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
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. |
| Q: | When using the Quarry strategy ploy, if my quarry is incapacitated while shooting multiple operatives during an action (e.g. as a result of the Blast or Torrent weapon rules) when do I select a new operative to be my quarry? |
| A: | At the end of that action, after incapacitated operatives are removed |
Archetype: Any
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
- 1 INQUISITORIAL AGENT INTERROGATOR operative
- 1 INQUISITORIAL AGENT TOME-SKULL operative
- 5 INQUISITORIAL AGENT operatives selected from the following list:
- 5 INQUISITORIAL AGENT operatives selected from the list above, or REQUISITIONED operatives from one group in the Inquisitorial Requisition faction rule (you cannot select REQUISITIONED operatives from different groups).
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
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.
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
- 5 EXACTION SQUAD operatives selected from the following list:
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
- 5 IMPERIAL NAVY BREACHER operatives selected from the following list:
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
- 5 KASRKIN 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 two of these operatives combined.
Sister of Silence
- 5 SISTER OF SILENCE operatives selected from the following list:
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.
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 completed the activation of 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.).
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.
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).
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).
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.
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 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).
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
Breach and
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).
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.
| 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 if this operative is in the killzone. 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 cannot 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.
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INQUISITORIAL AGENT, IMPERIUM, INQUISITION, LEADER, INTERROGATOR
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⌀25mm |
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.
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INQUISITORIAL AGENT, IMPERIUM, INQUISITION, TOME-SKULL
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⌀25mm |
| 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), if this operative is in the killzone, 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.
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INQUISITORIAL AGENT, IMPERIUM, INQUISITION, AUTOSAVANT
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⌀25mm |
| NAME | ATK | HIT | DMG | WR |
| Autopistol |
| | Autopistol | 4 | 4+ | 2/3 | Range 8" | Range 8" |
| Knife |
| | Knife | 1 | 2+ | 5/7 | Lethal 5+ | Lethal 5+ |
| Polearm |
| | Polearm | 4 | 3+ | 4/5 | - |
Hunter: This operative can perform the
Charge action while it has a
Conceal order.
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INQUISITORIAL AGENT, IMPERIUM, INQUISITION, DEATH WORLD VETERAN
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⌀25mm |
| NAME | ATK | HIT | DMG | WR |
| Autopistol |
| | Autopistol | 4 | 4+ | 2/3 | Range 8" | Range 8" |
| Paired blades |
| | Paired blades | 4 | 3+ | 3/5 | Balanced, Rending | Balanced, 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.
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INQUISITORIAL AGENT, IMPERIUM, INQUISITION, ENLIGHTENER
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⌀25mm |
| 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 or a rule that states it is ignored for the kill/elimination op). 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.
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INQUISITORIAL AGENT, IMPERIUM, INQUISITION, HEXORCIST
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⌀25mm |
| NAME | ATK | HIT | DMG | WR |
| Autopistol |
| | Autopistol | 4 | 2+ | 2/3 | Range 8", Seek | Range 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.
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INQUISITORIAL AGENT, IMPERIUM, INQUISITION, PSYKER, MYSTIC
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⌀25mm |
| 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.
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INQUISITORIAL AGENT, IMPERIUM, INQUISITION, PENAL LEGIONNAIRE
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⌀25mm |
| NAME | ATK | HIT | DMG | WR |
| Scoped plasma pistol (standard) |
| | Scoped plasma pistol (standard) | 4 | 3+ | 3/5 | Range 12", Piercing 1 | Range 12", Piercing 1 |
| Scoped plasma pistol (supercharge) |
| | Scoped plasma pistol (supercharge) | 4 | 3+ | 4/5 | Range 12", Hot, Lethal 5+, Piercing 1 | Range 12", Hot, Lethal 5+, Piercing 1 |
| Suppressed autopistol |
| | Suppressed autopistol | 4 | 3+ | 2/3 | Range 8", Silent | Range 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).
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INQUISITORIAL AGENT, IMPERIUM, INQUISITION, PISTOLIER
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⌀25mm |
| NAME | ATK | HIT | DMG | WR |
| Autopistol |
| | Autopistol | 4 | 4+ | 2/3 | Range 8" | Range 8" |
| Eviscerator |
| | Eviscerator | 4 | 4+ | 5/6 | Brutal | Brutal |
Irrepressible Purpose: If this operative is
incapacitated during the
Fight action, you can strike the enemy operative in that sequence with one of your unresolved successes before this operative is 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.
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INQUISITORIAL AGENT, IMPERIUM, INQUISITION, QUESTKEEPER
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⌀25mm |
| NAME | ATK | HIT | DMG | WR |
| Heavy bolter (focused) |
| | Heavy bolter (focused) | 5 | 4+ | 4/5 | Heavy (Dash only), Piercing Crits 1 | Heavy (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 2 | Devastating 4, Heavy (Dash only), Piercing 2 |
| Plasma cannon (standard) |
| | Plasma cannon (standard) | 4 | 4+ | 4/6 | Blast 2", Heavy (Dash only), Piercing 1 | Blast 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 1 | Blast 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.
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INQUISITORIAL AGENT, IMPERIUM, INQUISITION, GUN SERVITOR
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⌀32mm |
| 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.
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INQUISITORIAL AGENT, IMPERIUM, ANATHEMA PSYKANA, SISTER OF SILENCE, PROSECUTOR
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⌀32mm |
| 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.
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INQUISITORIAL AGENT, IMPERIUM, ANATHEMA PSYKANA, SISTER OF SILENCE, VIGILATOR
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⌀32mm |
| 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.
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INQUISITORIAL AGENT, IMPERIUM, ANATHEMA PSYKANA, SISTER OF SILENCE, WITCHSEEKER
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⌀32mm |
| 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 1 | Piercing 1 |
| Hot-shot volley gun (focused) |
| | Hot-shot volley gun (focused) | 5 | 3+ | 3/4 | Piercing Crits 1 | Piercing 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 2 | Range 6", Devastating 4, Piercing 2 |
| Plasma gun (standard) |
| | Plasma gun (standard) | 4 | 3+ | 4/6 | Piercing 1 | Piercing 1 |
| Plasma gun (supercharge) |
| | Plasma gun (supercharge) | 4 | 3+ | 5/6 | Hot, Lethal 5+, Piercing 1 | Hot, Lethal 5+, Piercing 1 |
| Gun butt |
| | Gun butt | 3 | 4+ | 2/3 | - |
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INQUISITORIAL AGENT, IMPERIUM, ASTRA MILITARUM, TEMPESTUS SCION, GUNNER
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⌀25mm |
| 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.
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INQUISITORIAL AGENT, IMPERIUM, ASTRA MILITARUM, TEMPESTUS SCION, MEDIC
|
⌀25mm |
| 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 Grenadeaction.
- One friendly INQUISITORIAL AGENT TEMPESTUS SCION TROOPER operative can perform the Stun Grenadeaction.
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 |
| 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 |