Inquisitorial Agent

The reach of the Inquisition extends across the vastness of the Imperium. Inquisitorial kill teams bring together agents from all strata of Imperial society, from elite soldiers to zealous priests. Together, these disparate elements combine their skills to deadly effect, enabling them to root out and destroy heretics, aliens and the servants of Chaos.

Books

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  Inquisitorial Agents
  Inquisitorial AgentsFaction31.3April 2025

FAQ

Inquisitorial Agents

Q:If I requisition EXACTION SQUAD operatives, can my other INQUISITORIAL AGENT operatives benefit from the permitted Ruthless Efficiency faction rule?
A:
No. Only the requisitioned EXACTION SQUAD operatives can use the Ruthless Efficiency faction rule. Note that this means a requisitioned EXACTION SQUAD operative will not be able to select an enemy operative as the valid target of a Shoot action if one of your other INQUISITORIAL AGENT operatives that aren’t EXACTION SQUAD are within that enemy operative’s control range.
Q:When using the Absolute Authority firefight ploy, can I use it after seeing some of the effects of a ploy the opponent uses? For example, if they must select an operative, can I use it after they select them?
A:
No. You must use it when the ploy is declared, but before any of its rules are resolved. Note that we expect players to be sporting and give their opponent the opportunity to use Absolute Authority when they declare a ploy, before resolving its rules.
Q:When using the Intense Scrutiny strategy ploy, if my opponent has a rule that says it cannot be selected as a valid target, taking precedence over all other rules except being within 2" (e.g. HERNKYN YAEGIR In Position), does this increase the 2" distance exception to 4"?
A:
Yes.
Archetype: Any

Inquisitorial Agent Kill Team

Below you will find a list of the operatives that make up a INQUISITORIAL AGENT kill team, including, where relevant, any weapons specified for that operative.

Operatives

Your kill team can only include each operative on this list once, unless you’re not including any REQUISITIONED operatives, in which case you can include up to two GUN SERVITOR operatives, but each one must have different options. Your kill team (including any REQUISITIONED operatives) cannot include more than one weapon with the Piercing 2 weapon rule, and cannot include more than three weapons with the Piercing X (excluding Piercing Crits X) weapon rule combined.

Archetypes

This team can pick any archetype. Archetypes are used in certain mission packs, e.g. Approved Ops. The game sequence will specify how.

Marker/Token Guide

Denounce token

Medic token

Chasten token

Servo-skull token

Denunciation token

Protection token

Quarry token

Tome-skull marker

Sanctification token

Guidance token

Weathered token

Inquisitorial Rosette token

Faction Rules

Inquisitorial Requisition

Few authorities in the Imperium have greater jurisdiction than the Inquisition. An Inquisitor can, on a whim, requisition forces from virtually any of the Imperium’s military branches.

REQUISITIONED operatives can be taken from one of the following groups to supplement an INQUISITORIAL AGENT kill team, as specified in this kill team’s selection rules:
These operatives have their faction keyword replaced in all instances on their datacards with INQUISITORIAL AGENT (unless they already have it). You cannot use ploys and equipment associated with a REQUISITIONED operative’s former faction keyword, and you cannot use a REQUISITIONED operative’s former faction rules unless specified on their Inquisitorial Requisition card (it only applies to those REQUISITIONED operatives). Note that with their new faction keyword, REQUISITIONED operatives can interact with the INQUISITORIAL AGENT rules.

For example, a REQUISITIONED VOX-OPERATOR operative from the DEATH KORPS group would have its DEATH KORPS keyword replaced in all instances on its datacard with INQUISITORIAL AGENT. This allows you to select any other friendly INQUISITORIAL AGENT operative for its Signal unique action. However, the Guardsman Orders faction rule isn’t permitted, so its Relay Orders additional rule would be ignored. It would now also be a valid operative for the INQUISITORIAL AGENT MYSTIC operative’s Scry unique action.

Inquisitorial Requisition

Death Korps


  • 6 DEATH KORPS operatives selected from the following list:
Other than TROOPER operatives, your kill team can only include each operative on this list once.


* You cannot select more than three of these operatives combined.

Exaction Squad

Other than SUBDUCTOR and VIGILANT operatives, your kill team can only include each operative on this list once. Your kill team can only include up to two SUBDUCTOR operatives.

Permitted EXACTION SQUAD faction rules: Ruthless Efficiency, Repress.

Imperial Navy Breacher

Other than ARMSMAN operatives, your kill team can only include each operative on this list once. Your kill team 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.


* These operatives count as half a selection each, meaning you can select both of them and it’s treated as one selection in total.

Permitted IMPERIAL NAVY BREACHER faction rule: Void Armour.

Kasrkin

Other than TROOPER operatives, your kill team can only include each operative on this list once.


* You cannot select more than two of these operatives combined.

Sister of Silence


Tempestus Scion


  • 5 TEMPESTUS SCION operatives selected from the following list:
    • GUNNER with flamer and gun butt
    • GUNNER with grenade launcher and gun butt
    • GUNNER with hot-shot volley gun and gun butt
    • GUNNER with meltagun and gun butt
    • GUNNER with plasma gun and gun butt
    • MEDIC
    • TROOPER
    • VOX-OPERATOR
Other than TROOPER operatives, your kill team can only include each operative on this list once. Your kill team can only include up to two GUNNER operatives.

Strategy Ploys

DENOUNCE

None escape the long arm of the Inquisition. Those denounced and proclaimed guilty quail before its vengeful Agents.

Select one enemy operative and roll one D3. In the Firefight phase of this turning point, that enemy operative cannot be activated or perform actions until it’s the last enemy operative to be activated, or your opponent has activated a number of enemy operatives equal to the result of the D3 (whichever comes first). This ploy costs you 1 additional CP for each previous time you’ve used it during the battle (e.g. 1CP the first time you would use it, 2CP the second time, etc.).
INTENSE SCRUTINY

There is no hiding from the all-seeing eyes of the Inquisition.

Whenever you’re selecting a valid target for a friendly INQUISITORIAL AGENT operative, enemy operatives within 4" of it cannot be in cover (instead of 2"). While this can allow such operatives to be targeted (assuming they’re visible), it doesn’t remove their cover save (if any), unless the friendly INQUISITORIAL AGENT operative is within 2" as normal.
QUARRY

For those judged guilty, there is no escape. Once marked for execution, the Inquisition’s quarry is doomed.

Select one enemy operative to be your quarry for the turning point. Whenever a friendly INQUISITORIAL AGENT operative is shooting against, fighting against or retaliating against your quarry, that friendly operative’s weapons have the Ceaseless weapon rule. Whenever your quarry is incapacitated, you can select a new enemy operative to be your quarry (and can continue to do so during this turning point).
IRREFUTABLE JURISDICTION

The Agents of the Inquisition are emboldened by their near-limitless authority, and will bow before neither traitor nor xenos.

Whenever an operative is shooting a friendly INQUISITORIAL AGENT operative that’s within 3" of an objective marker, you can re-roll one of your defence dice. If that friendly operative contests that marker, you can re-roll any of your defence dice results of one result instead (e.g. results of 2).

Firefight Ploys

ABSOLUTE AUTHORITY1CP

All who know of the Inquisition fear its limitless reach. Those unfortunate enough to draw the ire of its Agents are often stricken by fear.

Use this firefight ploy during the battle, when an opponent uses a strategy or firefight ploy (excluding Command Re-roll or one that costs 0CP). Their ploy isn’t used, the CP spent on it is refunded and they cannot use that ploy again during this turning point. This ploy cannot be used to stop the same ploy more than once per battle.
RELENTLESS IN PURSUIT1CP

The Inquisition pursues its foes with dogged and relentless determination.

Use this firefight ploy when an enemy operative within 2" of a ready friendly INQUISITORIAL AGENT operative performs an action in which it moves. After it moves, that friendly INQUISITORIAL AGENT operative can either perform a free Reposition action, but must end that move within 2" of that enemy operative, or a free Charge action, but must end that move within control range of that enemy operative. If neither is possible, that friendly operative cannot perform those actions, this ploy isn’t used and the CP spent on it is refunded.
THE EMPEROR'S WILL1CP

The Agents of the Inquisition enforce the Emperor’s will. This authority emboldens them in their duties.

Use this firefight ploy when a friendly INQUISITORIAL AGENT operative is activated. Until the end of that operative’s activation, you can ignore any changes to its stats (including its weapons’ stats).
INTIMIDATING PRESENCE1CP

Those that bear the sigils and authority of the Inquisition are rightly feared, even by the mightiest of foes.

Use this firefight ploy when an enemy operative visible to and within 3" of a friendly INQUISITORIAL AGENT operative, or visible to and within 6" of a friendly MYSTIC operative, performs the Pick Up Marker or a mission action (excluding Operate Hatch). Your opponent must spend 1 additional AP for that enemy operative to perform that action (if they cannot or choose not to, the AP spent on it is refunded).

Faction Equipment

INQUISITORIAL ROSETTE

A symbol of an Inquisitor’s near-boundless authority, the rosette is feared by all.

Once per battle, when a friendly INQUISITORIAL AGENT operative is activated, if you’ve used the Quarry strategy ploy during this turning point, you can use this rule. If you do, you can select a new enemy operative to be your quarry until the end of the turning point.
COMBAT DAGGERS

In the press of melee combat, a simple dagger can be the difference between life and death.

Friendly INQUISITORIAL AGENT operatives have the following melee weapon. Whenever a friendly SISTER OF SILENCE operative is using it, add 1 to its Atk stat.

Combat dagger

 
NAME
ATK
HIT
DMG
Combat dagger
3
4+
3/4
ARMOURED BODYSUITS

Lightweight yet tough, these form-fitting bodysuits provide an extra layer of protection to the wearer.

Whenever an operative is shooting a friendly INQUISITORIAL AGENT operative (excluding TOME-SKULL) that has a 5+ Save stat, you can retain one of your defence dice results of 4 as a normal success.
SERVO-SKULL

Servo-skulls are diminutive floating servitors that can be crafted and programmed to assist their operators with a wide range of tasks.

Once per battle, one friendly INQUISITORIAL AGENT operative can perform a mission action for 1 less AP.

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.

APL
2
MOVE
6"
SAVE
5+
WOUNDS
8
 
NAME
ATK
HIT
DMG
WR
Extended stock relic autopistol
Extended stock relic autopistol
4
3+
2/4
Range 12", Lethal 5+Range 12", Lethal 5+
Fists
Fists
3
4+
2/3
-
Inquisitorial Tomes: STRATEGIC GAMBIT and/or when this operative is activated. Select one of the following INQUISITORIAL TOME rules for this operative to have, and one for a friendly INQUISITORIAL AGENT TOME-SKULL operative to have (they can be the same, and ignore the rule you didn’t select for each operative):
  • Denunciation: Whenever a friendly INQUISITORIAL AGENT operative is shooting against, fighting against or retaliating against an enemy operative within 2" of friendly operatives with this rule, add 1 to the Atk stat of that friendly operative’s weapons.
  • Sanctification: Whenever an enemy operative is shooting against, fighting against or retaliating against a friendly INQUISITORIAL AGENT operative within 2" of friendly operatives with this rule, subtract 1 from the Atk stat of that enemy operative’s weapons.
INQUISITORIAL AGENT, IMPERIUM, INQUISITION, LEADER, INTERROGATOR
⌀25mm


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.

APL
2
MOVE
6"
SAVE
5+
WOUNDS
5
Consecrated Tome: This operative can have an INQUISITORIAL TOME rule (see INTERROGATOR). Note it keeps that rule even if that friendly INTERROGATOR operative is removed from the killzone.
Machine:
  • This operative cannot perform any actions other than Charge, Dash, Fall Back and Reposition.
  • It cannot retaliate or assist in a fight.
  • Whenever determining control of a marker, treat this operative’s APL stat as 1 lower. Note this isn’t a change to its APL stat, so any changes are cumulative with this.
  • Whenever this operative has a Conceal order and is in cover, it cannot be selected as a valid target, taking precedence over all other rules (e.g. Seek, Vantage terrain) except being within 2".
Expendable: This operative is ignored for your opponent’s kill/elimination op (when it’s incapacitated, and when determining your starting number of operatives). It’s also ignored for victory conditions and scoring VPs if either require operatives to ‘escape’, ‘survive’ or be incapacitated by enemy operatives (if it escapes/survives/is incapacitated, determining how many operatives must escape/survive/be incapacitated, etc.).
Group Activation: Whenever this operative is expended, you must then activate a ready friendly INQUISITORIAL AGENT INTERROGATOR operative (if able) before your opponent activates. The same is true in reverse (INTERROGATOR followed by TOME-SKULL). When that other operative is expended, your opponent then activates as normal.
INQUISITORIAL AGENT, IMPERIUM, INQUISITION, TOME-SKULL
⌀25mm


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.

APL
2
MOVE
6"
SAVE
4+
WOUNDS
7
 
NAME
ATK
HIT
DMG
WR
Mechanical appendages
Mechanical appendages
3
5+
1/2
-
Scrivener: Each subsequent time your opponent uses each ploy during the battle (excluding Command Re-roll), you gain 1CP (to a maximum of 2CP per turning point).
Irrefutable Report: Whenever this operative contests an objective marker or one of your mission markers, it always controls that marker. This takes precedence over all other rules.
Lightly Armed: This operative cannot use any weapons that aren’t on its datacard, or perform unique actions.
INQUISITORIAL AGENT, IMPERIUM, INQUISITION, AUTOSAVANT
⌀25mm


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.

APL
2
MOVE
6"
SAVE
5+
WOUNDS
7
 
NAME
ATK
HIT
DMG
WR
Autopistol
Autopistol
4
4+
2/3
Range 8"Range 8"
Knife
Knife
1
2+
5/7
-
Polearm
Polearm
4
3+
4/5
-
Hunter: This operative can perform the Charge action while it has a Conceal order.
Weathered: Once per turning point, when this operative is fighting or retaliating, in the Resolve Attack Dice step, you can ignore the damage inflicted on it from one normal success.
INQUISITORIAL AGENT, IMPERIUM, INQUISITION, DEATH WORLD VETERAN
⌀25mm


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.

APL
2
MOVE
6"
SAVE
5+
WOUNDS
7
 
NAME
ATK
HIT
DMG
WR
Autopistol
Autopistol
4
4+
2/3
Range 8"Range 8"
Paired blades
Paired blades
4
3+
3/5
Balanced, RendingBalanced, Rending
No Escape: Whenever an enemy operative would perform the Fall Back action while within control range of this operative, you can use this rule. If you do, roll one D6, subtracting 1 from the result if that enemy operative has a higher Wounds stat than this operative, and adding 1 if that enemy operative is wounded: on a 4+, that enemy operative cannot perform that action during that activation/counteraction (the AP spent on it isn’t refunded).
Extract Information: Whenever an enemy operative is incapacitated within this operative’s control range, you gain 1CP.
INQUISITORIAL AGENT, IMPERIUM, INQUISITION, ENLIGHTENER
⌀25mm


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.

APL
2
MOVE
6"
SAVE
5+
WOUNDS
7
 
NAME
ATK
HIT
DMG
WR
Shotgun
Shotgun
4
3+
3/3
Range 6"Range 6"
Fists
Fists
3
4+
2/3
-
Hexorcise: Whenever an enemy operative is visible to and within 6" of this operative, your opponent cannot re-roll their attack or defence dice for that operative.

CHASTEN1AP

Select one enemy operative that’s a valid target for this operative and within 6" of it, then select one additional rule (including a unique action) that enemy operative has on its datacard (excluding a weapon rule). Until the end of that enemy operative’s next activation, it’s treated as not having that additional rule.

This operative cannot perform this action while within control range of an enemy operative.
INQUISITORIAL AGENT, IMPERIUM, INQUISITION, HEXORCIST
⌀25mm


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.

APL
2
MOVE
6"
SAVE
5+
WOUNDS
7
 
NAME
ATK
HIT
DMG
WR
Autopistol
Autopistol
4
2+
2/3
Range 8", SeekRange 8", Seek
Fists
Fists
3
5+
2/3
-
Icon Bearer: Whenever determining control of a marker, treat this operative’s APL stat as 1 higher. Note this isn’t a change to its APL stat, so any changes are cumulative with this.
Lightly Armed: This operative cannot use any weapons that aren’t on its datacard.

SCRY1AP

PSYCHIC. Select one friendly INQUISITORIAL AGENT operative within 6" of this operative, then select one of the following effects to last until the start of this operative’s next activation, until it’s incapacitated or until it performs this action again (whichever comes first):
  • Guidance: PSYCHIC. Whenever the selected operative is shooting, fighting or retaliating, in the Roll Attack Dice step, you can retain one of your fails as a normal success instead of discarding it, or retain one of your normal successes as a critical success instead.
  • Protection: PSYCHIC. Whenever an operative is shooting the selected operative, in the Roll Defence Dice step, you can retain one of your fails as a normal success instead of discarding it, or retain one of your normal successes as a critical success instead.

This operative cannot perform this action while within control range of an enemy operative.
INQUISITORIAL AGENT, IMPERIUM, INQUISITION, PSYKER, MYSTIC
⌀25mm


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.

APL
2
MOVE
6"
SAVE
5+
WOUNDS
7
 
NAME
ATK
HIT
DMG
WR
Hand flamer
Hand flamer
4
2+
3/3
Range 6", Saturate, Torrent 1"Range 6", Saturate, Torrent 1"
Chainsword
Chainsword
4
4+
4/5
-
Chem-mask: You can ignore any changes to this operative’s APL stat, and any changes to its stats from being injured. This operative isn’t affected by enemy operatives’ Shock and Stun weapon rules.
Cruel: Whenever this operative is shooting against, fighting against or retaliating against a wounded enemy operative, this operative’s weapons have the Relentless weapon rule.
INQUISITORIAL AGENT, IMPERIUM, INQUISITION, PENAL LEGIONNAIRE
⌀25mm


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.

APL
2
MOVE
6"
SAVE
5+
WOUNDS
7
 
NAME
ATK
HIT
DMG
WR
Scoped plasma pistol (standard)
Scoped plasma pistol (standard)
4
3+
3/5
Range 12", Piercing 1Range 12", Piercing 1
Scoped plasma pistol (supercharge)
Scoped plasma pistol (supercharge)
4
3+
4/5
Range 12", Hot, Lethal 5+, Piercing 1Range 12", Hot, Lethal 5+, Piercing 1
Suppressed autopistol
Suppressed autopistol
4
3+
2/3
Range 8", SilentRange 8", Silent
Fists
Fists
3
4+
2/3
-
Pistolier: You can ignore any changes to the Hit stat of this operative’s ranged weapons.

PISTOL BARRAGE1AP

Perform two free Shoot actions with this operative (this takes precedence over action restrictions). You must select a profile of its scoped plasma pistol for one action and its suppressed autopistol for the other (in any order).

This operative cannot perform this action while it has a Conceal order, or during an activation in which it performed the Shoot action (or vice versa).
INQUISITORIAL AGENT, IMPERIUM, INQUISITION, PISTOLIER
⌀25mm


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.

APL
2
MOVE
6"
SAVE
5+
WOUNDS
7
 
NAME
ATK
HIT
DMG
WR
Autopistol
Autopistol
4
4+
2/3
Range 8"Range 8"
Eviscerator
Eviscerator
4
4+
5/6
BrutalBrutal
Irrepressible Purpose: If this operative is incapacitated while fighting or retaliating, you can strike the enemy operative in that sequence with one of your unresolved successes before it’s removed from the killzone.
Zealot: Whenever an attack dice inflicts damage of 3 or more on this operative, roll one D6: on a 5+, subtract 1 from that inflicted damage.
INQUISITORIAL AGENT, IMPERIUM, INQUISITION, QUESTKEEPER
⌀25mm


Requisitioned 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.

Requisitioned 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.

APL
1
MOVE
5"
SAVE
4+
WOUNDS
11
 
NAME
ATK
HIT
DMG
WR
Heavy bolter (focused)
Heavy bolter (focused)
5
4+
4/5
Heavy (Dash only), Piercing Crits 1Heavy (Dash only), Piercing Crits 1
Heavy bolter (sweeping)
Heavy bolter (sweeping)
4
4+
4/5
Heavy (Dash only), Piercing Crits 1, Torrent 1"Heavy (Dash only), Piercing Crits 1, Torrent 1"
Multi-melta
Multi-melta
4
4+
6/3
Devastating 4, Heavy (Dash only), Piercing 2Devastating 4, Heavy (Dash only), Piercing 2
Plasma cannon (standard)
Plasma cannon (standard)
4
4+
4/6
Blast 2", Heavy (Dash only), Piercing 1Blast 2", Heavy (Dash only), Piercing 1
Plasma cannon (supercharge)
Plasma cannon (supercharge)
4
4+
5/6
Blast 2", Heavy (Dash only), Hot, Lethal 5+, Piercing 1Blast 2", Heavy (Dash only), Hot, Lethal 5+, Piercing 1
Servo claw
Servo claw
3
4+
4/5
-
Lobotomised: Whenever this operative is activated, if it’s visible to and within 3" of another friendly INQUISITORIAL AGENT operative (excluding GUN SERVITOR) or vice versa, add 1 to this operative’s APL stat until the end of that activation.
INQUISITORIAL AGENT, IMPERIUM, INQUISITION, GUN SERVITOR
⌀32mm


Sister of Silence Prosecutor

Sister of Silence Prosecutor

APL
2
MOVE
6"
SAVE
3+
WOUNDS
8
 
NAME
ATK
HIT
DMG
WR
Boltgun
Boltgun
4
3+
3/4
-
Gun butt
Gun butt
4
4+
2/3
-
Psychic Null: PSYCHIC ranged weapons cannot inflict damage on this operative. For the effects of PSYCHIC actions, this operative cannot be selected and is never treated as being within those actions’ required distances. Whenever an operative is within 6" of this operative:
  • That operative cannot perform PSYCHIC actions or use PSYCHIC additional rules.
  • That operative cannot use PSYCHIC ranged weapons.
  • PSYCHIC melee weapons have no weapon rules and cannot have Dmg stats higher than 3/4.
INQUISITORIAL AGENT, IMPERIUM, ANATHEMA PSYKANA, SISTER OF SILENCE, PROSECUTOR
⌀32mm


Sister of Silence Vigilator

Sister of Silence Vigilator

APL
2
MOVE
6"
SAVE
3+
WOUNDS
8
 
NAME
ATK
HIT
DMG
WR
Executioner greatblade
Executioner greatblade
4
3+
4/6
Lethal 5+Lethal 5+
Psychic Null: PSYCHIC ranged weapons cannot inflict damage on this operative. For the effects of PSYCHIC actions, this operative cannot be selected and is never treated as being within those actions’ required distances. Whenever an operative is within 6" of this operative:
  • That operative cannot perform PSYCHIC actions or use PSYCHIC additional rules.
  • That operative cannot use PSYCHIC ranged weapons.
  • PSYCHIC melee weapons have no weapon rules and cannot have Dmg stats higher than 3/4.
INQUISITORIAL AGENT, IMPERIUM, ANATHEMA PSYKANA, SISTER OF SILENCE, VIGILATOR
⌀32mm


Sister of Silence Witchseeker

Sister of Silence Witchseeker

APL
2
MOVE
6"
SAVE
3+
WOUNDS
8
 
NAME
ATK
HIT
DMG
WR
Flamer
Flamer
4
2+
3/3
Range 8", Saturate, Torrent 2"Range 8", Saturate, Torrent 2"
Gun butt
Gun butt
4
4+
2/3
-
Psychic Null: PSYCHIC ranged weapons cannot inflict damage on this operative. For the effects of PSYCHIC actions, this operative cannot be selected and is never treated as being within those actions’ required distances. Whenever an operative is within 6" of this operative:
  • That operative cannot perform PSYCHIC actions or use PSYCHIC additional rules.
  • That operative cannot use PSYCHIC ranged weapons.
  • PSYCHIC melee weapons have no weapon rules and cannot have Dmg stats higher than 3/4.
INQUISITORIAL AGENT, IMPERIUM, ANATHEMA PSYKANA, SISTER OF SILENCE, WITCHSEEKER
⌀32mm


Tempestus Scion Gunner

Tempestus Scion Gunner

APL
2
MOVE
6"
SAVE
4+
WOUNDS
8
 
NAME
ATK
HIT
DMG
WR
Flamer
Flamer
4
2+
3/3
Range 8", Saturate, Torrent 2"Range 8", Saturate, Torrent 2"
Grenade launcher (frag)
Grenade launcher (frag)
4
3+
2/4
Blast 2"Blast 2"
Grenade launcher (krak)
Grenade launcher (krak)
4
3+
4/5
Piercing 1Piercing 1
Hot-shot volley gun (focused)
Hot-shot volley gun (focused)
5
3+
3/4
Piercing Crits 1Piercing Crits 1
Hot-shot volley gun (sweeping)
Hot-shot volley gun (sweeping)
4
3+
3/4
Piercing Crits 1, Torrent 1"Piercing Crits 1, Torrent 1"
Meltagun
Meltagun
4
3+
6/3
Range 6", Devastating 4, Piercing 2Range 6", Devastating 4, Piercing 2
Plasma gun (standard)
Plasma gun (standard)
4
3+
4/6
Piercing 1Piercing 1
Plasma gun (supercharge)
Plasma gun (supercharge)
4
3+
5/6
Hot, Lethal 5+, Piercing 1Hot, Lethal 5+, Piercing 1
Gun butt
Gun butt
3
4+
2/3
-
INQUISITORIAL AGENT, IMPERIUM, ASTRA MILITARUM, TEMPESTUS SCION, GUNNER
⌀25mm


Tempestus Scion Medic

Tempestus Scion Medic

APL
2
MOVE
6"
SAVE
4+
WOUNDS
8
 
NAME
ATK
HIT
DMG
WR
Hot-shot lasgun
Hot-shot lasgun
4
3+
3/4
-
Gun butt
Gun butt
3
4+
2/3
-
Medic!: The first time during each turning point that another friendly INQUISITORIAL AGENT operative would be incapacitated while visible to and within 3" of this operative, you can use this rule, providing neither this nor that operative is within control range of an enemy operative. If you do, that friendly operative isn’t incapacitated, has 1 wound remaining and cannot be incapacitated for the remainder of the action. After that action, that friendly operative can immediately perform a free Dash action, but must end that move within this operative’s control range. Subtract 1 from this and that operative’s APL stats until the end of their next activations respectively, and if this rule was used during that friendly operative’s activation, that activation ends. You cannot use this rule if this operative is incapacitated, or if it’s a Shoot action and this operative would be a primary or secondary target.

MEDIKIT1AP

Select one friendly INQUISITORIAL AGENT operative within this operative’s control range to regain up to 2D3 lost wounds. It cannot be an operative that the Medic! rule was used on during this turning point.

This operative cannot perform this action while within control range of an enemy operative.
INQUISITORIAL AGENT, IMPERIUM, ASTRA MILITARUM, TEMPESTUS SCION, MEDIC
⌀25mm


Tempestus Scion Trooper

Tempestus Scion Trooper

APL
2
MOVE
6"
SAVE
4+
WOUNDS
8
 
NAME
ATK
HIT
DMG
WR
Hot-shot lasgun
Hot-shot lasgun
4
3+
3/4
-
Gun butt
Gun butt
3
4+
2/3
-
Adaptive Equipment: You can do each of the following once per turning point:
  • One friendly INQUISITORIAL AGENT TEMPESTUS SCION TROOPER operative can perform the Smoke Grenade action.
  • One friendly INQUISITORIAL AGENT TEMPESTUS SCION TROOPER operative can perform the Stun Grenade action.
The rules for these actions are found in universal equipment. Performing these actions using this rule doesn’t count towards their action limits (i.e. if you also select those grenades from equipment).
INQUISITORIAL AGENT, IMPERIUM, ASTRA MILITARUM, TEMPESTUS SCION, TROOPER
⌀25mm


Tempestus Scion Vox-Operator

Tempestus Scion Vox-Operator

APL
2
MOVE
6"
SAVE
4+
WOUNDS
8
 
NAME
ATK
HIT
DMG
WR
Hot-shot lasgun
Hot-shot lasgun
4
3+
3/4
-
Gun butt
Gun butt
3
4+
2/3
-

SIGNAL1AP

SUPPORT. Select one other friendly INQUISITORIAL AGENT operative in the killzone. Until the end of that operative’s next activation, add 1 to its APL stat.

This operative can perform this action twice during its activation, but cannot perform this action while within control range of an enemy operative.
INQUISITORIAL AGENT, IMPERIUM, ASTRA MILITARUM, TEMPESTUS SCION, VOX-OPERATOR
⌀25mm
Ruthless Efficiency

A target, whether marked to be apprehended or eliminated, stands little chance of escaping the attention of an Adeptus Arbites Exaction Squad.

Whenever a friendly EXACTION SQUAD operative is shooting (excluding with frag or krak grenades) and you’re selecting a valid target, you can use this rule. If you do, having other friendly EXACTION SQUAD operatives within an enemy operative’s control range doesn’t prevent that enemy operative from being selected.
Engage: The operative can perform actions as normal and can counteract.

Shoot1AP

Shoot with the active operative by following the sequence below. The active operative’s player is the attacker. The selected enemy operative’s player is the defender.

An operative cannot perform this action while it has a Conceal order, or while within control range of an enemy operative.

Charge1AP

The same as the Reposition action, except the active operative can move an additional 2".

It can move, and must finish the move, within control range of an enemy operative. If it moves within control range of an enemy operative that no other friendly operatives are within control range of, it cannot leave that operative’s control range.

An operative cannot perform this action while it has a Conceal order, if it’s already within control range of an enemy operative, or during the same activation in which it performed the Reposition, Dash or Fall Back action.
Counteract
When you would activate a ready friendly operative, if all your operatives are expended but your opponent still has ready operatives, you can select an expended friendly operative with an Engage order to perform a 1AP action (excluding Guard) for free. Each operative can only counteract once per turning point. That operative cannot move more than 2", or must be set up wholly within 2" if it’s removed and set up again, while counteracting (this is not a change to its Move stat, and takes precedence over all other rules). Counteracting is optional, so you can choose not to. In either case, activation alternates back to your opponent afterwards.

Counteracting isn’t an activation, it’s instead of activating. This difference is important; for instance, it means action restrictions won't apply.
Conceal: The operative cannot perform Shoot and Charge actions, and it cannot counteract. However, it’s not a valid target while in cover.
Valid Target
Some rules require you to select a valid target for an operative. This is most common when an operative is shooting, but some rare rules require it too.

If the intended target has an Engage order, it’s a valid target if it’s visible to the active operative.
If the intended target has a Conceal order, it’s a valid target if it’s visible to the active operative and not in cover.
Control Range
Many rules relate to control range such as moving, fighting and using cover. Something is within an operative’s control range if it’s visible to and within 1" of that operative.

Control range between operatives is mutual, therefore operatives are within each other’s control range if one of them is visible to and within 1" of the other.

Operatives A and B are within each other’s control range.

The terrain is within both operative B and C’s control range.

Because of the terrain, operative B is not visible to operative C, and vice versa, therefore they are not within each other’s control range.


Imagine control range as an area of interaction the operative has with things close to it.
Precedence
Some rare rules will conflict with each other, so it must be established which takes precedence. In order of priority, a rule takes precedence if:

1
It specifically says so.

2
The online designer’s commentary says so.

3
It’s not found in the core book (i.e. other rules take precedence over core book rules).

4
It says ‘cannot’.

5
The player with initiative decides.

If a rule on a datacard says ‘this operative can perform two Shoot actions during its activation’, this takes precedence over the core rules for action restrictions, as per precedence priority 3.
Balanced
You can re-roll one of your attack dice.
Ceaseless
You can re-roll any of your attack dice results of one result (e.g. results of 2).
Seek
When selecting a valid target, operatives cannot use terrain for cover. If the rule is Seek Light, operatives cannot use Light terrain for cover. Whilst this can allow such operatives to be targeted (assuming they’re visible), it doesn’t remove their cover save (if any).
Strategy Ploys
HIDDEN ENGAGEMENT

Being experienced survivalists, Hernkyn Yaegirs are skilled hunters, well used to stalking and engaging their prey from the shadows.

Whenever a friendly HERNKYN YAEGIR operative is shooting, if it’s in cover from the target’s perspective, that friendly operative’s weapons have the Balanced weapon rule. Note that your opponent still determines the targeting lines for this (i.e. they decide which point of their operative’s base targeting lines are drawn from).
MASTERFUL BLADEWORK

Yaegirs are extensively trained in the use of plasma knives and other close combat weapons, wielding them with ruthless precision.

Whenever a friendly HERNKYN YAEGIR operative is fighting, or has a Conceal order and is retaliating, add 1 to the Atk stat of its melee weapons (to a maximum of 4) and they have the Balanced weapon rule; if the weapon already has that weapon rule, it has the Ceaseless weapon rule instead of Balanced.
TOUGH SURVIVALISTS

A lifetime of frontier exploration coupled with their kind’s natural fortitude renders Hernkyn Yaegirs highly resistant to injury.

The first time an attack dice inflicts damage on each friendly HERNKYN YAEGIR operative during the turning point in the Resolve Attack Dice step, you can halve that inflicted damage (rounding up, to a minimum of 2).
IN POSITION

Hernkyn Yaegirs stalk their enemies with great patience, using the surrounding terrain to conceal themselves from prying eyes.

Whenever a friendly HERNKYN YAEGIR operative has a Conceal order and is in cover, it cannot be selected as a valid target, taking precedence over all other rules (e.g. Seek, Vantage terrain) except being within 2".

Reposition1AP

Move the active operative up to its Move stat to a location it can be placed. This must be done in one or more straight-line increments, and increments are always rounded up to the nearest inch.

It cannot move within control range of an enemy operative, unless one or more other friendly operatives are already within control range of that enemy operative, in which case it can move within control range of that enemy operative but cannot finish the move there.

An operative cannot perform this action while within control range of an enemy operative, or during the same activation in which it performed the Fall Back or Charge action.
Guardsmen Orders

The soldiers of the Death Korps of Krieg are unquestioningly loyal to their officers, following barked orders with a speed and efficiency that is the envy of many other regiments.

STRATEGIC GAMBIT and SUPPORT. A friendly DEATH KORPS WATCHMASTER operative can issue a GUARDSMAN ORDER. Whenever it does, select one GUARDSMAN ORDER for all friendly DEATH KORPS operatives within 6" of it to receive.

Whenever a friendly operative receives a GUARDSMAN ORDER, apply its rules until the end of the turning point. Operatives cannot benefit from more than one GUARDSMAN ORDER at once; they only benefit from the most recent order they received during the turning point.

Take Aim!
Outfitted and trained for attritional infantry combat, the soldiers of Krieg have undertaken endless hours of lasgun drills.
Ranged weapons of operatives that received this order (excluding mortar barrage and remote detonator) have the Ceaseless weapon rule.

Fix Bayonets!
The kind of warfare undertaken by the Death Korps of Krieg requires their troopers to be well versed in close-quarters fighting and trench clearance.
Melee weapons of operatives that received this order have the Ceaseless weapon rule.

Dig In!
Obstinate to the last, the soldiers of Krieg establish defensive positions and hold them with grim determination.
Whenever an operative is shooting a friendly operative that’s received this order, if you can retain any cover saves, you can re-roll any of your defence dice results of one result (e.g. results of 2).

Move! Move! Move!
Responding to a barked order from their Watchmaster, the soldiers of Krieg pick up the pace and hustle towards their next objective.
Whenever an operative that’s received this order is performing the Reposition action, add 1" to its Move stat.

Inquisitorial Requisition

Few authorities in the Imperium have greater jurisdiction than the Inquisition. An Inquisitor can, on a whim, requisition forces from virtually any of the Imperium’s military branches.

REQUISITIONED operatives can be taken from one of the following groups to supplement an INQUISITORIAL AGENT kill team, as specified in this kill team’s selection rules:
These operatives have their faction keyword replaced in all instances on their datacards with INQUISITORIAL AGENT (unless they already have it). You cannot use ploys and equipment associated with a REQUISITIONED operative’s former faction keyword, and you cannot use a REQUISITIONED operative’s former faction rules unless specified on their Inquisitorial Requisition card (it only applies to those REQUISITIONED operatives). Note that with their new faction keyword, REQUISITIONED operatives can interact with the INQUISITORIAL AGENT rules.

For example, a REQUISITIONED VOX-OPERATOR operative from the DEATH KORPS group would have its DEATH KORPS keyword replaced in all instances on its datacard with INQUISITORIAL AGENT. This allows you to select any other friendly INQUISITORIAL AGENT operative for its Signal unique action. However, the Guardsman Orders faction rule isn’t permitted, so its Relay Orders additional rule would be ignored. It would now also be a valid operative for the INQUISITORIAL AGENT MYSTIC operative’s Scry unique action.
Piercing x
The defender collects x less defence dice, e.g. Piercing 1. If the rule is Piercing Crits x, this only comes into effect if you retain any critical successes.
Ploys
Players can spend CP on ploys to gain rules bonuses at the opportune moment. Unless otherwise specified, all ploys cost 1CP. There are two types of ploys:
  • Every strategy ploy is a STRATEGIC GAMBIT (used in the Gambit step of the Strategy phase). Some apply rules that are resolved ‘immediately’, otherwise they apply rules that last until the end of the turning point.
  • Firefight ploys are used in the Firefight phase and apply rules as the ploy specifies.

All players have access to the Command Re-roll firefight ploy below and the ploys in their kill team’s rules. Other than Command Re-roll, each player cannot use each ploy more than once per turning point.

COMMAND RE-ROLL1CP
Tactical Ploy
Use this firefight ploy after rolling your attack or defence dice. You can re-roll one of those dice.
Equipment
Equipment are additional rules you can select before the battle, as specified in your game sequence. Universal equipment can be selected for any kill team whereas faction equipment is specific. Each player cannot select each equipment option more than once per game.
Repress

Experienced in suppressing riots, rebellions and various other kinds of unrest, the Adeptus Arbites are resilient in the face of any oncoming foe, no matter their origin.

Some weapons in this team’s rules have the Repress weapon rule below.

*Repress: Whenever this operative is using this weapon:
  • Each of your blocks can be allocated to block two unresolved successes (instead of one).
  • If this operative is retaliating, you resolve the first attack dice (i.e. defender instead of attacker).
Blast x
The target you select is the primary target. After shooting the primary target, shoot with this weapon against each secondary target in an order of your choice (roll each sequence separately). Secondary targets are other operatives visible to and within x of the primary target, e.g. Blast 2" (they are all valid targets, regardless of a Conceal order). Secondary targets are in cover and obscured if the primary target was.
Torrent x
Select a valid target as normal as the primary target, then select any number of other valid targets within x of the first valid target as secondary targets, e.g. Torrent 2". Shoot with this weapon against all of them in an order of your choice (roll each sequence separately).
Devastating x
Each retained critical success immediately inflicts x damage on the operative this weapon is being used against, e.g. Devastating 3. If the rule starts with a distance (e.g. 1" Devastating x), inflict x damage on that operative and each other operative visible to and within that distance of it. Note that success isn’t discarded after doing so — it can still be resolved later in the sequence.
Void Armour

The armour worn by Imperial Navy Armsmen is void-sealed, meaning that they can fight in environments devoid of gravity or atmosphere. Such armour also serves to protect them from explosive blasts and flaming torrents.

Whenever an operative is shooting a friendly IMPERIAL NAVY BREACHER operative, if the ranged weapon in that sequence has the Blast or Torrent weapon rule (excluding weapons that have a sweeping profile), you can re-roll one of your defence dice, or up to two of your defence dice if that friendly operative is a GRENADIER.

Friendly IMPERIAL NAVY BREACHER operatives aren’t affected by the x" Devastating x weapon rule (i.e. Devastating with a distance) unless they are the target during that sequence.
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 or parts of the active operative’s miniature 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 and parts 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.
Damage
When damage is inflicted on an operative, reduce their wounds by that amount. An operative’s starting number of wounds is determined by its Wounds stat (see datacards). If an operative’s wounds are reduced to 0 or less, it’s incapacitated, then removed from the killzone. Some rules allow an incapacitated operative to perform a free action before being removed from the killzone. Such an operative cannot perform more than one free action (excluding Place Marker) in this instance, and that operative’s player decides the order of any of its rules that occur before it’s removed from the killzone (taking precedence over the player with initiative deciding).

While an operative has fewer than its starting wounds remaining, it’s wounded. While it has fewer than half its starting wounds remaining, it’s also injured. Subtract 2" from the Move stat of injured operatives and worsen the Hit stat of their weapons by 1.

Keep track of each operative’s remaining wounds with dice, tokens or by writing it down.

‘Incapacitated’ and ‘removed from the killzone’ are separate. Some rules take effect when an operative is incapacitated, but before it’s removed.

COMMAND RE-ROLL1CP
Tactical Ploy
Use this firefight ploy after rolling your attack or defence dice. You can re-roll one of those dice.

Pick Up Marker1AP

Remove a marker the active operative controls that the Pick Up Marker action can be performed upon. That operative is now carrying, contesting and controlling that marker.

An operative cannot perform this action while within control range of an enemy operative, or while it’s already carrying a marker.

Operate Hatch1AP

Open or close a hatchway that’s access point is within the operative’s control range.

An operative can perform this action during a Dash or Reposition action, and any remaining move distance can be used after it does so.

An operative cannot perform this action while within control range of an enemy operative, or if that hatchway is open and its access point is within an enemy operative’s control range.
QUARRY

For those judged guilty, there is no escape. Once marked for execution, the Inquisition’s quarry is doomed.

Select one enemy operative to be your quarry for the turning point. Whenever a friendly INQUISITORIAL AGENT operative is shooting against, fighting against or retaliating against your quarry, that friendly operative’s weapons have the Ceaseless weapon rule. Whenever your quarry is incapacitated, you can select a new enemy operative to be your quarry (and can continue to do so during this turning point).
Range x
Only operatives within x of the active operative can be valid targets, e.g. Range 9".
Lethal x+
Your successes equal to or greater than x are critical successes, e.g. Lethal 5+.

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

Dash1AP

The same as the Reposition action, except don’t use the active operative’s Move stat — it can move up to 3" instead. In addition, it cannot climb during this move, but it can drop and jump.

An operative cannot perform this action while within control range of an enemy operative, or during the same activation in which it performed the Charge action.

Fall Back2AP

The same as the Reposition action, except the active operative can move within control range of an enemy operative, but cannot finish the move there.

An operative cannot perform this action unless an enemy operative is within its control range. It cannot perform this action during the same activation in which it performed the Reposition or Charge action.

Fight1AP

Fight with the active operative by following the sequence below. The active operative’s player is the attacker. The selected enemy operative’s player is the defender.

An operative cannot perform this action unless an enemy operative is within its control range.
Expended
  • When you’ve finished with your operative’s activation, that operative is expended. While expended, an operative is not ready.
Rending
If you retain any critical successes, you can retain one of your normal successes as a Critical success instead.
Saturate
The defender cannot retain cover saves.
Shock
The first time you strike with a critical success in each sequence, also discard one of your opponent’s unresolved normal successes (or a critical success if there are none).
Stun
If you retain any critical successes, subtract 1 from the APL stat of the operative this weapon is being used against until the end of its next activation.
Relentless
You can re-roll any of your attack dice.
Hot
After an operative uses this weapon, roll one D6. If the result is less than the weapon’s Hit stat, inflict damage on that operative equal to the result multiplied by two. If it’s used multiple times in one action (e.g. Blast), still only roll one D6.
Silent
An operative can perform the Shoot action with this weapon while it has a Conceal order.
Brutal
Your opponent can only block with critical successes.
Heavy
An operative cannot use this weapon in an activation or counteraction in which it moved, and it cannot move in an activation or counteraction in which it used this weapon. If the rule is Heavy (x only), where x is a move action, only that move is allowed, e.g. Heavy (Dash only). This weapon rule has no effect on preventing the Guard action.

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:

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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