Book | Kind | Edition | Version | Last update |
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![]() | Expansion | 2 | 1.0 | July 2023 |
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![]() | Rulebook | 2 | Q3 2023 | August 2023 |
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. |
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.
Below, you will find a common ability of the INQUISITORIAL AGENT kill team.
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.If your faction is INQUISITORIAL AGENT, you can use the Inquisitorial Agent Tac Ops listed below, as specified in the mission sequence.
Below you will find a selection of rules for Spec Ops campaigns in which you have selected INQUISITORIAL AGENT as your Faction keyword.
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1. TANGLE GRENADE [3EP] Not available for an AUTOSAVANT operative. The operative can perform the following action during the battle: TANGLE GRENADE1APSelect 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:
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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: |
6. SHROUDFIELD [2EP] The operative gains the following ability for the battle: |
INVESTIGATION CHAMBERThe 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. |
SPYWhether 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 COLLABORATORAn 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:
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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.
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.
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...
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.
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.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.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.
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.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.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:REFRACTOR FIELD+ [3EP]
INQUISITION operative only. The operative gains the following ability for the battle:SERVO-SKULL+ [2EP]
INQUISITION operative only. The operative gains the following ability for the battle: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:SMOKE GRENADE [3EP]
Not available for an AUTOSAVANT operative. The operative can perform the following action during the battle: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.
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.
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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.
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.
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UNIQUE ACTIONS |
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INQUISITORIAL AGENT, IMPERIUM, INQUISITION, LEADER, INTERROGATOR
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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.
Support Unit: This operative cannot:
Machine:
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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.
Support Unit: This operative cannot:
Machine:
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UNIQUE ACTIONS |
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INQUISITORIAL AGENT, IMPERIUM, INQUISITION, FLY, TOME-SKULL
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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.
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.
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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.
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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.
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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.
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INQUISITORIAL AGENT, IMPERIUM, INQUISITION, AUTOSAVANT
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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 2 | Brutal, 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.
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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.
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UNIQUE ACTIONS |
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INQUISITORIAL AGENT, IMPERIUM, INQUISITION, QUESTKEEPER
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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 |
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.
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ABILITIES |
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.
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UNIQUE ACTIONS |
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INQUISITORIAL AGENT, IMPERIUM, INQUISITION, DEATH WORLD VETERAN
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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* | Balanced | Rending, 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).
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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).
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UNIQUE ACTIONS |
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INQUISITORIAL AGENT, IMPERIUM, INQUISITION, ENLIGHTENER
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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. !P1 | Ceaseless, Fusillade, Heavy | P1 | |||
Multi-melta | |||||||||
Multi-melta | 4 | 4+ | 6/3 | AP2, Heavy. !MW4 | AP2, Heavy | MW4 | |||
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 , Heavy | AP1, Blast , Heavy | - | |||
- Supercharge | |||||||||
- Supercharge | 4 | 4+ | 5/6 | AP2, Blast , Heavy, Hot | AP2, 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.
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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.
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UNIQUE ACTIONS |
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INQUISITORIAL AGENT, IMPERIUM, INQUISITION, GUN SERVITOR
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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: Each time an enemy operative Visible to and within of this operative fights in combat or makes a shooting attack, your opponent cannot re-roll their attack or defence dice for that combat or shooting attack.
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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.
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ABILITIES |
Hexorcise: Each time an enemy operative Visible to and within of this operative fights in combat or makes a shooting attack, your opponent cannot re-roll their attack or defence dice for that combat or shooting attack.
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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.
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INQUISITORIAL AGENT, IMPERIUM, INQUISITION, HEXORCIST
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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 , Indirect | Rng , 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).
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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.
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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).
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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.
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INQUISITORIAL AGENT, IMPERIUM, INQUISITION, PSYKER, MYSTIC
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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.
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.
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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.
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UNIQUE ACTIONS |
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INQUISITORIAL AGENT, IMPERIUM, INQUISITION, PENAL LEGIONNAIRE
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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 | AP1 | AP1 | - | |||
- Standard | |||||||||
- Standard | 4 | 3+ | 5/6 | Rng , AP1 | Rng , AP1 | - | |||
- Supercharge | |||||||||
- Supercharge | 4 | 3+ | 5/6 | Rng , AP2, Hot | Rng , AP2, Hot | - | |||
Suppressed autopistol | |||||||||
Suppressed autopistol | 4 | 3+ | 2/3 | Rng , Silent | Rng , 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.
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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.
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ABILITIES |
Pistolier: You can ignore any or all modifiers to the Ballistic Skill characteristic of this operative’s ranged weapons.
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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.
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INQUISITORIAL AGENT, IMPERIUM, INQUISITION, PISTOLIER
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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.
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.
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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.
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UNIQUE ACTIONS |
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INQUISITORIAL AGENT, IMPERIUM, ANATHEMA PSYKANA, SISTER OF SILENCE, PROSECUTOR
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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.
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.
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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.
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UNIQUE ACTIONS |
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INQUISITORIAL AGENT, IMPERIUM, ANATHEMA PSYKANA, SISTER OF SILENCE, VIGILATOR
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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.
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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.
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UNIQUE ACTIONS |
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INQUISITORIAL AGENT, IMPERIUM, ANATHEMA PSYKANA, SISTER OF SILENCE, WITCHSEEKER
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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 |
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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.
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ABILITIES |
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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.
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INQUISITORIAL AGENT, IMPERIUM, ASTRA MILITARUM, TEMPESTUS SCION, COMMS
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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 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 | AP1 | AP1 | - | |||
Hot-shot volley gun | |||||||||
Hot-shot volley gun | 5 | 4+ | 3/4 | Fusillade. !P1 | Fusillade | P1 | |||
Meltagun | |||||||||
Meltagun | 4 | 4+ | 6/3 | Rng , AP2. !MW4 | Rng , AP2 | MW4 | |||
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 | AP1 | AP1 | - | |||
- Supercharge | |||||||||
- Supercharge | 4 | 4+ | 5/6 | AP2, Hot | AP2, Hot | - | |||
Gun butt | |||||||||
Gun butt | 3 | 4+ | 2/3 | - | - |
ABILITIES | UNIQUE ACTIONS |
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ABILITIES |
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UNIQUE ACTIONS |
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INQUISITORIAL AGENT, IMPERIUM, ASTRA MILITARUM, TEMPESTUS SCION, GUNNER
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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.
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.
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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.
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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.
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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.
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INQUISITORIAL AGENT, IMPERIUM, ASTRA MILITARUM, TEMPESTUS SCION, MEDIC
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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 |
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ABILITIES |
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UNIQUE ACTIONS |
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INQUISITORIAL AGENT, IMPERIUM, ASTRA MILITARUM, TEMPESTUS SCION, TROOPER
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The HEXORCIST keyword is used in the following Inquisitorial Agent datacards:
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.
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The BLOODED keyword is used in the following Blooded datacards:
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: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.
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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.The KASRKIN TROOPER keyword is used in the following Kasrkin datacards:
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).The INTERROGATOR keyword is used in the following Inquisitorial Agent datacards:
The TOME-SKULL keyword is used in the following Inquisitorial Agent datacards:
The AUTOSAVANT keyword is used in the following Inquisitorial Agent datacards:
The QUESTKEEPER keyword is used in the following Inquisitorial Agent datacards:
The DEATH WORLD VETERAN keyword is used in the following Inquisitorial Agent datacards:
The ENLIGHTENER keyword is used in the following Inquisitorial Agent datacards:
The GUN SERVITOR keyword is used in the following Inquisitorial Agent datacards:
The MYSTIC keyword is used in the following Inquisitorial Agent datacards:
The PENAL LEGIONNAIRE keyword is used in the following Inquisitorial Agent datacards:
The PISTOLIER keyword is used in the following Inquisitorial Agent datacards:
The NAVIS and GRENADIER keywords are used in the following Imperial Navy Breacher datacards:
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.
The COMMS VETERAN keyword is used in the following Veteran Guardsman datacards:
The SISTER OF SILENCE keyword is used in the following Inquisitorial Agent datacards:
The SISTER OF SILENCE and PROSECUTOR keywords are used in the following Inquisitorial Agent datacards:
The SISTER OF SILENCE and VIGILATOR keywords are used in the following Inquisitorial Agent datacards:
The SISTER OF SILENCE and WITCHSEEKER keywords are used in the following Inquisitorial Agent datacards:
The TEMPESTUS SCION keyword is used in the following Inquisitorial Agent datacards:
The TEMPESTUS SCION and COMMS keywords are used in the following Inquisitorial Agent datacards:
The TEMPESTUS SCION and GUNNER keywords are used in the following Inquisitorial Agent datacards:
The TEMPESTUS SCION and MEDIC keywords are used in the following Inquisitorial Agent datacards:
The TEMPESTUS SCION and TROOPER keywords are used in the following Inquisitorial Agent datacards:
The GUNNER keyword is used in the following Inquisitorial Agent datacards:
The TROOPER keyword is used in the following Inquisitorial Agent datacards:
The ARBITES and CASTIGATOR keywords are used in the following Exaction Squad datacards:
The ARBITES and CHIRURGANT keywords are used in the following Exaction Squad datacards:
The ARBITES and GUNNER keywords are used in the following Exaction Squad datacards:
The ARBITES and LEASHMASTER keywords are used in the following Exaction Squad datacards:
The ARBITES and MALOCATOR keywords are used in the following Exaction Squad datacards:
The ARBITES and MARKSMAN keywords are used in the following Exaction Squad datacards:
The ARBITES and REVELATUM keywords are used in the following Exaction Squad datacards:
The ARBITES and SUBDUCTOR keywords are used in the following Exaction Squad datacards:
The ARBITES and VIGILANT keywords are used in the following Exaction Squad datacards:
The ARBITES and VOX-SIGNIFIER keywords are used in the following Exaction Squad datacards:
The R-VR CYBER-MASTIFF keyword is used in the following Exaction Squad datacards:
The SUBDUCTOR keyword is used in the following Exaction Squad datacards:
The VIGILANT keyword is used in the following Exaction Squad datacards:
The NAVIS and ARMSMAN keywords are used in the following Imperial Navy Breacher datacards:
The NAVIS and AXEJACK keywords are used in the following Imperial Navy Breacher datacards:
The NAVIS and C.A.T. UNIT keywords are used in the following Imperial Navy Breacher datacards:
The NAVIS and ENDURANT keywords are used in the following Imperial Navy Breacher datacards:
The NAVIS and GHEISTSKULL keywords are used in the following Imperial Navy Breacher datacards:
The NAVIS and GUNNER keywords are used in the following Imperial Navy Breacher datacards:
The NAVIS and HATCHCUTTER keywords are used in the following Imperial Navy Breacher datacards:
The NAVIS and SURVEYOR keywords are used in the following Imperial Navy Breacher datacards:
The NAVIS and VOID-JAMMER keywords are used in the following Imperial Navy Breacher datacards:
The ARMSMAN keyword is used in the following Imperial Navy Breacher datacards:
The GHEISTSKULL keyword is used in the following Imperial Navy Breacher datacards:
The VOID-JAMMER keyword is used in the following Imperial Navy Breacher datacards:
The C.A.T. UNIT keyword is used in the following Imperial Navy Breacher datacards:
The SURVEYOR keyword is used in the following Imperial Navy Breacher datacards:
The KASRKIN COMBAT MEDIC keyword is used in the following Kasrkin datacards:
The KASRKIN DEMO-TROOPER keyword is used in the following Kasrkin datacards:
The KASRKIN GUNNER keyword is used in the following Kasrkin datacards:
The KASRKIN RECON-TROOPER keyword is used in the following Kasrkin datacards:
The KASRKIN SHARPSHOOTER keyword is used in the following Kasrkin datacards:
The KASRKIN VOX-TROOPER keyword is used in the following Kasrkin datacards:
The BRUISER VETERAN keyword is used in the following Veteran Guardsman datacards:
The DEMOLITION VETERAN keyword is used in the following Veteran Guardsman datacards:
The GUNNER VETERAN keyword is used in the following Veteran Guardsman datacards:
The HARDENED VETERAN keyword is used in the following Veteran Guardsman datacards:
The MEDIC VETERAN keyword is used in the following Veteran Guardsman datacards:
The SNIPER VETERAN keyword is used in the following Veteran Guardsman datacards:
The TROOPER VETERAN keyword is used in the following Veteran Guardsman datacards:
The ZEALOT VETERAN keyword is used in the following Veteran Guardsman datacards:
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: - | - |
The INQUISITION keyword is used in the following Inquisitorial Agent datacards:
The COMMS keyword is used in the following Inquisitorial Agent datacards:
The MEDIC keyword is used in the following Inquisitorial Agent datacards:
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: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.
ARMOURED BODYSUIT [2EP]
INQUISITION operative with a 5+ Save characteristic only. The operative gains the following ability for the battle:REFRACTOR FIELD+ [3EP]
INQUISITION operative only. The operative gains the following ability for the battle:SERVO-SKULL+ [2EP]
INQUISITION operative only. The operative gains the following ability for the battle: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:SMOKE GRENADE [3EP]
Not available for an AUTOSAVANT operative. The operative can perform the following action during the battle:The INQUISITORIAL AGENT keyword is used in the following Inquisitorial Agent datacards:
The IMPERIUM keyword is used in the following Inquisitorial Agent datacards:
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: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:
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.
The ASTRA MILITARUM keyword is used in the following Inquisitorial Agent datacards:
The TEMPESTUS SCION keyword is used in the following Inquisitorial Agent datacards: