Inquisitorial Agent

Books

BookKindEditionVersionLast update
  Kill Team: Ashes of Faith (Inquisitorial Agent)
  Kill Team: Ashes of Faith (Inquisitorial Agent)Expansion21.1March 2024
  The Balance Dataslate
  The Balance DataslateRulebook2Q1 2024March 2024

FAQ

Expansion: Kill Team: Ashes of Faith (Inquisitorial Agent)

Q:When using the Quarry Strategic Ploy, can I select another quarry each time the one I selected is removed from the killzone, or can I only select another quarry once?
A:
The former. So long as the selected quarry is removed from the killzone, you can continue to select another.
Q:When using the HEXORCIST operative’s Chasten unique action, if I select a FELLGOR RAVAGER operative and select its Frenzy ability, could it then be incapacitated in the normal manner? If it already had a Frenzy token, would it be incapacitated immediately?
A:
Yes to both.
Q:If I have a KASRKIN TROOPER operative as Ancillary Support, can I use its Elite Trooper ability to use Elite points?
A:
No.
Q:Do Exaction Squad Ancillary Support operatives benefit from the addition to Ruthless Efficiency, as found in the Balance Dataslate for EXACTION SQUAD?
A:
Yes.
Q:If a HEXORCIST operative performs the Chasten action and I select an action that has ongoing effects or effects yet to be resolved (e.g. a marker has been placed, or PHOBOS STRIKE TEAM MARKSMAN operative is tracking target), what happens?
A:
Markers are not removed. The effects are paused until the end of that enemy operative’s next activation. They then resume (if relevant).
Archetype: Any

Inquisitorial Agent Kill Team

Below you will find a list of the operatives that make up an INQUISITORIAL AGENT kill team, including, where relevant, any wargear those operatives must be equipped with.

Operatives

An INQUISITORIAL AGENT kill team consists of 12 INQUISITORIAL AGENT operatives, or 7 INQUISITORIAL AGENT operatives and 1 Ancillary Support option.

INQUISITORIAL AGENT operatives are selected as follows:
Your kill team can only include each operative above once, unless you are not including an Ancillary Support option, in which case you can include up to two GUN SERVITOR operatives.

Ancillary Support

Ancillary Support are operatives that supplement existing kill teams. The Ancillary Support options listed below are available for INQUISITORIAL AGENT kill teams, as specified above.

For this kill team, the operatives in these options have their Faction keyword replaced in all instances on their datacards with INQUISITORIAL AGENT (unless they already have it). You cannot use ploys, equipment and Spec Ops rules associated with an operative’s original Faction keyword, and you cannot use a Faction ability unless it’s referenced on the operative’s datacard as an ability it has (e.g. Void Armour, IMPERIAL NAVY BREACHER). Note that with their new Faction keyword, Ancillary Support can interact with the INQUISITORIAL AGENT rules instead.

For example, a COMMS VETERAN operative in a VETERAN GUARDSMEN Ancillary Support would have its VETERAN GUARDSMAN keyword replaced in all instances on its datacard with INQUISITORIAL AGENT, allowing it to select any friendly INQUISITORIAL AGENT operative for its Signal action. However, as there are no operatives that can issue a Guardsman Order, its Relay Orders ability would be ignored. It would now also be a valid operative for the MYSTIC operative’s Divine Guidance and Divine Protection actions.

THE BALANCE DATASLATE
Including Ancillary Support, you can only select up to two operatives equipped with weapons that have the AP2 special rule (even if only in one of their profiles).

Sisters of Silence

5 SISTER OF SILENCE operatives selected from the following list:

Tempestus Scions

5 TEMPESTUS SCION operatives selected from the following list:
This Ancillary Support can only include up to two GUNNER operatives. Other than TROOPER operatives, this Ancillary Support can only include each operative above once.

Exaction Squad

5 EXACTION SQUAD operatives (see Kill Team: Soulshackle) selected from the following list:
This Ancillary Support can only include up to two SUBDUCTOR operatives. Other than SUBDUCTOR and VIGILANT operatives, this Ancillary Support can only include each operative above once.

Imperial Navy Breachers

6 IMPERIAL NAVY BREACHER operatives (see Kill Team: Into the Dark) selected from the following list:
Other than ARMSMAN operatives, this Ancillary Support can only include each operative above once.

This Ancillary Support can only include a GHEISTSKULL operative if it also includes a VOID-JAMMER operative, and it can only include a C.A.T. UNIT operative if it also includes a SURVEYOR operative.

Kasrkin

5 KASRKIN operatives (see Kill Team: Shadowvaults) selected from the following list:
This Ancillary Support can include no more than two GUNNER and SHARPSHOOTER operatives combined. Other than TROOPER operatives, this Ancillary Support can only include each operative above once.

Veteran Guardsmen

6 VETERAN GUARDSMAN operatives (see Kill Team: Octarius) selected from the following list:
This Ancillary Support can include no more than two GUNNER VETERAN and SNIPER VETERAN operatives combined. Other than TROOPER VETERAN operatives, this Ancillary Support can only include each operative above once.

Ability

Below, you will find a common ability of the INQUISITORIAL AGENT kill team.

Inquisitorial Mandate

Few authorities in the Imperium can match their power with that of the Inquisition. An Inquisitor can, upon a whim, requisition forces from virtually any of the Imperium’s military branches. This may be a temporary arrangement for the carrying out of a mission of vital importance, or the Inquisitor can bind the assembled warriors to their command for life.

INQUISITORIAL AGENT kill teams have a maximum roster and dataslate limit of 30 operatives (instead of 20). Note that, as operatives from the Ancillary Support options have their normal Faction keyword replaced with INQUISITORIAL AGENT, they can be added to your roster and dataslate.

Strategic Ploys

If your faction is INQUISITORIAL AGENT, you can use the following Strategic Ploys during a game.

DENOUNCE1CP
Strategic Ploy
Select one enemy operative and roll one D3. In the Firefight phase of this Turning Point, that enemy operative is treated as having a Group Activation characteristic of 1, and cannot be activated or perform actions until it is the last enemy operative to be activated, or a number of enemy operatives have been activated equal to the result of the D3 (whichever comes first). You can only use this Strategic Ploy once per battle.
INTENSE SCRUTINY1CP
Strategic Ploy
Until the end of the Turning Point, when determining Line of Sight for each friendly INQUISITORIAL AGENT operative, enemy operatives within 2 of them are treated as having an Engage order.
QUARRY1CP
Strategic Ploy
Select one enemy operative to be the quarry until the end of the Turning Point. Each time a friendly INQUISITORIAL AGENT operative fights in combat with or makes a shooting attack against that enemy operative, in the Roll Attack Dice step of that combat or shooting attack, you can re-roll one of your attack dice. If that enemy operative is removed from the killzone, you can select another to be the quarry until the end of the Turning Point.
IRREFUTABLE JURISDICTION1CP
Strategic Ploy
Select one objective marker. Until the end of the Turning Point, each time a shooting attack is made against a friendly INQUISITORIAL AGENT operative within 2 of that objective marker, in the Roll Defence Dice step of that shooting attack, you can re-roll one of your defence dice.

Tactical Ploys

If your faction is INQUISITORIAL AGENT, you can use the following Tactical Ploys during a game.

EMBEDDED AGENT1CP
Tactical Ploy
Use this Tactical Ploy at the start of the Scouting step. Select one of the following:
  • Select and reveal your Scouting option after your opponent reveals theirs. If both players would do this, select and reveal as normal.
  • After revealing your Scouting option, select and resolve an additional one. It must be a different option to your original selection, and initiative is still determined by your original selection.
ABSOLUTE AUTHORITY1CP
Tactical Ploy
Use this Tactical Ploy during the battle, when an opponent uses a Strategic Ploy or Tactical Ploy (excluding Command Re-roll). Their ploy is not used, the Command point they spent on it is refunded and they cannot use it again during this Turning Point. Note that you cannot use this Tactical Ploy outside the battle, e.g. in the Scouting step. This Tactical Ploy cannot be used to stop the same ploy more than once per battle, or a ploy that no CP was spent on.
RELENTLESS IN PURSUIT1CP
Tactical Ploy
Use this Tactical Ploy after an enemy operative performs a Fall Back action. Select one friendly INQUISITORIAL AGENT operative that was within that enemy operative’s Engagement Range before it moved, but is no longer within an enemy operative’s Engagement Range. That friendly operative can immediately perform a free action, but other than the Dash action, cannot perform an action in which it moves.
THE EMPEROR’S WILL1CP
Tactical Ploy
Use this Tactical Ploy when a friendly INQUISITORIAL AGENT operative is activated. Until the end of the Turning Point, you can ignore any or all modifiers to that operative’s characteristics (including modifiers to the characteristics of its weapons).

Tac Ops

If your faction is INQUISITORIAL AGENT, you can use the Inquisitorial Agent Tac Ops listed below, as specified in the mission sequence.

SEIZE FOR INTERROGATION
Inquisitorial Agent – Faction Tac Op 1
You can reveal this Tac Op when an enemy operative that is more than from other enemy operatives is incapacitated. Before it’s removed from the killzone, place one of your Interrogate tokens underneath that operative as close as possible to the centre of its base. Friendly INQUISITORIAL AGENT operatives (excluding operatives with the Machine or Beast ability) can perform the Pick Up action on that token while not within Engagement Range of an enemy operative. Subtract from their Movement characteristic while they are carrying it. At the end of the battle:
  • If friendly operatives control your Interrogate token, you score 1VP.
  • If a friendly operative is carrying your Interrogate token, you score 1VP.
NO WITNESSES
Inquisitorial Agent – Faction Tac Op 2
Reveal this Tac Op at the end of the battle.
Note that this Tac Op only has one condition.
INVESTIGATE LEAD
Inquisitorial Agent – Faction Tac Op 3
Reveal this Tac Op in the Target Reveal step of any Turning Point. Select one friendly operative to be your investigator.
  • The second time your investigator performs the Investigate Lead action (below), you score 1VP.
  • At the end of the battle, if you achieved the first condition and that friendly operative has not been incapacitated, you score 1VP.
Your investigator can perform the following mission action:

INVESTIGATE LEAD1AP

An investigator can perform this action while it controls an objective marker that hasn’t been investigated by your kill team. If it does so, that objective marker has been investigated. An investigator operative cannot perform this action while within Engagement Range of an enemy operative.

Spec Ops Rules

Below you will find a selection of rules for Spec Ops campaigns in which you have selected INQUISITORIAL AGENT as your Faction keyword.

Battle Honours

Each time an INQUISITORIAL AGENT operative gains a Battle Honour, instead of determining one from its specialism, you can determine one from the Inquisitorial Agent Specialist table below. You can either roll one D6 to randomly determine the Battle Honour (re-rolling if it isn’t suitable), or you can select an appropriate one. As with any Battle Honour, an operative cannot have the same one more than once (if a duplicate result is rolled, roll again until a different result is rolled).

INQUISITORIAL AGENT SPECIALIST
D6Specialism
1Weapon Specialist: Select one of this operative’s weapons. Improve the Ballistic Skill or Weapon Skill characteristic of that weapon (and all of its profiles, where relevant) by 1 (to a maximum of 3+).
2Proficient: Select one Battle Honour for this operative from a Core Book specialism you haven’t selected for it to progress in.
3Inspector: When determining Line of Sight for this operative (including each time it makes a shooting attack), enemy operatives must be more than from it to be in Cover (instead of ).
4Firm Resolve: You can ignore any or all modifiers to this operative’s APL and Movement characteristics, and it’s not affected by the Stun critical hit rule.
5Ruthless Persecutor: Each time this operative makes a shooting attack against an enemy operative that is not in Cover, in the Roll Attack Dice step of that shooting attack, before rolling your attack dice, you can retain one as a successful normal hit without rolling it.
6Highly Capable: Once per battle, when this operative fights in combat, makes a shooting attack or a shooting attack is made against it, you can use the Command Re-roll Tactical Ploy without spending any Command points.

Rare Equipment

Each time you would determine an item of rare equipment to add to your stash, if your faction is INQUISITORIAL AGENT, you can determine one from the table below instead of determining one from another source. To do so, you can either roll one D6 to randomly determine the rare equipment (re-rolling if it isn’t suitable), or you can select an appropriate one. As with any item of rare equipment, your stash cannot include more than one of each item (if a duplicate result is rolled, roll again until a different result is rolled).

1. TANGLE GRENADE [3EP]

Not available for an AUTOSAVANT operative. The operative can perform the following action during the battle:

TANGLE GRENADE1AP

Select one enemy operative Visible to and within of this operative, then roll one D6, adding 1 to the result if that enemy operative is in this operative’s Line of Sight. On a 3+, that enemy operative is tangled until it performs the Pass action or the battle ends (whichever comes first). A tangled operative cannot perform any actions other than Pass.

2. PROMETHIUM ROUNDS [2EP]

Select one autopistol or extended stock autopistol the operative is equipped with (note that you cannot select a suppressed autopistol). That weapon gains the Splash 1 critical hit rule for the battle.

3. DIGITAL LASER [3EP]

INQUISITION operative only. The operative is equipped with the following ranged weapon for the battle:

 
Name
A
BS/WS
D
Digital laser
4
3+
0/0
Special Rules
!
Rng , Lethal 3+, Limited
MW2

4. INFRASCOPE [3EP]

Select one of the operative’s ranged weapons. That weapon gains the No Cover special rule for the battle. In addition, each time the operative makes a shooting attack with that weapon during the battle, enemy operatives are not Obscured for that shooting attack.

5. TRUESILVER WEAVE [2EP]

INQUISITION operative only. The operative gains the following ability for the battle:

Truesilver Weave: Each time an enemy operative fights in combat with or makes a shooting attack against this operative, subtract 1 from both Damage characteristics of that enemy operative’s weapons for that combat or shooting attack (to a minimum of 2).

6. SHROUDFIELD [2EP]

The operative gains the following ability for the battle:

Shroudfield: While this operative has a Conceal order, it is always treated as having a Conceal order, regardless of any other rules (e.g. Vantage Point).


Strategic Assets

Each time you would add a strategic asset to your base of operations, if your faction is INQUISITORIAL AGENT, you can select one from the list below instead of selecting one from another source. As with any strategic asset, you can never have more than one of each.

INVESTIGATION CHAMBER

The kill team’s base of operations has a space dedicated to deep research and analysis. Such a chamber is fitted with signal-scramblers, sound-buffers and all manner of other devices to make It Impossible for enemies to discover their findings.

After each game you win, and after each Spec Op you complete, you can select one INQUISITORIAL AGENT operative to earn 1XP.

SPY

Whether it be from a deep-cover agent or a highly concealed, well compensated local informant, the kill team is provided with crucial information regarding the objectives of their enemy.

Your opponent’s Tac Ops are not kept secret. Your opponent must still ‘reveal’ them as normal, so they can’t score victory points from them until they are revealed.

HIGH PLACED COLLABORATOR

An ally in the planetary governor’s office, a mole in the enemy’s supply line or an emissary at court, the kill team has a valuable collaborator to source supplies and impart influence.

After each game, roll one D6, adding 1 to the result for each of the following:

  • If you won.
  • If you scored any victory points from INQUISITORIAL AGENT Tac Ops.
On a 6+, you gain 1 Requisition point.


Requisitions

In a Spec Ops campaign, if your faction is INQUISITORIAL AGENT, you can use the following Requisitions in addition to those presented in other sources.

INTERROGATOR'S INFLUENCE2RP

The Interrogator has thoroughly analysed the parameters and challenges of the missions ahead, and has determined that an additional Agent and their specific skills will be sorely needed.

Purchase this Requisition before or after a game. Add one INQUISITORIAL AGENT operative to your dataslate; this can be an Ancillary Support operative, but cannot be an INTERROGATOR operative. That operative starts with 6XP (select a Battle Honour accordingly). You can only use this Requisition if your dataslate includes at least one INTERROGATOR operative of Veteran rank or higher.
REQUISITION ANCILLARY2RP

Thanks to the Inquisitorial mandate, the kill team can be reinforced even at the very last minute with some of the Imperium’s finest soldiers.

Purchase this Requisition before or after a game. Add the operatives of one INQUISITORIAL AGENT Ancillary Support to your dataslate, adhering to its selection requirements. For example, 5 TEMPESTUS SCION operatives: COMMS; MEDIC; TROOPER; GUNNER equipped with gun butt and hot-shot volley gun; GUNNER equipped with gun butt and plasma gun.
CONSPIRACY AND PLOT1RP

As their investigation proceeds, the kill team uncover a plot their enemies are hatching that must be pursued further. However, an outside observer might wonder if this ‘shocking and appalling discovery’ is somewhat convenient...

Purchase this Requisition before or after a game, if your kill team is currently conducting Operation 1 of a Spec Op. Work out your operation completion rate. This is the number of games you have successfully scored victory points from the required Tac Ops of that Operation. Then change your Spec Op to a different one; you are treated as having the same operation completion rate for the new Spec Op’s Operation 1.

Spec Ops

Each time you would select a Spec Op for your kill team to be assigned to, if your faction is INQUISITORIAL AGENT, you can select one from those found below instead of selecting one from another source.

Inquisitorial Investigation

The area is alive with heretical insurrectionists who threaten to bring all out civil war. By rooting out the traitors, this world — and its vital tithes — can be saved from the infernos of full-scale conflict.

OPERATION 1: TILL THE SOIL

The kill team seek out leads in earnest. Locals are questioned, informants bribed and captives interrogated. Weapons-smuggling routes and traitor boltholes are identified.

Complete five games in which you scored victory points from the ‘Seize for Interrogation’, ‘Investigate Lead’ and/or ‘Behind Enemy Lines’ Tac Op.

OPERATION 2: REAP THE HARVEST

Thanks to the kill team’s thorough efforts, the leaders of the insurrection have been discovered, along with their hideouts. It’s time to eliminate them. In doing so, the traitors’ momentum will be stalled completely and the rebellion all but stopped for good.

Complete a game in which you scored victory points from the ‘Headhunter’ Tac Op.

COMMENDATION

SPEC OPS BONUS
For the purposes of a mission’s Spec Ops bonus, this Spec Op is considered a ‘Perform Ritual’ Spec Op.

Merciless Persecution

A threat is growing, mysterious and largely concealed — and all the more dangerous for it. It hides equally amidst the throngs of criminal masses, the enclaves of the holy and the towers of the rich. The Inquisitor knows it is here... somewhere. To root it out might cost much innocent life, but better a thousand ignorant souls cast into oblivion than a guilty one be permitted to roam free.

OPERATION 1: THE ENDS JUSTIFY THE MEANS

The kill team must plant listening devices, psychic wards, techno-viruses and manufactured evidence to spy on potential foes, discredit them and ruin their nefarious plans.

Complete five games in which you scored victory points from the ‘Upload Viral Code’, ‘Plant Signal Beacon’ and/or ‘Plant Banner’ Tac Op.

OPERATION 2: REMOVE OBSTACLE

An enemy force seek to intervene with the kill team’s efforts to uproot a terrible threat. They intend to undermine the authority of the Emperor and his loyal defenders. Eliminate them.

Complete a game in which you scored victory points from the ‘Rout’ and/or ‘Execution’ Tac Op.

COMMENDATION

SPEC OPS BONUS
For the purposes of a mission’s Spec Ops bonus, this Spec Op is considered an ‘Infiltrate the Enemy’ Spec Op.

Equipment

INQUISITORIAL AGENT operatives in your kill team can be equipped with equipment from this list, as specified in the mission sequence. Any equipment marked with a + can be selected a maximum of once, and each operative can be equipped with no more than one of each item.

ARMOURED BODYSUIT [2EP]

INQUISITION operative with a 5+ Save characteristic only. The operative gains the following ability for the battle:

Armoured Bodysuit: Each time a shooting attack is made against this operative, in the Roll Defence Dice step of that shooting attack, you can retain one of your defence dice results of ‘4’ as a successful normal save.

REFRACTOR FIELD+ [3EP]

INQUISITION operative only. The operative gains the following ability for the battle:

Refractor Field: This operative has a 4+ invulnerable save.

SERVO-SKULL+ [2EP]

INQUISITION operative only. The operative gains the following ability for the battle:

Servo-skull: Once per Turning Point, during this operative’s activation, it can perform a mission action for one less action point (to a minimum of 0AP).

MASTER-CRAFTED AUTOPISTOL [2EP]

INQUISITION operative only. Select one autopistol or extended stock autopistol the operative is equipped with (note that you cannot select a suppressed autopistol). Add 1 to both Damage characteristics of that weapon for the battle.

POWER KNIFE [3EP]

INQUISITION operative only (excluding an AUTOSAVANT and MYSTIC). The operative is equipped with the following melee weapon for the battle:
 
Name
A
BS/WS
D
Power knife
3
4+
3/5
Special Rules
!
Lethal 5+
-

FRAG GRENADE [2EP]

Not available for an AUTOSAVANT operative. The operative is equipped with the following ranged weapon for the battle:
 
Name
A
BS/WS
D
Frag grenade
4
3+
2/3
Special Rules
!
Rng , Blast , Indirect, Limited
-

KRAK GRENADE [3EP]

Not available for an AUTOSAVANT operative. The operative is equipped with the following ranged weapon for the battle. It cannot make a shooting attack with this weapon by performing an Overwatch action:
 
Name
A
BS/WS
D
Krak grenade
4
3+
4/5
Special Rules
!
Rng , AP1, Indirect, Limited
-

STUN GRENADE [2EP]

Not available for an AUTOSAVANT operative. The operative can perform the following action during the battle:

STUN GRENADE1AP

Select one point in the killzone within of this operative. Roll one D6 for each operative within of that point, subtracting 1 from the result if that operative is not Visible to this operative. On a 4+, subtract 1 from that operative’s APL. This operative can only perform this action once, and cannot perform this action while within Engagement Range of an enemy operative.

SMOKE GRENADE [3EP]

Not available for an AUTOSAVANT operative. The operative can perform the following action during the battle:

SMOKE GRENADE1AP

Place the centre of one Smoke token on a point within of this operative. That token creates an area of smoke with a radius and unlimited upward height (but not below). Until the end of the Turning Point, an operative is Obscured if every Cover line drawn to it crosses an area of smoke. This operative can only perform this action once, and cannot perform this action while within Engagement Range of an enemy operative.


Inquisitorial Agent Datacards


Interrogator Agent

Ruthless, resourceful and skilled in all manner of clandestine and war-making skills, Interrogators are selected by the Inquisitor they serve for their dogged determination and unflagging loyalty, and are on the path to becoming Inquisitors themselves.

Interrogator Agent

Ruthless, resourceful and skilled in all manner of clandestine and war-making skills, Interrogators are selected by the Inquisitor they serve for their dogged determination and unflagging loyalty, and are on the path to becoming Inquisitors themselves.

M APL GA DF SV W Base
3 2 2* 3 5+ 8 25mm
 
Name
A
BS/WS
D
SR
Special Rules
!
Extended stock autopistol
Each time this weapon is selected to make a shooting attack with, select one of the profiles below to use:
Extended stock autopistol
Each time this weapon is selected to make a shooting attack with, select one of the profiles below to use:
 - Close range
 - Close range
4
3+
2/3
Rng Rng -
 - Long range
 - Long range
4
4+
2/3
--
Fists
Fists
3
4+
2/3
--
ABILITIES UNIQUE ACTIONS
Consecrated Tome: When this operative is selected for deployment, also select either the Denunciation or Sanctification ability for it to have for the battle. The friendly TOME-SKULL operative has the other ability for the battle.
  • Denunciation: Each time a friendly INQUISITORIAL AGENT operative fights in combat with or makes a shooting attack against an enemy operative within of this operative, add 1 to the Attacks characteristic of that friendly operative’s weapon for that combat or shooting attack.
  • Sanctification: Each time an enemy operative fights in combat with or makes a shooting attack against a friendly INQUISITORIAL AGENT operative within of this operative, subtract 1 from the Attacks characteristic of that enemy operative’s weapon for that combat or shooting attack.
Change Tome: Once per Turning Point, at any point during this operative’s activation, if a friendly TOME-SKULL operative is within of this operative, and neither of them are within Engagement Range of an enemy operative, you can swap their Consecrated Tome abilities.
* INTERROGATOR and TOME-SKULL operatives fulfil each other’s Group Activation requirements.
-
ABILITIES
Consecrated Tome: When this operative is selected for deployment, also select either the Denunciation or Sanctification ability for it to have for the battle. The friendly TOME-SKULL operative has the other ability for the battle.
  • Denunciation: Each time a friendly INQUISITORIAL AGENT operative fights in combat with or makes a shooting attack against an enemy operative within of this operative, add 1 to the Attacks characteristic of that friendly operative’s weapon for that combat or shooting attack.
  • Sanctification: Each time an enemy operative fights in combat with or makes a shooting attack against a friendly INQUISITORIAL AGENT operative within of this operative, subtract 1 from the Attacks characteristic of that enemy operative’s weapon for that combat or shooting attack.
Change Tome: Once per Turning Point, at any point during this operative’s activation, if a friendly TOME-SKULL operative is within of this operative, and neither of them are within Engagement Range of an enemy operative, you can swap their Consecrated Tome abilities.
* INTERROGATOR and TOME-SKULL operatives fulfil each other’s Group Activation requirements.
UNIQUE ACTIONS
-
DATACARD-RELATED
PROMETHIUM ROUNDS , DIGITAL LASER , INFRASCOPE , TRUESILVER WEAVE , INTERROGATOR'S INFLUENCE , Armoured Bodysuit , Refractor Field , Servo-skull , Master-crafted Autopistol , Power Knife , Frag Grenade , Krak Grenade , Stun Grenade , Smoke Grenade
INQUISITORIAL AGENT, IMPERIUM, INQUISITION, LEADER, INTERROGATOR
INQUISITORIAL AGENT, IMPERIUM, INQUISITION, LEADER, INTERROGATOR


Tome-skull

These familiars are specialised servo-skulls designed to secure and hold open a treasured volume. The books chosen by Interrogators for a Tome-skull to bear into the field are seeped in holy power and filled with arcane lore, sanctifying ground and renouncing daemonic spirits.

Tome-skull

These familiars are specialised servo-skulls designed to secure and hold open a treasured volume. The books chosen by Interrogators for a Tome-skull to bear into the field are seeped in holy power and filled with arcane lore, sanctifying ground and renouncing daemonic spirits.

M APL GA DF SV W Base
3 1 2* 2 5+ 5 25mm
ABILITIES UNIQUE ACTIONS
Consecrated Tome: When this operative is selected for deployment, also select either the Denunciation or Sanctification ability for it to have for the battle. The friendly TOME-SKULL operative has the other ability for the battle.
  • Denunciation: Each time a friendly INQUISITORIAL AGENT operative fights in combat with or makes a shooting attack against an enemy operative within of this operative, add 1 to the Attacks characteristic of that friendly operative’s weapon for that combat or shooting attack.
  • Sanctification: Each time an enemy operative fights in combat with or makes a shooting attack against a friendly INQUISITORIAL AGENT operative within of this operative, subtract 1 from the Attacks characteristic of that enemy operative’s weapon for that combat or shooting attack.
Support Unit: This operative cannot:
Machine:
  • This operative cannot earn (or lose) experience points and automatically passes Casualty tests.
  • This operative’s APL cannot be modified.
  • This operative can perform the Fall Back action for one less action point (to a minimum of 1AP).
* INTERROGATOR and TOME-SKULL operatives fulfil each other’s Group Activation requirements.
-
ABILITIES
Consecrated Tome: When this operative is selected for deployment, also select either the Denunciation or Sanctification ability for it to have for the battle. The friendly TOME-SKULL operative has the other ability for the battle.
  • Denunciation: Each time a friendly INQUISITORIAL AGENT operative fights in combat with or makes a shooting attack against an enemy operative within of this operative, add 1 to the Attacks characteristic of that friendly operative’s weapon for that combat or shooting attack.
  • Sanctification: Each time an enemy operative fights in combat with or makes a shooting attack against a friendly INQUISITORIAL AGENT operative within of this operative, subtract 1 from the Attacks characteristic of that enemy operative’s weapon for that combat or shooting attack.
Support Unit: This operative cannot:
Machine:
  • This operative cannot earn (or lose) experience points and automatically passes Casualty tests.
  • This operative’s APL cannot be modified.
  • This operative can perform the Fall Back action for one less action point (to a minimum of 1AP).
* INTERROGATOR and TOME-SKULL operatives fulfil each other’s Group Activation requirements.
UNIQUE ACTIONS
-
INQUISITORIAL AGENT, IMPERIUM, INQUISITION, FLY, TOME-SKULL
INQUISITORIAL AGENT, IMPERIUM, INQUISITION, FLY, TOME-SKULL


Autosavant Agent

Little remains of the original Human the Autosavant once was. Much of their form has been replaced with bionics dedicated to the recording of information. Whether in their base of operations or the heat of battle, they never cease their scribblings of every word and deed they witness.

Autosavant Agent

Little remains of the original Human the Autosavant once was. Much of their form has been replaced with bionics dedicated to the recording of information. Whether in their base of operations or the heat of battle, they never cease their scribblings of every word and deed they witness.

M APL GA DF SV W Base
3 2 1 3 4+ 7 25mm
 
Name
A
BS/WS
D
SR
Special Rules
!
Mechanical appendages
Mechanical appendages
3
5+
1/2
--
ABILITIES UNIQUE ACTIONS
Scrivener: Each subsequent time your opponent uses each Strategic or Tactical Ploy (excluding Command Re-roll) during the battle, you gain 1CP.
Chronicle: In narrative play, in the Update Dataslates step, if this operative was not incapacitated, you can select one other friendly INQUISITORIAL AGENT operative that was in that battle to gain D3 experience points.
Irrefutable Report (1AP): Select one objective marker. Until this operative performs this action again, while this operative is within of that objective marker, it dominates it. A friendly operative that dominates an objective marker always controls it, regardless of any other rules or the APL of enemy operatives within the required distance of it. If an enemy operative would also dominate that objective marker, control is determined as normal. This operative can only perform this action once per battle, and cannot perform it while within Engagement Range of an enemy operative.
ABILITIES
Scrivener: Each subsequent time your opponent uses each Strategic or Tactical Ploy (excluding Command Re-roll) during the battle, you gain 1CP.
Chronicle: In narrative play, in the Update Dataslates step, if this operative was not incapacitated, you can select one other friendly INQUISITORIAL AGENT operative that was in that battle to gain D3 experience points.
UNIQUE ACTIONS
Irrefutable Report (1AP): Select one objective marker. Until this operative performs this action again, while this operative is within of that objective marker, it dominates it. A friendly operative that dominates an objective marker always controls it, regardless of any other rules or the APL of enemy operatives within the required distance of it. If an enemy operative would also dominate that objective marker, control is determined as normal. This operative can only perform this action once per battle, and cannot perform it while within Engagement Range of an enemy operative.
DATACARD-RELATED
TANGLE GRENADE , DIGITAL LASER , INFRASCOPE , TRUESILVER WEAVE , Armoured Bodysuit , Refractor Field , Servo-skull
INQUISITORIAL AGENT, IMPERIUM, INQUISITION, AUTOSAVANT
INQUISITORIAL AGENT, IMPERIUM, INQUISITION, AUTOSAVANT


Questkeeper Agent

Questkeepers - known also as Knight-Errants, Penitents and many other names - are fanatical zealots dedicated to the Imperial Creed. With an intense hatred for foes of the Emperor, they execute sworn quests to slaughter heretics and traitors.

Questkeeper Agent

Questkeepers - known also as Knight-Errants, Penitents and many other names - are fanatical zealots dedicated to the Imperial Creed. With an intense hatred for foes of the Emperor, they execute sworn quests to slaughter heretics and traitors.

M APL GA DF SV W Base
3 2 1 3 5+ 7 25mm
 
Name
A
BS/WS
D
SR
Special Rules
!
Autopistol
Autopistol
4
4+
2/3
Rng Rng -
Eviscerator
Eviscerator
4
4+
5/6
Brutal, Unrelenting*. !Reap 2Brutal, Unrelenting*Reap 2
ABILITIES UNIQUE ACTIONS
Irrepressible Purpose: If this operative is incapacitated in combat, you can strike with one of your remaining attack dice before it’s removed from the killzone.
Zealot: Each time this operative would lose a wound, roll one D6: on a 5+, that wound is not lost.
*Unrelenting: Each time a friendly operative fights in combat with this weapon, if you are the attacker, you can re-roll one of your attack dice.
-
ABILITIES
Irrepressible Purpose: If this operative is incapacitated in combat, you can strike with one of your remaining attack dice before it’s removed from the killzone.
Zealot: Each time this operative would lose a wound, roll one D6: on a 5+, that wound is not lost.
*Unrelenting: Each time a friendly operative fights in combat with this weapon, if you are the attacker, you can re-roll one of your attack dice.
UNIQUE ACTIONS
-
DATACARD-RELATED
PROMETHIUM ROUNDS , DIGITAL LASER , INFRASCOPE , TRUESILVER WEAVE , Armoured Bodysuit , Refractor Field , Servo-skull , Master-crafted Autopistol , Power Knife , Frag Grenade , Krak Grenade , Stun Grenade , Smoke Grenade
INQUISITORIAL AGENT, IMPERIUM, INQUISITION, QUESTKEEPER
INQUISITORIAL AGENT, IMPERIUM, INQUISITION, QUESTKEEPER


Death World Veteran Agent

Every Inquisitor knows that death worlds produce the toughest soldiers in the Imperium. Many go to great lengths to draft experienced death worlders, for these warriors’ fighting skills are vital for hunting down the heretic.

Death World Veteran Agent

Every Inquisitor knows that death worlds produce the toughest soldiers in the Imperium. Many go to great lengths to draft experienced death worlders, for these warriors’ fighting skills are vital for hunting down the heretic.

M APL GA DF SV W Base
3 2 1 3 5+ 7 25mm
 
Name
A
BS/WS
D
SR
Special Rules
!
Autopistol
Autopistol
4
4+
2/3
Rng Rng -
Knife
Knife
1
2+
5/7
Lethal 5+Lethal 5+-
Polearm
Polearm
4
3+
4/5
!Reap 2-Reap 2
ABILITIES UNIQUE ACTIONS
Hunter: This operative can perform a Charge action while it has a Conceal order.
Weathered: Once per Turning Point, when this operative fights in combat, in the Resolve Successful Hits step of that combat, you can ignore the damage inflicted on it from one normal hit.
-
ABILITIES
Hunter: This operative can perform a Charge action while it has a Conceal order.
Weathered: Once per Turning Point, when this operative fights in combat, in the Resolve Successful Hits step of that combat, you can ignore the damage inflicted on it from one normal hit.
UNIQUE ACTIONS
-
DATACARD-RELATED
PROMETHIUM ROUNDS , DIGITAL LASER , INFRASCOPE , TRUESILVER WEAVE , Armoured Bodysuit , Refractor Field , Servo-skull , Master-crafted Autopistol , Power Knife , Frag Grenade , Krak Grenade , Stun Grenade , Smoke Grenade
INQUISITORIAL AGENT, IMPERIUM, INQUISITION, DEATH WORLD VETERAN
INQUISITORIAL AGENT, IMPERIUM, INQUISITION, DEATH WORLD VETERAN


Enlightener Agent

Known to some as Excruciators or Truth-Peelers, these sadistic individuals are highly valued by Inquisitors for their utter lack of mercy and uncanny skill in extracting valuable information, even from the most uncooperative of prisoners.

Enlightener Agent

Known to some as Excruciators or Truth-Peelers, these sadistic individuals are highly valued by Inquisitors for their utter lack of mercy and uncanny skill in extracting valuable information, even from the most uncooperative of prisoners.

M APL GA DF SV W Base
3 2 1 3 5+ 7 25mm
 
Name
A
BS/WS
D
SR
Special Rules
!
Autopistol
Autopistol
4
4+
2/3
Rng Rng -
Paired blades
Paired blades
4
3+
3/5
Balanced. !Rending, Cripple*BalancedRending, Cripple*
ABILITIES UNIQUE ACTIONS
No Escape: Each time an enemy operative performs a Fall Back action while within Engagement Range of this operative, roll one D6, subtracting 1 if that enemy operative has a higher Wounds characteristic than this operative, and adding 1 if that enemy operative is injured. On a 4+, that enemy operative cannot perform that action, but the action points subtracted are not refunded.
*Cripple: Each time this operative fights in combat with this weapon, in the Resolve Successful Hits step of that combat, if it strikes with a critical hit, that enemy operative is injured until the end of the battle (regardless of any rules that say it cannot be injured).
-
ABILITIES
No Escape: Each time an enemy operative performs a Fall Back action while within Engagement Range of this operative, roll one D6, subtracting 1 if that enemy operative has a higher Wounds characteristic than this operative, and adding 1 if that enemy operative is injured. On a 4+, that enemy operative cannot perform that action, but the action points subtracted are not refunded.
*Cripple: Each time this operative fights in combat with this weapon, in the Resolve Successful Hits step of that combat, if it strikes with a critical hit, that enemy operative is injured until the end of the battle (regardless of any rules that say it cannot be injured).
UNIQUE ACTIONS
-
DATACARD-RELATED
PROMETHIUM ROUNDS , DIGITAL LASER , INFRASCOPE , TRUESILVER WEAVE , Armoured Bodysuit , Refractor Field , Servo-skull , Master-crafted Autopistol , Power Knife , Frag Grenade , Krak Grenade , Stun Grenade , Smoke Grenade
INQUISITORIAL AGENT, IMPERIUM, INQUISITION, ENLIGHTENER
INQUISITORIAL AGENT, IMPERIUM, INQUISITION, ENLIGHTENER


Gun Servitor

More machine than Human, Gun Servitors are commonplace across the Imperium, and lobotomised to the extent that they lack any kind of capacity for independent thought. Used to fulfil mundane and difficult tasks, they carry hefty loads often including heavy weapons.

Gun Servitor

More machine than Human, Gun Servitors are commonplace across the Imperium, and lobotomised to the extent that they lack any kind of capacity for independent thought. Used to fulfil mundane and difficult tasks, they carry hefty loads often including heavy weapons.

M APL GA DF SV W Base
3 1 1 3 4+ 11 32mm
 
Name
A
BS/WS
D
SR
Special Rules
!
Heavy bolter
Heavy bolter
5
4+
4/5
Ceaseless, Fusillade, Heavy. !P1Ceaseless, Fusillade, HeavyP1
Multi-melta
Multi-melta
4
4+
6/3
AP2, Heavy. !MW4AP2, HeavyMW4
Plasma cannon
Each time this weapon is selected to make a shooting attack with, select one of the profiles below to use:
Plasma cannon
Each time this weapon is selected to make a shooting attack with, select one of the profiles below to use:
 - Standard
 - Standard
4
4+
5/6
AP1, Blast , HeavyAP1, Blast , Heavy-
 - Supercharge
 - Supercharge
4
4+
5/6
AP2, Blast , Heavy, HotAP2, Blast , Heavy, Hot-
Servo claw
Servo claw
3
4+
4/5
--
ABILITIES UNIQUE ACTIONS
Lobotomised: Each time this operative is activated, if it’s Visible to and within of a friendly INQUISITORIAL AGENT operative (excluding a GUN SERVITOR operative) or vice versa, add 1 to this operative’s APL.
-
ABILITIES
Lobotomised: Each time this operative is activated, if it’s Visible to and within of a friendly INQUISITORIAL AGENT operative (excluding a GUN SERVITOR operative) or vice versa, add 1 to this operative’s APL.
UNIQUE ACTIONS
-
DATACARD-RELATED
DIGITAL LASER , INFRASCOPE , TRUESILVER WEAVE , Armoured Bodysuit , Refractor Field , Servo-skull , Power Knife , Frag Grenade , Krak Grenade , Stun Grenade , Smoke Grenade
INQUISITORIAL AGENT, IMPERIUM, INQUISITION, GUN SERVITOR
INQUISITORIAL AGENT, IMPERIUM, INQUISITION, GUN SERVITOR


Hexorcist Agent

Hexorcists are holy men and women that are often mistaken for priests by the uninitiated. They believe that the Imperial Faith will only be spread at the barrel of a gun, and are experienced enough in the galaxy’s many horrors to know they must fight tooth and nail for it.

Hexorcist Agent

Hexorcists are holy men and women that are often mistaken for priests by the uninitiated. They believe that the Imperial Faith will only be spread at the barrel of a gun, and are experienced enough in the galaxy’s many horrors to know they must fight tooth and nail for it.

M APL GA DF SV W Base
3 2 1 3 5+ 7 25mm
 
Name
A
BS/WS
D
SR
Special Rules
!
Shotgun
Shotgun
4
3+
3/3
Rng Rng -
Fists
Fists
3
4+
2/3
--
ABILITIES UNIQUE ACTIONS
Hexorcise: While an enemy operative is Visible to and within of this operative, your opponent cannot re-roll their attack or defence dice for it.
Chasten (1AP): Select one enemy operative within this operative’s Line of Sight and within of it, then select one unique action or ability that operative has. Until the end of that enemy operative’s next activation, it’s treated as not having that unique action or ability. This operative cannot perform this action while within Engagement Range of an enemy operative. Note that weapon rules explained in the abilities section of an operative’s datacard with a * are not themselves abilities, e.g. Unrelenting, see Questkeeper Agent.
ABILITIES
Hexorcise: While an enemy operative is Visible to and within of this operative, your opponent cannot re-roll their attack or defence dice for it.
UNIQUE ACTIONS
Chasten (1AP): Select one enemy operative within this operative’s Line of Sight and within of it, then select one unique action or ability that operative has. Until the end of that enemy operative’s next activation, it’s treated as not having that unique action or ability. This operative cannot perform this action while within Engagement Range of an enemy operative. Note that weapon rules explained in the abilities section of an operative’s datacard with a * are not themselves abilities, e.g. Unrelenting, see Questkeeper Agent.
DATACARD-RELATED
DIGITAL LASER , INFRASCOPE , TRUESILVER WEAVE , Armoured Bodysuit , Refractor Field , Servo-skull , Power Knife , Frag Grenade , Krak Grenade , Stun Grenade , Smoke Grenade
INQUISITORIAL AGENT, IMPERIUM, INQUISITION, HEXORCIST
INQUISITORIAL AGENT, IMPERIUM, INQUISITION, HEXORCIST


Mystic Agent

Using their empyric senses to ’see’ hidden truths and the souls of those they hunt, Mystics engage in the most arcane of missions. They provide vital support to their team, scrying the future for dangers or creating shields of psychic energy.

Mystic Agent

Using their empyric senses to ’see’ hidden truths and the souls of those they hunt, Mystics engage in the most arcane of missions. They provide vital support to their team, scrying the future for dangers or creating shields of psychic energy.

M APL GA DF SV W Base
3 2 1 3 5+ 7 25mm
 
Name
A
BS/WS
D
SR
Special Rules
!
Autopistol
Autopistol
4
2+
2/3
Rng , IndirectRng , Indirect-
Fists
Fists
3
5+
2/3
--
ABILITIES UNIQUE ACTIONS
Icon Bearer: When determining control of an objective marker, treat this operative’s APL characteristic as being 1 higher. Note that this is not a modifier. In narrative play, this is cumulative with the Focused Battle Honour (see the Kill Team Core Book).
Divine Guidance (1AP): Psychic action. Select one friendly INQUISITORIAL AGENT operative within of this operative. Until the end of the Turning Point, each time that operative fights in combat or makes a shooting attack, in the Roll Attack Dice step of that combat or shooting attack, you can retain one failed hit as a successful normal hit, or one successful normal hit as a critical hit. This operative cannot perform this action while within Engagement Range of an enemy operative, or if it has performed the Divine Protection action during this activation.
Divine Protection (1AP): Psychic action. Select one friendly INQUISITORIAL AGENT operative within of this operative. Until the end of the Turning Point, each time a shooting attack is made against that operative, in the Roll Defence Dice step of that shooting attack, you can retain one failed save as a successful normal save, or one successful normal save as a critical save. This operative cannot perform this action while within Engagement Range of an enemy operative, or if it has performed the Divine Guidance action during this activation.
ABILITIES
Icon Bearer: When determining control of an objective marker, treat this operative’s APL characteristic as being 1 higher. Note that this is not a modifier. In narrative play, this is cumulative with the Focused Battle Honour (see the Kill Team Core Book).
UNIQUE ACTIONS
Divine Guidance (1AP): Psychic action. Select one friendly INQUISITORIAL AGENT operative within of this operative. Until the end of the Turning Point, each time that operative fights in combat or makes a shooting attack, in the Roll Attack Dice step of that combat or shooting attack, you can retain one failed hit as a successful normal hit, or one successful normal hit as a critical hit. This operative cannot perform this action while within Engagement Range of an enemy operative, or if it has performed the Divine Protection action during this activation.
Divine Protection (1AP): Psychic action. Select one friendly INQUISITORIAL AGENT operative within of this operative. Until the end of the Turning Point, each time a shooting attack is made against that operative, in the Roll Defence Dice step of that shooting attack, you can retain one failed save as a successful normal save, or one successful normal save as a critical save. This operative cannot perform this action while within Engagement Range of an enemy operative, or if it has performed the Divine Guidance action during this activation.
DATACARD-RELATED
PROMETHIUM ROUNDS , DIGITAL LASER , INFRASCOPE , TRUESILVER WEAVE , Armoured Bodysuit , Refractor Field , Servo-skull , Master-crafted Autopistol , Frag Grenade , Krak Grenade , Stun Grenade , Smoke Grenade
INQUISITORIAL AGENT, IMPERIUM, INQUISITION, PSYKER, MYSTIC
INQUISITORIAL AGENT, IMPERIUM, INQUISITION, PSYKER, MYSTIC


Penal Legionnaire Agent

There are few better sources of expendable fighters with unusual skills and a need for repentance than an Imperial Penal Legion. These hardened criminals are useful with a blade and have nothing left to lose - perfect for the kind of suicidal missions Inquisitorial Agents must face in the Emperor’s service.

Penal Legionnaire Agent

There are few better sources of expendable fighters with unusual skills and a need for repentance than an Imperial Penal Legion. These hardened criminals are useful with a blade and have nothing left to lose - perfect for the kind of suicidal missions Inquisitorial Agents must face in the Emperor’s service.

M APL GA DF SV W Base
3 2 1 3 5+ 7 25mm
 
Name
A
BS/WS
D
SR
Special Rules
!
Hand flamer
Hand flamer
5
2+
2/2
Rng , Torrent Rng , Torrent -
Chainsword
Chainsword
4
4+
4/5
--
ABILITIES UNIQUE ACTIONS
Chem-mask: You can ignore any or all modifiers to this operative’s characteristics and it’s not affected by the Stun critical hit rule.
Cruel: Each time this operative fights in combat with or makes a shooting attack against an enemy operative that has fewer than its starting number of wounds, you can re-roll any or all of your attack dice.
-
ABILITIES
Chem-mask: You can ignore any or all modifiers to this operative’s characteristics and it’s not affected by the Stun critical hit rule.
Cruel: Each time this operative fights in combat with or makes a shooting attack against an enemy operative that has fewer than its starting number of wounds, you can re-roll any or all of your attack dice.
UNIQUE ACTIONS
-
DATACARD-RELATED
DIGITAL LASER , INFRASCOPE , TRUESILVER WEAVE , Armoured Bodysuit , Refractor Field , Servo-skull , Power Knife , Frag Grenade , Krak Grenade , Stun Grenade , Smoke Grenade
INQUISITORIAL AGENT, IMPERIUM, INQUISITION, PENAL LEGIONNAIRE
INQUISITORIAL AGENT, IMPERIUM, INQUISITION, PENAL LEGIONNAIRE


Pistolier Agent

Sometimes known as Desperadoes, these Agents are skilled killers who have honed their talents in the crime-ridden underbowels of hive worlds. Alongside the quick draw they have learned the value of the silent kill, as well as the ostentatiously explosive.

Pistolier Agent

Sometimes known as Desperadoes, these Agents are skilled killers who have honed their talents in the crime-ridden underbowels of hive worlds. Alongside the quick draw they have learned the value of the silent kill, as well as the ostentatiously explosive.

M APL GA DF SV W Base
3 2 1 3 5+ 7 25mm
 
Name
A
BS/WS
D
SR
Special Rules
!
Scoped plasma pistol
Each time this weapon is selected to make a shooting attack with, select one of the profiles below to use:
Scoped plasma pistol
Each time this weapon is selected to make a shooting attack with, select one of the profiles below to use:
 - Scoped
 - Scoped
4
4+
4/5
AP1AP1-
 - Standard
 - Standard
4
3+
5/6
Rng , AP1Rng , AP1-
 - Supercharge
 - Supercharge
4
3+
5/6
Rng , AP2, HotRng , AP2, Hot-
Suppressed autopistol
Suppressed autopistol
4
3+
2/3
Rng , SilentRng , Silent-
Fists
Fists
3
4+
2/3
--
ABILITIES UNIQUE ACTIONS
Pistolier: You can ignore any or all modifiers to the Ballistic Skill characteristic of this operative’s ranged weapons.
Pistol Barrage (1AP): Make a shooting attack with the scoped plasma pistol and the suppressed autopistol this operative is equipped with (in any order). This action is treated as a Shoot action. This operative cannot perform this action if it has a Conceal order.
ABILITIES
Pistolier: You can ignore any or all modifiers to the Ballistic Skill characteristic of this operative’s ranged weapons.
UNIQUE ACTIONS
Pistol Barrage (1AP): Make a shooting attack with the scoped plasma pistol and the suppressed autopistol this operative is equipped with (in any order). This action is treated as a Shoot action. This operative cannot perform this action if it has a Conceal order.
DATACARD-RELATED
DIGITAL LASER , INFRASCOPE , TRUESILVER WEAVE , Armoured Bodysuit , Refractor Field , Servo-skull , Power Knife , Frag Grenade , Krak Grenade , Stun Grenade , Smoke Grenade
INQUISITORIAL AGENT, IMPERIUM, INQUISITION, PISTOLIER
INQUISITORIAL AGENT, IMPERIUM, INQUISITION, PISTOLIER

Sister of Silence Datacards


Sister of Silence Prosecutor

Protected from the malevolence of witches by their rare anti-psychic mutation and shielded from the weapons of the foe by their finely crafted power armour, Prosecutors advance unflinching into the heart of battle. Their boltguns thunder ceaselessly, each explosive shell ending another heretic life.

Sister of Silence Prosecutor

Protected from the malevolence of witches by their rare anti-psychic mutation and shielded from the weapons of the foe by their finely crafted power armour, Prosecutors advance unflinching into the heart of battle. Their boltguns thunder ceaselessly, each explosive shell ending another heretic life.

M APL GA DF SV W Base
3 2 1 3 3+ 8 32mm
 
Name
A
BS/WS
D
SR
Special Rules
!
Boltgun
Boltgun
4
3+
3/4
--
Gun butt
Gun butt
4
4+
2/3
--
ABILITIES UNIQUE ACTIONS
Psychic Abomination: While an operative is within of this operative, it cannot perform psychic actions. This operative cannot be targeted or affected by psychic actions.
-
ABILITIES
Psychic Abomination: While an operative is within of this operative, it cannot perform psychic actions. This operative cannot be targeted or affected by psychic actions.
UNIQUE ACTIONS
-
DATACARD-RELATED
INFRASCOPE , Frag Grenade , Krak Grenade , Stun Grenade , Smoke Grenade
INQUISITORIAL AGENT, IMPERIUM, ANATHEMA PSYKANA, SISTER OF SILENCE, PROSECUTOR
INQUISITORIAL AGENT, IMPERIUM, ANATHEMA PSYKANA, SISTER OF SILENCE, PROSECUTOR


Sister of Silence Vigilator

The surest way to bring an end to a witch’s malefic rampage is to strike their head from their body. Such is the doctrine of the Vigilators, who ghost across the battlefield before charging headlong into the fray, their double-handed power blades singing a keening song of death.

Sister of Silence Vigilator

The surest way to bring an end to a witch’s malefic rampage is to strike their head from their body. Such is the doctrine of the Vigilators, who ghost across the battlefield before charging headlong into the fray, their double-handed power blades singing a keening song of death.

M APL GA DF SV W Base
3 2 1 3 3+ 8 32mm
 
Name
A
BS/WS
D
SR
Special Rules
!
Executioner greatblade
Executioner greatblade
4
3+
4/6
Lethal 5+Lethal 5+-
ABILITIES UNIQUE ACTIONS
Psychic Abomination: While an operative is within of this operative, it cannot perform psychic actions. This operative cannot be targeted or affected by psychic actions.
-
ABILITIES
Psychic Abomination: While an operative is within of this operative, it cannot perform psychic actions. This operative cannot be targeted or affected by psychic actions.
UNIQUE ACTIONS
-
DATACARD-RELATED
INFRASCOPE , Frag Grenade , Krak Grenade , Stun Grenade , Smoke Grenade
INQUISITORIAL AGENT, IMPERIUM, ANATHEMA PSYKANA, SISTER OF SILENCE, VIGILATOR
INQUISITORIAL AGENT, IMPERIUM, ANATHEMA PSYKANA, SISTER OF SILENCE, VIGILATOR


Sister of Silence Witchseeker

Witchseekers wield sanctified flamers as they hunt. Closing with their heretical quarry, they employ their Null powers to close off the psychic trickery that renders witches so deadly, before unleashing a roaring conflagration to immolate the foe.

Sister of Silence Witchseeker

Witchseekers wield sanctified flamers as they hunt. Closing with their heretical quarry, they employ their Null powers to close off the psychic trickery that renders witches so deadly, before unleashing a roaring conflagration to immolate the foe.

M APL GA DF SV W Base
3 2 1 3 3+ 8 32mm
 
Name
A
BS/WS
D
SR
Special Rules
!
Flamer
Flamer
5
2+
2/2
Rng , Torrent Rng , Torrent -
Gun butt
Gun butt
4
4+
2/3
--
ABILITIES UNIQUE ACTIONS
Psychic Abomination: While an operative is within of this operative, it cannot perform psychic actions. This operative cannot be targeted or affected by psychic actions.
-
ABILITIES
Psychic Abomination: While an operative is within of this operative, it cannot perform psychic actions. This operative cannot be targeted or affected by psychic actions.
UNIQUE ACTIONS
-
DATACARD-RELATED
INFRASCOPE , Frag Grenade , Krak Grenade , Stun Grenade , Smoke Grenade
INQUISITORIAL AGENT, IMPERIUM, ANATHEMA PSYKANA, SISTER OF SILENCE, WITCHSEEKER
INQUISITORIAL AGENT, IMPERIUM, ANATHEMA PSYKANA, SISTER OF SILENCE, WITCHSEEKER

Tempestus Scion Datacards


Tempestus Scion Comms

Equipped with powerful vox units, these Tempestus Scions can relay orders and accurate tactical data to their squadmates quickly and efficiently. Some are also trained in counter-intelligence and the interception of signals, allowing their fellow Agents to outmanoeuvre the foe.

Tempestus Scion Comms

Equipped with powerful vox units, these Tempestus Scions can relay orders and accurate tactical data to their squadmates quickly and efficiently. Some are also trained in counter-intelligence and the interception of signals, allowing their fellow Agents to outmanoeuvre the foe.

M APL GA DF SV W Base
3 2 1 3 4+ 8 25mm
 
Name
A
BS/WS
D
SR
Special Rules
!
Hot-shot lasgun
Hot-shot lasgun
4
4+
3/4
--
Gun butt
Gun butt
3
4+
2/3
--
ABILITIES UNIQUE ACTIONS
-
Signal (1AP): Select one friendly INQUISITORIAL AGENT operative in the killzone. Add 1 to its APL. This operative cannot perform this action while within Engagement Range of an enemy operative. This operative can perform this action more than once during its activation.
ABILITIES
-
UNIQUE ACTIONS
Signal (1AP): Select one friendly INQUISITORIAL AGENT operative in the killzone. Add 1 to its APL. This operative cannot perform this action while within Engagement Range of an enemy operative. This operative can perform this action more than once during its activation.
DATACARD-RELATED
INFRASCOPE , REQUISITION ANCILLARY , Frag Grenade , Krak Grenade , Stun Grenade , Smoke Grenade
INQUISITORIAL AGENT, IMPERIUM, ASTRA MILITARUM, TEMPESTUS SCION, COMMS
INQUISITORIAL AGENT, IMPERIUM, ASTRA MILITARUM, TEMPESTUS SCION, COMMS


Tempestus Scion Gunner

Tempestus Scions have access to a wider variety of special weapons that are ideally suited to all manner of missions. Gunners are well trained in their use - whether that be clearing a bunker with a flamer or raking down a swarm of heavily armoured foes with a hot-shot volley gun.

Tempestus Scion Gunner

Tempestus Scions have access to a wider variety of special weapons that are ideally suited to all manner of missions. Gunners are well trained in their use - whether that be clearing a bunker with a flamer or raking down a swarm of heavily armoured foes with a hot-shot volley gun.

M APL GA DF SV W Base
3 2 1 3 4+ 8 25mm
 
Name
A
BS/WS
D
SR
Special Rules
!
Flamer
Flamer
5
2+
2/2
Rng , Torrent Rng , Torrent -
Grenade launcher
Each time this weapon is selected to make a shooting attack with, select one of the profiles below to use:
Grenade launcher
Each time this weapon is selected to make a shooting attack with, select one of the profiles below to use:
 - Frag
 - Frag
4
4+
2/4
Blast Blast -
 - Krak
 - Krak
4
4+
4/5
AP1AP1-
Hot-shot volley gun
Hot-shot volley gun
5
4+
3/4
Fusillade. !P1FusilladeP1
Meltagun
Meltagun
4
4+
6/3
Rng , AP2. !MW4Rng , AP2MW4
Plasma gun
Each time this weapon is selected to make a shooting attack with, select one of the profiles below to use:
Plasma gun
Each time this weapon is selected to make a shooting attack with, select one of the profiles below to use:
 - Standard
 - Standard
4
4+
5/6
AP1AP1-
 - Supercharge
 - Supercharge
4
4+
5/6
AP2, HotAP2, Hot-
Gun butt
Gun butt
3
4+
2/3
--
ABILITIES UNIQUE ACTIONS
-
-
ABILITIES
-
UNIQUE ACTIONS
-
DATACARD-RELATED
INFRASCOPE , REQUISITION ANCILLARY , Frag Grenade , Krak Grenade , Stun Grenade , Smoke Grenade
INQUISITORIAL AGENT, IMPERIUM, ASTRA MILITARUM, TEMPESTUS SCION, GUNNER
INQUISITORIAL AGENT, IMPERIUM, ASTRA MILITARUM, TEMPESTUS SCION, GUNNER


Tempestus Scion Medic

On missions far behind enemy lines, Tempestus Scions can suffer casualties many miles from their base of operations. Their Medics are vital for providing life-saving aid to the wounded - getting them back into the fight sooner or keeping them alive long enough to be taken to safety.

Tempestus Scion Medic

On missions far behind enemy lines, Tempestus Scions can suffer casualties many miles from their base of operations. Their Medics are vital for providing life-saving aid to the wounded - getting them back into the fight sooner or keeping them alive long enough to be taken to safety.

M APL GA DF SV W Base
3 2 1 3 4+ 8 25mm
 
Name
A
BS/WS
D
SR
Special Rules
!
Hot-shot lasgun
Hot-shot lasgun
4
4+
3/4
--
Gun butt
Gun butt
3
4+
2/3
--
ABILITIES UNIQUE ACTIONS
Medic!: Once per Turning Point, the first time another friendly INQUISITORIAL AGENT operative would be incapacitated while Visible to and within of this operative and not within Engagement Range of an enemy operative, if this operative is not within Engagement Range of an enemy operative, this operative can revive it. That friendly operative is not incapacitated, has 1 wound remaining, and if it was a shooting attack, any remaining attack dice are discarded. That friendly operative can then perform a free Dash action, but must finish that move within of this operative. Subtract 1 from both operatives’ APL.
Medipack (1AP): Select one friendly INQUISITORIAL AGENT operative Visible to and within of this operative. That friendly operative regains 2D3 lost wounds. An operative cannot be selected for this action if it was revived using the Medic! ability during the same Turning Point. This operative cannot perform this action while within Engagement Range of an enemy operative.
ABILITIES
Medic!: Once per Turning Point, the first time another friendly INQUISITORIAL AGENT operative would be incapacitated while Visible to and within of this operative and not within Engagement Range of an enemy operative, if this operative is not within Engagement Range of an enemy operative, this operative can revive it. That friendly operative is not incapacitated, has 1 wound remaining, and if it was a shooting attack, any remaining attack dice are discarded. That friendly operative can then perform a free Dash action, but must finish that move within of this operative. Subtract 1 from both operatives’ APL.
UNIQUE ACTIONS
Medipack (1AP): Select one friendly INQUISITORIAL AGENT operative Visible to and within of this operative. That friendly operative regains 2D3 lost wounds. An operative cannot be selected for this action if it was revived using the Medic! ability during the same Turning Point. This operative cannot perform this action while within Engagement Range of an enemy operative.
DATACARD-RELATED
INFRASCOPE , REQUISITION ANCILLARY , Frag Grenade , Krak Grenade , Stun Grenade , Smoke Grenade
INQUISITORIAL AGENT, IMPERIUM, ASTRA MILITARUM, TEMPESTUS SCION, MEDIC
INQUISITORIAL AGENT, IMPERIUM, ASTRA MILITARUM, TEMPESTUS SCION, MEDIC


Tempestus Scion Trooper

Elite and highly-disciplined soldiers, Tempestus Scion Troopers carry out orders unflinchingly. Having undergone ruthless training from their youth, there are few hardships they cannot endure and few enemies they cannot overcome.

Tempestus Scion Trooper

Elite and highly-disciplined soldiers, Tempestus Scion Troopers carry out orders unflinchingly. Having undergone ruthless training from their youth, there are few hardships they cannot endure and few enemies they cannot overcome.

M APL GA DF SV W Base
3 2 1 3 4+ 8 25mm
 
Name
A
BS/WS
D
SR
Special Rules
!
Hot-shot lasgun
Hot-shot lasgun
4
4+
3/4
--
Gun butt
Gun butt
3
4+
2/3
--
ABILITIES UNIQUE ACTIONS
-
-
ABILITIES
-
UNIQUE ACTIONS
-
DATACARD-RELATED
INFRASCOPE , REQUISITION ANCILLARY , Frag Grenade , Krak Grenade , Stun Grenade , Smoke Grenade
INQUISITORIAL AGENT, IMPERIUM, ASTRA MILITARUM, TEMPESTUS SCION, TROOPER
INQUISITORIAL AGENT, IMPERIUM, ASTRA MILITARUM, TEMPESTUS SCION, TROOPER
QUARRY1CP
Strategic Ploy
Select one enemy operative to be the quarry until the end of the Turning Point. Each time a friendly INQUISITORIAL AGENT operative fights in combat with or makes a shooting attack against that enemy operative, in the Roll Attack Dice step of that combat or shooting attack, you can re-roll one of your attack dice. If that enemy operative is removed from the killzone, you can select another to be the quarry until the end of the Turning Point.
Actions
Actions are categorised as follows:
  • Universal actions can be performed by all operatives. They are detailed below.
  • Unique actions are actions detailed on an operative’s datacard that only they can perform, such as the Dakka Dash action found on the example datacard.
  • Mission actions are specific to the mission you are playing, and will be detailed by that mission’s briefing. Missions can be found here (Open Play mission) and here (Spec Ops Narrative missions).
  • Free actions can only be performed when another rule specifies. Each time an operative would perform a free action, the following rules apply.
    • The operative can perform the action, so long as the requirements of the action are met.
    • The player does not subtract any additional AP to perform the action.
    • The operative would still count as performing the action for all rules purposes. For example, if it performed it during its activation, it would not be able to perform the action again during that activation.

For example, when a KOMMANDO DAKKA BOY performs a Dakka Dash action (see unique actions, above), it can perform a free Dash and free Shoot action without subtracting any additional AP (other than the AP spent on the Dakka Dash action). However, it is subject to those actions’ requirements, therefore it cannot perform the free Dash action if it is within Engagement Range of enemy operatives, and cannot perform the free Shoot action if it is within Engagement Range of enemy operatives or has a Conceal order. In addition, for each of the free actions it performs, it cannot perform them again during its activation.
Power from Pain

Inflicting physical pain, sowing misery and witnessing the terror in their victims’ eyes first hand invigorates the withered soul of a Drukhari. Thus renewed, they are made potent and vital, already hungering for more and filled with a dark energy.

Each time a friendly HAND OF THE ARCHON operative incapacitates an enemy operative with a Wounds characteristic of 5 or more, it gains a Pain token. If that enemy operative had a Wounds characteristic of 11 or more, it gains two pain tokens instead.

You can spend friendly operatives’ Pain tokens on the Invigorations below when the ‘When’ condition is met. For each Pain token you spend, remove it from the operative. With the exception of Stimulated Senses, each Invigoration can only be used once per activation.

InvigorationWhenEffect
Dark AnimusWhen the operative is activated.Add 1 to the operative’s APL.
Vitalised SurgeAfter incapacitating an enemy operative with the operative.Perform a free Dash action, even if it has performed a Charge action during the activation.
Stimulated SensesAfter rolling one of your attack or defence dice for a combat or shooting attack with the operative.Re-roll that dice.
Blooded

Having cast aside their oaths of loyalty to the Golden Throne, these Traitor Guardsmen now seek to catch the eye of a Dark God. To this end, they make the battlefield into their sacrificial altar, risking acts of insane bravado to spill enemy blood, and perhaps earn fleeting rewards of unholy power.

Keep a pool of Blooded tokens. Add a Blooded token to your pool as follows:
  • At the start of each Initiative phase.
  • The first time an enemy operative is incapacitated in each Turning Point.
  • The first time a friendly operative is incapacitated within of an enemy operative in each Turning Point.
Once in each Strategy phase, when it is your turn to use a Strategic Ploy or pass, you can assign any or all of your Blooded tokens from your pool to friendly BLOODED operatives in the killzone. Each operative can have no more than one Blooded token.

In each Strategy phase, after assigning your Blooded tokens (if any), if four or more friendly operatives in the killzone have Blooded tokens, you can select one of them to be under the gaze of the gods until the end of the Turning Point.

Each time a friendly BLOODED operative that has a Blooded token fights in combat or makes a shooting attack, in the Roll Attack Dice step of that combat or shooting attack, before rolling your attack dice, you can retain one as a successful normal hit without rolling it. If that friendly BLOODED operative is under the gaze of the gods, you can retain one as a successful critical hit instead.
Cover
If an operative positions themselves in Cover, they will use it for protection while they have an Engage order, or hide behind it while they have a Conceal order. For an intended target to be in Cover, both of the following must be true:
  • The intended target is more than from the active operative.
  • The intended target is within of a point at which a Cover line crosses another operative’s base (unless that other operative is not itself in the active operative’s LoS), or a terrain feature that provides Cover (see Terrain Traits).

Note that an intended target that has an Engage order can gain a defensive benefit for being in Cover as specified in the shooting sequence.

To establish Cover lines, the active operative’s controlling player draws imaginary straight lines, 1mm wide, from any part of the active operative’s base to every part of the intended target’s base.
Saedath

The saedath are the Harlequins’ battle plans. Each is an elaborate scheme designed around, and named for, stories from the Aeldari’s expansive mythology. Battle itself then becomes a performance of a symbolic and spiritually significant tale in which every Harlequin involved plays a specific and pivotal role.

When selecting your kill team for the battle, select an Allegory to be active for it during the battle (reveal it to your opponent when you reveal your kill team). Then, at the start of the first Strategy phase, select one friendly VOID-DANCER TROUPE operative to have the pivotal role for the battle. While a friendly operative has the pivotal role, it has the Accolade ability of the active Allegory.

Keep a Performance tally for your kill team for the battle. Add 1 to the tally as follows:
  • The first time each friendly VOID-DANCER TROUPE operative completes the Performance of an active Allegory during the battle.
  • The first time a friendly pivotal role operative completes the Performance of an active Allegory during the battle (this is cumulative with the above).

Note that this means, for the purposes of your kill team’s Performance tally during the battle, each friendly operative can only complete one Performance, and only one pivotal role can complete a Performance (even if you change the active Allegory or pivotal role during the battle. For example, as a result of the LEAD PLAYER operative’s Performance Lead ability).

When you add the fourth mark to your Performance tally:
  • All friendly VOID-DANCER TROUPE operatives have the Accolade ability of the active Allegory until the end of the battle.
  • You gain 1 Command Point.

You cannot add marks to your Performance tally as a result of GELLERPOX INFECTED MUTOID VERMIN operatives. For example, performing a Fall Back action whilst within Engagement Range of only MUTOID VERMIN operatives does not complete a Comedy performance.

AllegoryPerformanceAccolade
ComedyThe operative performs a Fall Back action.This operative can perform the Fall Back action for one less action point (to a minimum of 1AP).
EpicThe operative incapacitates an enemy operative in combat by inflicting damage with two or less attack dice in the Resolve Successful Hits step.Each time this operative fights in combat, in the Resolve Successful Hits step of that combat, if you did not retain any critical hits, you can strike or parry with one normal hit as if it were a critical hit.
MelodramaThe operative incapacitates an enemy operative in a shooting attack by inflicting damage with two or more attack dice in the Resolve Successful Hits step.Each time this operative makes a shooting attack, in the Roll Attack Dice step of that shooting attack, you can re-roll one of your attack dice.
OdysseyThe operative performs a Charge action and ends the move within of your opponent’s drop zone.This operative can move up to a distance equal to its Movement characteristic plus for Charge actions, instead of plus .
TragedyThe operative loses wounds from a shooting attack made by an enemy operative.Each time a shooting attack is made against this operative, in the Roll Defence Dice step of that shooting attack, before rolling your defence dice, if it is not in Cover, you can retain one as a successful normal save without rolling it.
Frenzy

To wound a Beastman is only to drive its anger. The Fellgor Ravagers channel their pain into an animalistic frenzy, shrugging off the enemy’s firepower and lashing out at them in violent bursts of primal aggression.

Each time a friendly FELLGOR RAVAGER operative without a Frenzy token would be incapacitated, it gains a Frenzy token instead. If it was fighting in combat, all remaining attack dice (including your opponent’s) are discarded. If it has a Conceal order, change it to Engage.

While a friendly FELLGOR RAVAGER operative has a Frenzy token:
  • It’s only incapacitated as specified below.
  • It cannot have a Conceal order.
  • It’s injured.
  • It cannot perform mission actions or the Pick Up action.
  • Treat its APL characteristic as 1 (after all modifiers) for the purposes of determining control (e.g. objective markers).

A friendly FELLGOR RAVAGER operative with a Frenzy token is incapacitated when one of the following conditions is met:
  • Its activation ends.
  • An enemy operative strikes it with a critical hit in combat.
  • An enemy operative strikes it a second time with a normal hit in combat. Note that this can be strikes from two different combats.
  • The battle ends.
  • Critical damage is inflicted on it in a subsequent shooting attack (i.e. not the same shooting attack in which it gained a Frenzy token).

Your opponent treats a FELLGOR RAVAGER operative as being incapacitated (instead of when it would be incapacitated normally) when it gains a Frenzy token for the following purposes:
  • Scoring VPs from Tac Ops that require enemy operatives to be incapacitated.
  • Gaining Pain tokens (HAND OF THE ARCHON) and Blooded tokens (BLOODED).
  • Completing performances of Allegories (VOID-DANCER TROUPE).
Ruthless Efficiency

Arbitrators have long experience in claustrophobic confrontations and synchronise their tactics to eliminate foes. With chilling precision, they open fire on the guilty even in the press of combat.

Each time a friendly operative with this ability makes a shooting attack with a weapon that doesn’t have the Blast special rule or the word ‘grenade’ in its name, in the Select Valid Target step of that shooting attack, enemy operatives within of it can have other friendly operatives within Engagement Range and still be selected as a valid target (they must still be a valid target by all other means).

Each time a friendly operative with this ability makes a shooting attack with a weapon that doesn’t have the Blast special rule or the word ‘grenade’ in its name, if the target is within of another friendly EXACTION SQUAD operative, that ranged weapon has the P1 critical hit rule for that shooting attack.
Void Armour

The armour worn by Imperial Navy Armsmen is void-sealed, meaning that they can fight in zero gravity and zero-atmosphere conditions. Being completely encased in protective armour makes the Armsmen much less vulnerable to explosive blasts and flaming torrents.

  • This operative is unaffected by the Splash critical hit rule unless it is the target of the shooting attack.
  • Each time a shooting attack is made against this operative, if the ranged weapon has the Blast X or Torrent X special rule, or makes a shooting attack against each operative within range of a specified point (e.g. Detonate), in the Roll Defence Dice step of that shooting attack, you can re-roll one of your defence dice (or up to two of your defence dice if this operative has the NAVIS GRENADIER keyword).

The SISTER OF SILENCE keyword is used in the following Inquisitorial Agent datacards:

The TEMPESTUS SCION keyword is used in the following Inquisitorial Agent datacards:

COMMAND RE-ROLL1CP
Tactical Ploy
Use this Tactical Ploy after rolling one of your attack dice or defence dice. You can re-roll that dice.
Engagement Range
Engagement Range is the zone of threat that operatives present to their enemies. Many rules in the game use Engagement Range, such as when moving and fighting. Engagement Range is mutual, therefore operatives are within each other’s Engagement Range if one of them is Visible to and within of the other.
Modifying Characteristics
Some rules will modify the characteristics of an operative and/or their weapons. All modifiers to a characteristic are cumulative.

If a characteristic refers to the result required when rolling a D6 (i.e. Save, Ballistic Skill and Weapon Skill), the modifier will specify to improve or worsen the characteristic. As a lower result is a better characteristic, the modifier should be applied accordingly. For example, if a Ballistic Skill of 4+ is worsened by 1, it would be modified to a 5+.

If an operative’s APL is modified, it lasts until the end of its current or next activation (whichever comes first). Regardless of how many APL modifiers an operative is affected by, the total modification can never be more than -1 or +1 from its normal APL. For example, if an operative has an APL of 2, and two rules say to add 1 to the operative’s APL, until the end of its next activation it would have an APL of 3.
Engagement Range
Engagement Range is the zone of threat that operatives present to their enemies. Many rules in the game use Engagement Range, such as when moving and fighting. Engagement Range is mutual, therefore operatives are within each other’s Engagement Range if one of them is Visible to and within of the other.
Stun
Each time a friendly operative makes a shooting attack with this weapon, in the Roll Attack Dice step of that shooting attack, if you retain any critical hits, subtract 1 from the target’s APL. Each time a friendly operative fights in combat with this weapon, in the Resolve Successful Hits step of that combat:
  • The first time you strike with a critical hit, select one of your opponent’s normal hits from that combat to be discarded
  • The second time you strike with a critical hit, subtract 1 from the target’s APL.
Visible
For an intended target to be Visible, the following must be true:
  • You can draw an imaginary, unobstructed straight line (known as a Visibility line) 1 mm wide from the head of the active operative’s miniature to any part of the miniature of the intended target (not its base).
In the rare instance that bases prevent an intended target from being Visible to the active operative, such as when the active operative is directly below or above the intended target, treat those bases as being invisible.

Some rare rules will require you to select a point that is Visible (e.g. a point on the killzone). In such circumstances, you must be able to draw an imaginary, unobstructed straight line 1mm wide from the head of the active operative’s miniature to the point you would select.
Rng x
Range. Each time a friendly operative makes a shooting attack with this weapon, only operatives within x are a valid target, x is the distance after the weapon’s Rng, e.g. Rng . All other rules for selecting a valid target still apply.

AUTOPISTOL

 
Name
A
BS/WS
D
Autopistol
4
4+
2/3
Special Rules
!
Rng
-

EXTENDED STOCK AUTOPISTOL

 
Name
A
BS/WS
D
Extended stock autopistol
Each time this weapon is selected to make a shooting attack with, select one of the profiles below to use:
 - Close range
4
3+
2/3
 - Long range
4
4+
2/3
Special Rules
!
Close range: Rng
-
Long range: -
-
Silent
While an operative has a Conceal order, it can perform Shoot actions if this is the ranged weapon (or weapon profile) that is selected for the shooting attack(s).

SUPPRESSED AUTOPISTOL

 
Name
A
BS/WS
D
Suppressed autopistol
4
3+
2/3
Special Rules
!
Rng , Silent
-
Splash x
Each time a friendly operative makes a shooting attack with this weapon, in the Roll Attack Dice step of that shooting attack, for each critical hit retained, inflict x mortal wounds on the target and each other operative Visible to and within of it. x is the number after the weapon’s Splash, e.g. Splash 1.

The INQUISITION keyword is used in the following Inquisitorial Agent datacards:

Lethal x
Each time a friendly operative fights in combat or makes a shooting attack with this weapon, in the Roll Attack Dice step of that combat or shooting attack, your attack dice results of equal to or greater than x that are successful hits are critical hits, x is the number after the weapon’s Lethal, e.g. Lethal 5+.
Limited
This weapon can only be selected for use once per battle. If the weapon has a special rule that would allow it to make more than one shooting attack for an action (e.g. Blast), make each of those attacks as normal.
MWx
Mortal wounds. Each time a friendly operative makes a shooting attack with this weapon, in the roll attack dice step of that shooting attack, for each critical hit retained, inflict x mortal wounds on the target, x is the number after the weapon’s MW, e.g. MW3.
No Cover
Each time a friendly operative makes a shooting attack with this weapon, for that shooting attack, defence dice cannot be automatically retained as a result of Cover (they must be rolled instead).
Obscured
Regardless of whether a target operative has an Engage or Conceal order, if an Obscuring terrain feature is in the way, an active operative may be unable to have LoS to them. For an intended target to be Obscured, the following must be true:
  • The intended target is more than from a point at which a Cover line crosses a terrain feature that is Obscuring (see Terrain Traits). However, if the active operative is within of a point at which a Cover line crosses a terrain feature that is Obscuring, that part of the terrain feature is not treated as Obscuring.
SEIZE FOR INTERROGATION
Inquisitorial Agent – Faction Tac Op 1
You can reveal this Tac Op when an enemy operative that is more than from other enemy operatives is incapacitated. Before it’s removed from the killzone, place one of your Interrogate tokens underneath that operative as close as possible to the centre of its base. Friendly INQUISITORIAL AGENT operatives (excluding operatives with the Machine or Beast ability) can perform the Pick Up action on that token while not within Engagement Range of an enemy operative. Subtract from their Movement characteristic while they are carrying it. At the end of the battle:
  • If friendly operatives control your Interrogate token, you score 1VP.
  • If a friendly operative is carrying your Interrogate token, you score 1VP.
INVESTIGATE LEAD
Inquisitorial Agent – Faction Tac Op 3
Reveal this Tac Op in the Target Reveal step of any Turning Point. Select one friendly operative to be your investigator.
  • The second time your investigator performs the Investigate Lead action (below), you score 1VP.
  • At the end of the battle, if you achieved the first condition and that friendly operative has not been incapacitated, you score 1VP.
Your investigator can perform the following mission action:

INVESTIGATE LEAD1AP

An investigator can perform this action while it controls an objective marker that hasn’t been investigated by your kill team. If it does so, that objective marker has been investigated. An investigator operative cannot perform this action while within Engagement Range of an enemy operative.
BEHIND ENEMY LINES
Infiltration – Tac Op
You can reveal this Tac Op in the Target Reveal step of any Turning Point.
  • If one or more friendly operatives are wholly within your opponent’s drop zone and more than from enemy operatives, you score 1VP.
  • If you achieve the first condition at the end of any subsequent Turning Points, you score 1VP.
HEADHUNTER
Seek & Destroy – Tac Op
Reveal this Tac Op when an enemy LEADER operative is incapacitated.
  • You score 1VP.
  • If it is the first or second Turning Point, you score 1VP.
Actions
Actions are categorised as follows:
  • Universal actions can be performed by all operatives. They are detailed below.
  • Unique actions are actions detailed on an operative’s datacard that only they can perform, such as the Dakka Dash action found on the example datacard.
  • Mission actions are specific to the mission you are playing, and will be detailed by that mission’s briefing. Missions can be found here (Open Play mission) and here (Spec Ops Narrative missions).
  • Free actions can only be performed when another rule specifies. Each time an operative would perform a free action, the following rules apply.
    • The operative can perform the action, so long as the requirements of the action are met.
    • The player does not subtract any additional AP to perform the action.
    • The operative would still count as performing the action for all rules purposes. For example, if it performed it during its activation, it would not be able to perform the action again during that activation.

For example, when a KOMMANDO DAKKA BOY performs a Dakka Dash action (see unique actions, above), it can perform a free Dash and free Shoot action without subtracting any additional AP (other than the AP spent on the Dakka Dash action). However, it is subject to those actions’ requirements, therefore it cannot perform the free Dash action if it is within Engagement Range of enemy operatives, and cannot perform the free Shoot action if it is within Engagement Range of enemy operatives or has a Conceal order. In addition, for each of the free actions it performs, it cannot perform them again during its activation.
UPLOAD VIRAL CODE
Infiltration – Tac Op
You can reveal this Tac Op in the Target Reveal step of any Turning Point.
  • If a friendly operative performs the Upload Viral Code action, you score 1VP.
  • If you achieve the first condition in any subsequent Turning Points, you score 1VP.
Friendly operatives can perform the following mission action:

UPLOAD VIRAL CODE2AP

An operative can perform this action while within of your opponent’s drop zone and not within of enemy operatives.
PLANT SIGNAL BEACON
Recon – Tac Op
You must reveal this Tac Op when a friendly operative performs the Plant Signal Beacon action.
  • At the end of the battle, if your signal beacon token is within of your opponent's drop zone, you score 2VPs.
Once per battle, a friendly operative can perform the following mission action:

PLANT SIGNAL BEACON2AP

Place a signal beacon token within of this operative. An operative cannot perform this action while within of enemy operatives. If any enemy operatives finish a move within of the centre of your signal beacon token and more than from friendly operatives, remove that signal beacon token.
PLANT BANNER
Security – Tac Op
After selecting this Tac Op, secretly select one friendly operative to be carrying your Banner token. Reveal this Tac Op when that operative drops your Banner token. When you do, until the end of the battle, the Pick Up action can be performed by friendly operatives upon your Banner token.
  • At the end of the battle, if your Banner token is within of but not wholly within your opponent’s drop zone, you score 1VP.
  • At the end of the battle, if your Banner token is wholly within your opponent’s drop zone, you score 2VP.
Operatives can perform the following mission action:

DESTROY BANNER1AP

An operative can perform this action while within of the centre of an opponent’s Banner token. Remove that Banner token from the killzone. An operative cannot perform this action while within of enemy operatives.
ROUT
Seek & Destroy – Tac Op
You can reveal this Tac Op in the Target Reveal step of any Turning Point.
  • If an enemy operative is incapacitated by a friendly operative that is within of your opponent’s drop zone, you score 1VP.
  • If you achieve the first condition in any subsequent Turning Points, you score 1VP.
EXECUTION
Seek & Destroy – Tac Op
Reveal this Tac Op at the end of any Turning Point in which more enemy operatives than friendly operatives were incapacitated during that Turning Point.
  • At the end of the battle, if more enemy operatives than friendly operatives were incapacitated during two or more Turning Points, you score 1VP.
  • At the end of the battle, if more enemy operatives than friendly operatives were incapacitated during three or more Turning Points, you score 1VP.
Invulnerable Save x+
Each time a shooting attack is made against an operative, the defender can use its invulnerable save instead of its normal Save characteristic. An invulnerable save is used like a normal Save characteristic, except that it cannot be modified in any way, and is not affected by any APx special rules (meaning the defender would use their normal Defence characteristic). x of the invulnerable save is the dice roll required for the defence dice to be successful, e.g. 4+.
Blast x
Each time a friendly operative performs a Shoot action and selects this weapon (or, in the case of profiles, this weapon’s profile), after making the shooting attack against the target, make a shooting attack with this weapon (using the same profile) against each other operative Visible to and within X of the original target – each of them is a valid target and cannot be in Cover. X is the distance after the weapon’s Blast, e.g. Blast . An operative cannot make a shooting attack with this weapon by performing an Overwatch action.

  1. An operative performs a Shoot action, selects a ranged weapon with the Blast special rule, and selects operative A as the target.
  2. After making the shooting attack against operative A, it makes a shooting attack against operative B, determining if it is a valid target as if operative A was making the shooting attack.
  3. It cannot make a shooting attack against operative C, as when determining if it is a valid target in this manner, operative C is not Visible to operative A due to the terrain feature between them.
Indirect
Each time a friendly operative makes a shooting attack with this weapon, in the select valid target step of that shooting attack, enemy operatives are not in Cover.
APx
Armour Penetration. Each time a friendly operative makes a shooting attack with this weapon, subtract x from the Defence of the target for that shooting attack, x is the number after the weapon’s AP, e.g. AP1. If two different APx special rules would be in effect for a shooting attack, they are not cumulative - the attacker selects which one to use.

2. PROMETHIUM ROUNDS [2EP]

Select one autopistol or extended stock autopistol the operative is equipped with (note that you cannot select a suppressed autopistol). That weapon gains the Splash 1 critical hit rule for the battle.

3. DIGITAL LASER [3EP]

INQUISITION operative only. The operative is equipped with the following ranged weapon for the battle:

4. INFRASCOPE [3EP]

Select one of the operative’s ranged weapons. That weapon gains the No Cover special rule for the battle. In addition, each time the operative makes a shooting attack with that weapon during the battle, enemy operatives are not Obscured for that shooting attack.

5. TRUESILVER WEAVE [2EP]

INQUISITION operative only. The operative gains the following ability for the battle:

Truesilver Weave: Each time an enemy operative fights in combat with or makes a shooting attack against this operative, subtract 1 from both Damage characteristics of that enemy operative’s weapons for that combat or shooting attack (to a minimum of 2).
INTERROGATOR'S INFLUENCE2RP

The Interrogator has thoroughly analysed the parameters and challenges of the missions ahead, and has determined that an additional Agent and their specific skills will be sorely needed.

Purchase this Requisition before or after a game. Add one INQUISITORIAL AGENT operative to your dataslate; this can be an Ancillary Support operative, but cannot be an INTERROGATOR operative. That operative starts with 6XP (select a Battle Honour accordingly). You can only use this Requisition if your dataslate includes at least one INTERROGATOR operative of Veteran rank or higher.

ARMOURED BODYSUIT [2EP]

INQUISITION operative with a 5+ Save characteristic only. The operative gains the following ability for the battle:

Armoured Bodysuit: Each time a shooting attack is made against this operative, in the Roll Defence Dice step of that shooting attack, you can retain one of your defence dice results of ‘4’ as a successful normal save.

REFRACTOR FIELD+ [3EP]

INQUISITION operative only. The operative gains the following ability for the battle:

Refractor Field: This operative has a 4+ invulnerable save.

SERVO-SKULL+ [2EP]

INQUISITION operative only. The operative gains the following ability for the battle:

Servo-skull: Once per Turning Point, during this operative’s activation, it can perform a mission action for one less action point (to a minimum of 0AP).

MASTER-CRAFTED AUTOPISTOL [2EP]

INQUISITION operative only. Select one autopistol or extended stock autopistol the operative is equipped with (note that you cannot select a suppressed autopistol). Add 1 to both Damage characteristics of that weapon for the battle.

POWER KNIFE [3EP]

INQUISITION operative only (excluding an AUTOSAVANT and MYSTIC). The operative is equipped with the following melee weapon for the battle:
 
Name
A
BS/WS
D
Power knife
3
4+
3/5
Special Rules
!
Lethal 5+
-

FRAG GRENADE [2EP]

Not available for an AUTOSAVANT operative. The operative is equipped with the following ranged weapon for the battle:
 
Name
A
BS/WS
D
Frag grenade
4
3+
2/3
Special Rules
!
Rng , Blast , Indirect, Limited
-

KRAK GRENADE [3EP]

Not available for an AUTOSAVANT operative. The operative is equipped with the following ranged weapon for the battle. It cannot make a shooting attack with this weapon by performing an Overwatch action:
 
Name
A
BS/WS
D
Krak grenade
4
3+
4/5
Special Rules
!
Rng , AP1, Indirect, Limited
-

STUN GRENADE [2EP]

Not available for an AUTOSAVANT operative. The operative can perform the following action during the battle:

STUN GRENADE1AP

Select one point in the killzone within of this operative. Roll one D6 for each operative within of that point, subtracting 1 from the result if that operative is not Visible to this operative. On a 4+, subtract 1 from that operative’s APL. This operative can only perform this action once, and cannot perform this action while within Engagement Range of an enemy operative.

SMOKE GRENADE [3EP]

Not available for an AUTOSAVANT operative. The operative can perform the following action during the battle:

SMOKE GRENADE1AP

Place the centre of one Smoke token on a point within of this operative. That token creates an area of smoke with a radius and unlimited upward height (but not below). Until the end of the Turning Point, an operative is Obscured if every Cover line drawn to it crosses an area of smoke. This operative can only perform this action once, and cannot perform this action while within Engagement Range of an enemy operative.

The INQUISITION keyword is used in the following Inquisitorial Agent datacards:

1. TANGLE GRENADE [3EP]

Not available for an AUTOSAVANT operative. The operative can perform the following action during the battle:

TANGLE GRENADE1AP

Select one enemy operative Visible to and within of this operative, then roll one D6, adding 1 to the result if that enemy operative is in this operative’s Line of Sight. On a 3+, that enemy operative is tangled until it performs the Pass action or the battle ends (whichever comes first). A tangled operative cannot perform any actions other than Pass.
Brutal
Each time a friendly operative fights in combat with this weapon, in the Resolve Successful Hits step of that combat, your opponent can only parry with critical hits.
Reap x
Each time a friendly operative fights in combat with this weapon, in the Resolve Successful Hits step of that combat, if you strike with a critical hit, inflict x mortal wounds on each other enemy operative Visible to the friendly operative and within of it or the target operative, x is the number after the weapon’s Reap (e.g. Reap 1).
Balanced
Each time a friendly operative fights in combat or makes a shooting attack with this weapon, in the Roll Attack Dice step of that combat or shooting attack, you can re-roll one of your attack dice.
Rending
Each time a friendly operative fights in combat or makes a shooting attack with this weapon, in the Roll Attack Dice step of that combat or shooting attack, if you retain any critical hits you can retain one normal hit as a critical hit.
Ceaseless
Each time a friendly operative fights in combat or makes a shooting attack with this weapon, in the Roll Attack Dice step of that combat or shooting attack, you can re-roll any or all of your attack dice results of 1.
Fusillade
Each time a friendly operative performs a Shoot action and selects this weapon, after selecting a valid target, you can select any number of other valid targets within of the original target. Distribute your attack dice between the targets you have selected. Make a shooting attack with this weapon (using the same profile) against each of the targets you have selected using the attack dice you have distributed to each of them.
Heavy
An operative cannot perform a Charge, Fall Back or Normal Move action in the same activation in which it performs a Shoot action with this ranged weapon.
Px
Piercing. Each time a friendly operative makes a shooting attack with this weapon, in the Roll Attack Dice step of that shooting attack, if you retain any critical hits, the weapon gains the APx special rule for that shooting attack, x is the number after the weapon’s P, e.g. P1.
Hot
Each time a friendly operative makes a shooting attack with this weapon, in the Roll Attack Dice step of that shooting attack, for each attack dice result of 1 that is discarded, that operative suffers three mortal wounds.
Psychic Action
This is a term for a certain kind of action. This term provides no additional rules on its own, but other rules may interact with actions that have this term.
Torrent x
Each time a friendly operative performs a Shoot action or Overwatch action and selects this weapon, after making the shooting attack against the target, it can make a shooting attack with this weapon against each other valid target within x of the original target and each other, x is the distance after the weapon’s Torrent, e.g. Torrent .

  1. An operative performs a Shoot action, selects a ranged weapon with the Torrent special rule, and selects operative A as the target.
  2. After making the shooting attack against operative A, it makes a shooting attack against operative B and C, determining if they are a valid target as normal.
  3. It cannot make a shooting attack against operative D, as while that operative is within of operative A and C, it is not within of operative B.

The ANATHEMA PSYKANA keyword is used in the following Inquisitorial Agent datacards:

The SISTER OF SILENCE keyword is used in the following Inquisitorial Agent datacards:

REQUISITION ANCILLARY2RP

Thanks to the Inquisitorial mandate, the kill team can be reinforced even at the very last minute with some of the Imperium’s finest soldiers.

Purchase this Requisition before or after a game. Add the operatives of one INQUISITORIAL AGENT Ancillary Support to your dataslate, adhering to its selection requirements. For example, 5 TEMPESTUS SCION operatives: COMMS; MEDIC; TROOPER; GUNNER equipped with gun butt and hot-shot volley gun; GUNNER equipped with gun butt and plasma gun.

The ASTRA MILITARUM keyword is used in the following Inquisitorial Agent datacards:

The TEMPESTUS SCION keyword is used in the following Inquisitorial Agent datacards:

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