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.Book | Kind | Edition | Version | Last update |
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![]() | Expansion | 8 | Indomitus 1.1 | October 2020 |
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![]() | Expansion | 9 | Indomitus 1.2 | January 2021 |
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![]() | Index | 9 | 1.0 | December 2020 |
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![]() | Index | 9 | Indomitus 1.0 | December 2020 |
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![]() | Dataslate | 8 | December 2019 |
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). |
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.
The following abilities are common to many Inquisition units:
ALPHA-CLASS PSYKER
ARBITER OF THE EMPEROR’S WILL
CLANDESTINE OPERATION
Battle Round
STRATEGIC EXCRUCIATION
STRATEGIC EXCRUCIATION
STRATEGIC EXCRUCIATION
STRATEGIC EXCRUCIATION
EXECUTION BOMBARDMENT
TO THE EXCLUSION OF ALL ELSE…
STRATEGIC EXCRUCIATION
STRATEGIC EXCRUCIATION
STRATEGIC EXCRUCIATION
STRATEGIC EXCRUCIATION
STRATEGIC EXCRUCIATION
STRATEGIC EXCRUCIATION
STRATEGIC EXCRUCIATION
STRATEGIC EXCRUCIATION
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. | ||
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.
D6 | PSYCHIC 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: ScourgingThe 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 VeilThe 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 IncantationThe 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. | ||
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.
D6 | WARLORD 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. |
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.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. |
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.WEAPON | RANGE | TYPE | S | AP | D | ABILITIES |
Artificer bolt pistol | ||||||
Artificer bolt pistol | 12" | Pistol 1 | 4 | -1 | 2 | - |
Bolt pistol | ||||||
Bolt pistol | 12" | Pistol 1 | 4 | 0 | 1 | - |
Boltgun | ||||||
Boltgun | 24" | Rapid Fire 1 | 4 | 0 | 1 | - |
+10 Combi-flamer | ||||||
Before selecting targets, select one or both of the profiles below to make attacks with. If you select both, then each time an attack is made with this weapon this phase, subtract 1 from that attack’s hit roll. | ||||||
+10 Combi-flamer | Before selecting targets, select one or both of the profiles below to make attacks with. If you select both, then each time an attack is made with this weapon this phase, subtract 1 from that attack’s hit roll. | |||||
- Boltgun | ||||||
- Boltgun | 24" | Rapid Fire 1 | 4 | 0 | 1 | - |
- Flamer | ||||||
- Flamer | 12" | Assault D6 | 4 | 0 | 1 | Each time an attack is made with this weapon profile, that attack automatically hits the target. |
Each time an attack is made with this weapon profile, that attack automatically hits the target. | ||||||
+10 Combi-melta | ||||||
Before selecting targets, select one or both of the profiles below to make attacks with. If you select both, then each time an attack is made with this weapon this phase, subtract 1 from that attack’s hit roll. | ||||||
+10 Combi-melta | Before selecting targets, select one or both of the profiles below to make attacks with. If you select both, then each time an attack is made with this weapon this phase, subtract 1 from that attack’s hit roll. | |||||
- Boltgun | ||||||
- Boltgun | 24" | Rapid Fire 1 | 4 | 0 | 1 | - |
- Meltagun | ||||||
- Meltagun | 12" | Assault 1 | 8 | -4 | D6 | Each time an attack made with this weapon profile targets a unit within half range, that attack has a Damage characteristic of D6+2. |
Each time an attack made with this weapon profile targets a unit within half range, that attack has a Damage characteristic of D6+2. | ||||||
+10 Combi-plasma | ||||||
Before selecting targets, select one or two of the profiles below to make attacks with (you can only select one of the plasma gun profiles). If you select two, then each time an attack is made with this weapon this phase, subtract 1 from that attack’s hit roll. | ||||||
+10 Combi-plasma | Before selecting targets, select one or two of the profiles below to make attacks with (you can only select one of the plasma gun profiles). If you select two, then each time an attack is made with this weapon this phase, subtract 1 from that attack’s hit roll. | |||||
- 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 unmodified hit rolls of 1 are made for attacks with this weapon profile, the bearer is destroyed after shooting with this weapon. |
If any unmodified hit rolls of 1 are made for attacks with this weapon profile, the bearer is destroyed after shooting with this weapon. | ||||||
+0..10 Condemnor boltgun | ||||||
+0..10 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 | 12" | Assault D6 | 4 | 0 | 1 | Each time an attack is made with this weapon, that attack automatically hits the target. |
Each time an attack is made with this weapon, that attack automatically hits the target. | ||||||
Frag grenade | ||||||
Frag grenade | 6" | Grenade D6 | 3 | 0 | 1 | Blast |
Blast | ||||||
Hot-shot lasgun | ||||||
Hot-shot lasgun | 18" | Rapid Fire 1 | 3 | -2 | 1 | - |
+5 Hunter-killer missile | ||||||
+5 Hunter-killer missile | 48" | Heavy 1 | 10 | -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. | ||||||
+0..10 Incinerator | ||||||
+0..10 Incinerator | 8" | Assault D6 | 6 | -1 | 1 | This weapon automatically hits its target. |
This weapon automatically hits its target. | ||||||
+0..5 Inferno pistol | ||||||
+0..5 Inferno pistol | 6" | Pistol 1 | 8 | -4 | D6 | Each time an attack made with this weapon targets a unit within half range, that attack has a Damage characteristic of D6+2. |
Each time an attack made with this weapon targets a unit within half range, that attack has a Damage characteristic of D6+2. | ||||||
Jokaero weapons | ||||||
When you choose this weapon to shoot with, select one of the profiles below. | ||||||
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 | - |
Krak grenade | ||||||
Krak grenade | 6" | Grenade 1 | 6 | -1 | D3 | - |
Laspistol | ||||||
Laspistol | 12" | Pistol 1 | 3 | 0 | 1 | - |
Master-crafted condemnor boltgun | ||||||
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. | ||||||
Master-crafted multi-melta | ||||||
Master-crafted multi-melta | 30" | Heavy 2 | 8 | -4 | D6 | Each time an attack made with this weapon targets a unit within half range, that attack has a Damage characteristic of D6+2. |
Each time an attack made with this weapon targets a unit within half range, that attack has a Damage characteristic of D6+2. | ||||||
Masterwork bolt pistol | ||||||
Masterwork bolt pistol | 12" | Pistol 1 | 4 | -1 | 1 | - |
+10 Meltagun | ||||||
+10 Meltagun | 12" | Assault 1 | 8 | -4 | D6 | Each time an attack made with this weapon targets a unit within half range, that attack has a Damage characteristic of D6+2. |
Each time an attack made with this weapon targets a unit within half range, that attack has a Damage characteristic of D6+2. | ||||||
+25 Multi-melta | ||||||
+25 Multi-melta | 24" | Heavy 2 | 8 | -4 | D6 | Each time an attack made with this weapon targets a unit within half range, that attack has a Damage characteristic of D6+2. |
Each time an attack made with this weapon targets a unit within half range, that attack has a Damage characteristic of D6+2. | ||||||
+0..2 Needle pistol | ||||||
+0..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. | ||||||
+10 Plasma gun | ||||||
Before selecting targets, select one of the profiles below to make attacks with. | ||||||
+10 Plasma gun | Before selecting targets, select one of the profiles below to make attacks with. | |||||
- Standard | ||||||
- Standard | 24" | Rapid Fire 1 | 7 | -3 | 1 | - |
- Supercharge | ||||||
- Supercharge | 24" | Rapid Fire 1 | 8 | -3 | 2 | If any unmodified hit rolls of 1 are made for attacks with this weapon profile, the bearer is destroyed after shooting with this weapon. |
If any unmodified hit rolls of 1 are made for attacks with this weapon profile, the bearer is destroyed after shooting with this weapon. | ||||||
+5 Plasma pistol | ||||||
Before selecting targets, select one of the profiles below to make attacks with. | ||||||
+5 Plasma pistol | Before selecting targets, select one of the profiles below to make attacks with. | |||||
- Standard | ||||||
- Standard | 12" | Pistol 1 | 7 | -3 | 1 | - |
- Supercharge | ||||||
- Supercharge | 12" | Pistol 1 | 8 | -3 | 2 | If any unmodified hit rolls of 1 are made for attacks with this weapon profile, the bearer is destroyed after shooting with this weapon. |
If any unmodified hit rolls of 1 are made for attacks with this weapon profile, the bearer is destroyed after shooting with this weapon. | ||||||
Psibolt pistol | ||||||
Psibolt pistol | 12" | Pistol 1 | 5 | -1 | 2 | - |
Psyber-eagle | ||||||
Psyber-eagle | 24" | Assault D6 | 4 | 0 | 1 | - |
+10 Psycannon | ||||||
+10 Psycannon | 24" | Heavy 4 | 7 | -1 | 1 | - |
Psyk-out grenades | ||||||
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. | ||||||
Quad heavy bolter | ||||||
Quad heavy bolter | 36" | Heavy 12 | 5 | -1 | 2 | - |
+5 Storm bolter | ||||||
+5 Storm bolter | 24" | Rapid Fire 2 | 4 | 0 | 1 | - |
Unholy gaze | ||||||
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. |
WEAPON | RANGE | TYPE | S | AP | D | ABILITIES |
Arias | ||||||
Arias | Melee | Melee | +1 | -3 | 2 | Each time an attack is made with this weapon against a DAEMON unit, if the attack successfully wounds the target, it suffers 1 mortal wound in addition to any normal damage. |
Each time an attack is made with this weapon against a DAEMON unit, if the attack successfully wounds the target, it suffers 1 mortal wound in addition to any normal damage. | ||||||
Barbarisater | ||||||
Barbarisater | Melee | Melee | +1 | -3 | D3 | When making an attack with this weapon, add 1 to the hit roll. |
When making an attack with this weapon, add 1 to the hit roll. | ||||||
Blade of Surety | ||||||
Blade of Surety | Melee | Melee | +1 | -3 | 2 | - |
Chainsword | ||||||
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 | +2 | -2 | D3 | - |
+10 Force stave | ||||||
+10 Force stave | Melee | Melee | +3 | -1 | D3 | - |
+10 Force sword | ||||||
+10 Force sword | Melee | Melee | +1 | -3 | D3 | - |
Master-crafted Nemesis Daemon hammer | ||||||
Master-crafted Nemesis Daemon hammer | Melee | Melee | x2 | -3 | 3 | - |
Master-crafted power sword | ||||||
Master-crafted power sword | Melee | Melee | +1 | -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. | ||||||
+0..10 Power fist | ||||||
+0..10 Power fist | Melee | Melee | x2 | -3 | 2 | Each time an attack is made with this weapon, subtract 1 from that attack’s hit roll. |
Each time an attack is made with this weapon, subtract 1 from that attack’s hit roll. | ||||||
+5 Power maul | ||||||
+5 Power maul | Melee | Melee | +3 | -1 | 1 | - |
+5 Power sword | ||||||
+5 Power sword | Melee | Melee | +1 | -3 | 1 | - |
Runestaff | ||||||
Runestaff | Melee | Melee | +3 | -1 | D3 | - |
Throne of Judgement’s stomping feet | ||||||
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 | -2 | 3 | Each time an attack is made with this weapon, subtract 1 from that attack’s hit roll. |
Each time an attack is made with this weapon, subtract 1 from that attack’s hit roll. | ||||||
Warp grasp | ||||||
Warp grasp | Melee | Melee | User | -3 | 1 | - |
The ORDO HERETICUS keyword is used in following Inquisition datasheets:
The ORDO MALLEUS keyword is used in following Inquisition datasheets:
The ORDO XENOS 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:
The INFANTRY keyword is used in following Inquisition datasheets:
The INQUISITOR and TERMINATOR keywords are used in following Inquisition datasheets:
The INQUISITOR keyword is used in following Inquisition datasheets:
The datasheets 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:
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The PSYKER and INQUISITOR keywords are used in following Inquisition datasheets:
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 INFANTRY and INQUISITOR keywords are used in following Inquisition datasheets:
The ACOLYTE keyword is used in following Inquisition datasheets:
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. | ||
The INQUISITION keyword is used in following Inquisition datasheets:
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. | ||
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The ACOLYTE keyword is used in following Inquisition datasheets:
The DAEMONHOST keyword is used in following Inquisition datasheets:
The JOKAERO keyword is used in following Inquisition datasheets:
The <ORDO> and INFANTRY keywords are used in following Inquisition datasheets:
The INQUISITION and CHARACTER keywords are used in following Inquisition datasheets:
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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:
Bolt pistol used in following datasheets:
Boltgun used in following datasheets:
Combi-flamer used in following datasheets:
Combi-melta used in following datasheets:
Combi-plasma used in following datasheets:
Condemnor boltgun used in following datasheets:
Dirgesinger used in following datasheets:
Electrobane grenades used in following datasheets:
Flamer used in following datasheets:
Frag grenade used in following datasheets:
Hot-shot lasgun used in following datasheets:
Hunter-killer missile used in following datasheets:
Incinerator used in following datasheets:
Inferno pistol used in following datasheets:
Jokaero weapons used in following datasheets:
Krak grenade used in following datasheets:
Laspistol used in following datasheets:
Master-crafted condemnor boltgun used in following datasheets:
Master-crafted multi-melta used in following datasheets:
Masterwork bolt pistol used in following datasheets:
Meltagun used in following datasheets:
Multi-melta used in following datasheets:
Needle pistol used in following datasheets:
Plasma gun used in following datasheets:
Plasma pistol used in following datasheets:
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:
Storm 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:
Force axe used in following datasheets:
Force stave used in following datasheets:
Force sword used in following datasheets:
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:
Power maul used in following datasheets:
Power sword used in following datasheets:
Runestaff used in following datasheets:
Throne of Judgement’s stomping feet used in following datasheets:
Thunder hammer used in following datasheets:
Warp grasp used in following datasheets: