds) unless it is the closest target.
Saving Throw
The player commanding the target unit then makes one saving throw by rolling one D6 and modifying the roll by the Armour Penetration (AP) characteristic of the weapon that the attack was made with. For example, if the weapon has an AP of -1, then 1 is subtracted from the saving throw roll. If the result is equal to, or greater than, the Save (Sv) characteristic of the model the attack was allocated to, then the saving throw is successful 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. An unmodified roll of 1 always fails.
Invulnerable Saves
Some models have an invulnerable save. Each time an attack is allocated to a model with an invulnerable save, you can choose to use either its normal Save (Sv) 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.

  • Invulnerable save: Saving throw that is never modified by attacking weapon’s AP.
  • A model with an invulnerable save can use it instead of its normal Sv.
Warlord Traits
Warlord Trait is a bonus that your Warlord receives upon being nominated. Such Traits can be found in Codices, Supplements and another Games Workshop publications. Any Warlord can have the Inspiring Leader Warlord Trait. Normally, only one Warlord Trait can be given to the Warlord, but there are ways to bypass this restriction (e.g. by using Stratagems). You can choose a Warlord Trait randomly by rolling a dice, or simply pick one. Note, that named characters usually have predetermined Warlord Traits and receive them after being nominated as Warlord.
Psychic Tests
When a Psyker unit attempts to manifest a psychic power, you must take a Psychic test for that unit by rolling 2D6. If the total is equal to or greater than that power’s warp charge value, the Psychic test is passed. If you roll a double 1 or a double 6 when taking a Psychic test, that unit immediately suffers Perils of the Warp.

  • Psychic test: Passed if 2D6 equals or exceeds psychic power’s warp charge.
  • If double 1 or double 6 rolled, Psyker suffers Perils of the Warp.
Performing a Heroic Intervention
When a unit performs a Heroic Intervention, you can move each model in that unit up to 3" – this is a Heroic Intervention move. Each model in the unit must finish its Heroic Intervention move closer to the closest enemy model. Remember that a unit must finish any type of move in unit coherency.

  • Heroic Intervention: Move up to 3".
  • Must end closer to the closest enemy model.
Fall Back
When a unit Falls Back, each model in that unit can move a distance in inches equal to or less than the Move (M) characteristic shown on its datasheet, and when doing so you can move it within Engagement Range of enemy models, but it cannot end its move within Engagement Range of any enemy models – if it cannot do this then it cannot Fall Back. A unit cannot declare a charge in the same turn that it Fell Back. A unit cannot shoot or attempt to manifest a psychic power in the same turn that it Fell Back unless it is Titanic.

  • Fall Back: Models move up to M".
  • Units that Fall Back cannot charge this turn.
  • Units that Fall Back cannot shoot or manifest psychic powers this turn unless they are Titanic.
Select Weapon
When a model makes a close combat attack, it must do so using a melee weapon (i.e. a weapon that has the ‘Melee’ type). The weapons a model is equipped with are described on its datasheet. If a model is not equipped with any melee weapons, or if it cannot make an attack with any of the melee weapons it is equipped with, then that model makes its attacks using a close combat weapon, which has the following profile:

WEAPONRANGETYPESAPD
Close combat weaponMeleeMeleeUser01

If a model has more than one melee weapon, select which it will use before resolving any attacks. If a model has more than one melee weapon and can make several attacks, it can split them between these weapons however you wish – declare which attacks are being made with which weapons before any attacks are resolved. If the selected weapon has more than one profile that you must choose between, you must declare which profile is being used at the same time. Different attacks made with such a weapon can be made using different profiles if you wish.

If your unit is making attacks with more than one melee weapon against a unit, and those weapons have different characteristics profiles, then after you have resolved an attack with one of those weapons you must, if any other weapons with the same characteristics profile are also being used to make attacks against that unit, resolve those attacks before resolving any attacks against the target with a weapon that has a different characteristics profile. Note that all the attacks you have declared are always resolved against the target unit even if, when you come to resolve an individual attack, no models in the target unit remain in range (this can happen because of models being destroyed and removed from the battlefield as the result of resolving other attacks made by the attacking model’s unit first).

  • Each close combat attack is made with a melee weapon.
  • A model makes attacks using the close combat weapon profile if it has no other melee weapons.
  • If a unit attacks with multiple weapons, all attacks made with weapons that have the same profile must be resolved before resolving attacks with the next.
PISTOL
Due to their compact size, pistols can even be used in melee to shoot at point-blank range.
A model can make attacks with a Pistol even when its unit is within Engagement Range of enemy units, but it must target an enemy unit that is within Engagement Range of its own unit when it does so. In such circumstances, the model can target an enemy unit even if other friendly units are within Engagement Range of the same enemy unit.

When 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 its other ranged weapons. Choose which it will fire (Pistols or non-Pistols) before selecting targets.

  • Can be shot even if firing model’s unit is within Engagement Range of enemy unit.
  • Cannot be shot alongside any other type of weapon.

The Ordo Malleus and Inquisitor keywords are used in following Inquisition datasheets:

The Ordo Xenos and Inquisitor keywords are used in following Inquisition datasheets:

Artificer bolt pistol used in following datasheets:

Boltgun used in following datasheets:

Elites
RAPID FIRE
Rapid fire weapons are versatile armaments capable of aimed single shots at long range or controlled bursts of fire at close quarters.
When a model shoots a Rapid Fire weapon, double the number of attacks it makes if its target is within half the weapon’s range.

  • Double number of attacks made if target is within half range.

Combi-flamer used in following datasheets:

Elites
ASSAULT
Assault weapons fire so rapidly or indiscriminately that they can be shot from the hip as warriors dash forwards into combat.
If a unit includes any models equipped with Assault weapons, that unit is still eligible to shoot with in your Shooting phase even if it has Advanced this turn, but you can only resolve attacks using those Assault weapons when you select that unit to shoot with. If a model shoots an Assault weapon in the same turn in which its unit has Advanced, subtract 1 from hit rolls when resolving that weapon’s attacks.

  • Can be shot even if firing model’s unit Advanced.
  • Subtract 1 from hit rolls if the firing model’s unit Advanced.

Combi-melta used in following datasheets:

Elites

Combi-plasma used in following datasheets:

Elites

Condemnor boltgun used in following datasheets:

Elites

Dirgesinger used in following datasheets:

Electrobane grenades used in following datasheets:

GRENADE
Grenades are handheld explosive devices that a warrior throws at the enemy while their squad mates provide covering fire.
When a unit shoots, one model that is equipped with a Grenade in that unit can resolve attacks with it instead of shooting any other weapons.

  • Only one model can use a Grenade when its unit shoots.

Flamer used in following datasheets:

Elites
Blast Weapons
Some weapons have ‘Blast’ listed in their profile’s abilities. These are referred to as Blast weapons. In addition to the normal rules, the following rules apply to Blast weapons:
  1. If a Blast weapon targets a unit that has between 6 and 10 models, it always makes a minimum of 3 attacks. So if, when determining how many attacks are made with that weapon, the dice rolled results in less than 3 attacks being made, make 3 attacks instead. For example, if a Grenade D6 weapon with the Blast rule targets a unit that has 6 or more models, and you roll a 2 to determine how many attacks are made, that roll is counted as being a 3 and that weapon makes three attacks against that unit.
  2. When a Blast weapon targets a unit that has 11 or more models, do not roll dice to randomly determine how many attacks are made – instead, make the maximum possible number of attacks. For example, if a Grenade D6 weapon with the Blast rule targets a unit that has 11 or more models, that weapon makes six attacks against that unit.
Blast weapons can never be used to make attacks against a unit that is within Engagement Range of the firing model’s unit, even if the weapon has the Pistol type or if the firing model is a Vehicle or a Monster – firing high-explosives at point-blank range is simply unwise.

  • Blast Weapons: Minimum three attacks against units with 6+ models. Always make maximum number of attacks against units with 11+ models.
  • Can never be used to attack units within the firing unit’s Engagement Range.

Hot-shot lasgun used in following datasheets:

Elites

Hunter-killer missile used in following datasheets:

HEAVY
Heavy weapons are amongst the biggest guns on the battlefield, but they require bracing to fire at full effect and are unwieldy to bring to bear at close quarters.
When an Infantry model shoots a Heavy weapon, subtract 1 from the hit rolls when resolving that weapon’s attacks if the firing model’s unit has moved for any reason this turn (e.g. it made a Normal Move this turn).

  • Subtract 1 from hit rolls if firing model is Infantry and its unit has moved this turn.

Incinerator used in following datasheets:

Elites

Inferno pistol used in following datasheets:

Elites

Jokaero weapons used in following datasheets:

Laspistol used in following datasheets:

Elites

Master-crafted condemnor boltgun used in following datasheets:

Master-crafted multi-melta used in following datasheets:

Meltagun used in following datasheets:

Elites
INFANTRY/other model

Multi-melta used in following datasheets:

Needle pistol used in following datasheets:

Elites

Plasma gun used in following datasheets:

Elites

Plasma pistol used in following datasheets:

Elites

Psibolt pistol used in following datasheets:

Psyber-eagle used in following datasheets:

Psycannon used in following datasheets:

Psyk-out grenades used in following datasheets:

Quad heavy bolter used in following datasheets:

Unholy gaze used in following datasheets:

Arias used in following datasheets:

Barbarisater used in following datasheets:

Blade of Surety used in following datasheets:

Chainsword used in following datasheets:

Elites

Master-crafted Nemesis Daemon hammer used in following datasheets:

Master-crafted power sword used in following datasheets:

Nemesis Daemon hammer used in following datasheets:

Null rod used in following datasheets:

Power fist used in following datasheets:

Elites

Power maul used in following datasheets:

Elites

Power sword used in following datasheets:

Elites

Runestaff used in following datasheets:

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

Thunder hammer used in following datasheets:

Elites

Warp grasp used in following datasheets:

© Vyacheslav Maltsev 2013-2020