Inquisitorial Agents
Composition
An INQUISITORIAL AGENTS killteam is composed of:
- 1 INQUISITORIAL AGENT INTERROGATOR operative
- 1 INQUISITORIAL AGENT TOME-SKULL operative
- 5 INQUISITORIAL AGENT operatives selected from the following list:
- AUTOSAVANT
- QUESTKEEPER
- DEATH WORLD VETERAN
- ENLIGHTENER
- HEXORCIST
- MYSTIC
- PENAL LEGIONNAIRE
- PISTOLIER
- GUN SERVITOR with one of the following options:
- Heavy bolter; servo-claw
- Multi-melta; servo-claw
- Plasma cannon; servo-claw
- 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.
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:
- DEATH KORPS
- EXACTION SQUAD
- IMPERIAL NAVY BREACHER
- KASRKIN
- SISTER OF SILENCE
- TEMPESTUS SCION
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:
- BRUISER
- CONFIDANT with one of the following options:
- Boltgun or lasgun; bayonet
- Bolt pistol or relic laspistol; chainsword
- GUNNER with flamer and bayonet
- GUNNER with grenade launcher and bayonet
- GUNNER with meltagun and bayonet
- GUNNER with plasma gun and bayonet
- MEDIC
- SAPPER
- SNIPER
- TROOPER
- VETERAN
- VOX-OPERATOR
- ZEALOT
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:
- CASTIGATOR
- CHIRURGANT
- GUNNER with one of the following options:
- Grenade launcher; repression baton
- Heavy stubber; repression baton
- Webber; repression baton
- LEASHMASTER
- MALOCATOR
- MARKSMAN
- REVELATUM
- R-VR CYBER-MASTIFF
- SUBDUCTOR
- VIGILANT
- VOX-SIGNIFIER
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 BREACHERS
5 IMPERIAL NAVY BREACHER operatives selected from the following list:
- ARMSMAN
- AXEJACK
- C.A.T. UNIT
- ENDURANT
- GHEISTSKULL
- GRENADIER
- HATCHCUTTER
- SURVEYOR
- VOID-JAMMER
- GUNNER with one of the following options:
- Navis las-volley; gun butt
- Meltagun; gun butt
- Plasma gun; gun butt
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:
- COMBAT MEDIC
- DEMO-TROOPER
- 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*
- RECON-TROOPER
- SHARPSHOOTER*
- TROOPER
- VOX-TROOPER
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.
SISTERS OF SILENCE
5 SISTER OF SILENCE operatives selected from the following list:
- PROSECUTOR
- VIGILATOR
- WITCHSEEKER
TEMPESTUS SCIONS
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.
Common Abilities and Options
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 (if it escapes/survives/is incapacitated by enemy operatives, 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.
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".
Lightly Armed:
This operative cannot use any weapons that aren’t on its datacard, or perform unique actions.
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.
Medic!:
The first time during each turning point that another friendly DEATH KORPS operative would be removed from the killzone as 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 and has 1 wound remaining.
That friendly operative can then 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.
Medikit (1AP):
Select one friendly DEATH KORPS 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.
*Detonate:
Do not select a valid target. Instead, shoot against each operative within 2" of your Mine marker, unless Heavy terrain is wholly intervening between that operative and that marker.
Each of those operatives cannot be in cover or obscured. Roll each sequence separately in an order of your choice.
This weapon cannot be selected if your Mine marker isn’t in the killzone. At the end of the action, remove your Mine marker from the killzone. In a killzone that uses the close quarters rule, this weapon has the Lethal 5+ weapon rule.
*Concealed Position:
This operative can only use this weapon the first time it is performing the Shoot action during the battle.
Signal (1AP):
SUPPORT
Select one other friendly DEATH KORPS operative visible to and within 6" of this operative. Until the end of that operative's next activation, add 1 to its APL stat.
This operative cannot perform this action while within control range of an enemy operative.
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).
Ruthless Efficiency:
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.
Spot (1AP):
SUPPORT
Select one enemy operative visible to this operative. Until the end of the turning point, whenever a friendly EXACTION SQUAD operative within 3" of this operative is shooting that enemy operative,
you can use this effect. If you do:
- That friendly operative’s ranged weapons have the Seek Light weapon rule.
- That enemy operative cannot be obscured.
This operative cannot perform this action while within control range of an enemy operative.
Void Armour:
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.
Interrogator
A 2
M 6"
S 5+
W 8
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Extended Stock AutoPistol (Rng 12", Lethal 5+) | 4 | 3+ | 2/4 |
| Fists | 3 | 4+ | 2/3 |
Abilities
Inquisitorial TomesTome-Skull
A 2
M 6"
S 5+
W 5
Abilities
Consecrated TomeExpendableGroup ActivationMachineAutosavant
A 2
M 6"
S 4+
W 7
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Mechanical Appendages | 3 | 5+ | 1/2 |
Abilities
Irrefutable ReportLightly ArmedScrivenerQuestkeeper
A 2
M 6"
S 5+
W 7
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| AutoPistol (Rng 8") | 4 | 4+ | 2/3 |
| Eviscerator (Brutal) | 4 | 4+ | 5/6 |
Abilities
Irrepressible PurposeZealotDeathworld Veteran
A 2
M 6"
S 5+
W 7
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| AutoPistol (Rng 8") | 4 | 4+ | 2/3 |
| Knifer (Lethal 5+) | 1 | 2+ | 5/7 |
| Polearm | 4 | 3+ | 4/5 |
Abilities
HunterWeatheredEnlightener
A 2
M 6"
S 5+
W 7
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| AutoPistol (Rng 8") | 4 | 4+ | 2/3 |
| Paired Blades (Bal, Rnd) | 4 | 3+ | 3/5 |
Abilities
Extract InformationNo EscapeGun Servitor
A 1
M 6"
S 4+
W 11
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Heavy Bolter | |||
| Focused (Hvy(Dash), PrcCrit1) | 5 | 4+ | 4/5 |
| Sweeping (Hvy(Dash), PrcCrit1, Tor1") | 4 | 4+ | 4/5 |
| Multi-Melta (Dev4, Hvy(Dash), Prc2) | 4 | 4+ | 6/3 |
| Plasma Cannon | |||
| Standard (Blast 2", Hvy(Dash), Prc1) | 4 | 4+ | 4/6 |
| Supercharge (Blast 2", Hvy(Dash), Hot, Lethal 5+, Prc1) | 4 | 4+ | 5/6 |
| Servo-Claw | 3 | 4+ | 4/5 |
Abilities
LobotomisedHexorcist
A 2
M 6"
S 5+
W 7
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Shotgun (Rng 6") | 4 | 3+ | 3/3 |
| Fists | 3 | 4+ | 2/3 |
Abilities
1AP: ChastenHexorciseMystic
A 2
M 6"
S 5+
W 7
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| AutoPistol (Rng 8", Seek) | 4 | 2+ | 2/3 |
| Fists | 3 | 5+ | 2/3 |
Abilities
Icon BearerLightly Armed1AP: ScryPenal Legionnaire
A 2
M 6"
S 5+
W 7
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Hand Flamer (Rng 6", Sat, Tor1") | 4 | 2+ | 3/3 |
| Chainsword | 4 | 4+ | 4/5 |
Abilities
Chem-MaskCruelPistolier
A 2
M 6"
S 5+
W 7
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Scoped Plasma Pistol | |||
| Standard (Rng 12", Prc1) | 4 | 3+ | 3/5 |
| Supercharge (Rng 12", Hot, Lethal 5+, Prc1) | 4 | 3+ | 4/5 |
| Suppressed AutoPistol (Rng 8", Silent) | 4 | 3+ | 2/3 |
| Fists | 3 | 4+ | 2/3 |
Abilities
1AP: Pistol BarragePistolierSister Of Silence Prosecutor
A 2
M 6"
S 3+
W 8
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Boltgun | 4 | 3+ | 3/4 |
| Gun Butt | 4 | 4+ | 2/3 |
Abilities
Psychic NullSister Of Silence Vigilator
A 2
M 6"
S 3+
W 8
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Executor Greatblade (Lethal 5+) | 4 | 3+ | 4/6 |
Abilities
Psychic NullSister Of Silence WitchSeeker
A 2
M 6"
S 3+
W 8
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Flamer (Rng 8", Sat, Tor2") | 4 | 2+ | 3/3 |
| Gun Butt | 4 | 4+ | 2/3 |
Abilities
Psychic NullDeath Korps Bruiser
A 2
M 6"
S 5+
W 7
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Lasgun | 4 | 4+ | 2/3 |
| Trench Club (Shock) | 4 | 3+ | 3/3 |
Abilities
BruiserDeath Korps Confidant
A 2
M 6"
S 5+
W 7
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Bolt Pistol (Rng 8") | 4 | 4+ | 3/4 |
| Boltgun | 4 | 4+ | 3/4 |
| Lasgun | 4 | 4+ | 2/3 |
| Relic Laspistol (Rng 8", Lethal 5+) | 4 | 4+ | 2/4 |
| Bayonet | 3 | 4+ | 2/3 |
| Chainsword | 4 | 4+ | 4/5 |
Abilities
DirectiveDeath Korps Gunner
A 2
M 6"
S 5+
W 7
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Flamer (Rng 8", Sat, Tor 2") | 4 | 2+ | 3/3 |
| Grenade Launcher | |||
| Frag (Blast 2") | 4 | 4+ | 2/4 |
| Krak (Prc1) | 4 | 4+ | 4/5 |
| Meltagun (Rng 6", Dev 4, Prc2) | 4 | 4+ | 6/3 |
| Plasma Gun | |||
| Standard (Prc1) | 4 | 4+ | 4/6 |
| Supercharge (Hot, Lethal 5+, Prc1) | 4 | 4+ | 5/6 |
| Bayonet | 3 | 4+ | 2/3 |
Death Korps Medic
A 2
M 6"
S 5+
W 7
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Lasgun | 4 | 4+ | 2/3 |
| Bayonet | 3 | 4+ | 2/3 |
Abilities
Medic!1AP: MedikitDeath Korps Sapper
A 2
M 6"
S 5+
W 7
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Lasgun | 4 | 4+ | 2/3 |
| Remote Detonator (Hvy(Dash), Lim1, Prc1, Sil, *Detonate) | 4 | 2+ | 5/6 |
| Bayonet | 3 | 4+ | 2/3 |
Abilities
*DetonateMine LayerDeath Korps Sniper
A 2
M 6"
S 5+
W 7
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Long-Las | |||
| Concealed (Dev3, Hvy, Sil, *Concealed Position) | 4 | 2+ | 3/3 |
| Mobile | 4 | 3+ | 3/4 |
| Stationary (Dev3, Hvy) | 4 | 2+ | 3/3 |
| Bayonet | 3 | 4+ | 2/3 |
Abilities
*Concealed PositionDeath Korps Trooper
A 2
M 6"
S 5+
W 7
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Lasgun | 4 | 4+ | 2/3 |
| Bayonet | 3 | 4+ | 2/3 |
Abilities
Group ActivationDeath Korps Veteran
A 2
M 6"
S 5+
W 7
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Lasgun | 4 | 4+ | 2/3 |
| Bionic Arm | 3 | 4+ | 4/5 |
Abilities
BionicsVeteran GuardsmanDeath Korps Vox-Operator
A 2
M 6"
S 5+
W 7
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Lasgun | 4 | 4+ | 2/3 |
| Bayonet | 3 | 4+ | 2/3 |
Abilities
Relay Orders1AP: SignalDeath Korps Zealot
A 2
M 6"
S 5+
W 7
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Lasgun | 4 | 4+ | 2/3 |
| Bayonet | 3 | 4+ | 2/3 |
Abilities
The Emperor ProtectsUplifting PrimerTempestus Scion Vox-Operator
A 2
M 6"
S 4+
W 8
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Hot-Shot Lasgun | 4 | 3+ | 3/4 |
| Gun Butt | 3 | 4+ | 2/3 |
Abilities
1AP: SignalTempestus Scion Gunner
A 2
M 6"
S 4+
W 8
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Flamer (Rng 8", Sat, Tor2") | 4 | 2+ | 3/3 |
| Grenade Launcher | |||
| Frag (Blast 2") | 4 | 3+ | 2/4 |
| Krak (Prc1) | 4 | 3+ | 4/5 |
| Hot-Shot Volley Gun | |||
| Focused (PrcCrit1) | 5 | 3+ | 3/4 |
| Sweeping (PrcCrit1, Tor1") | 4 | 3+ | 3/4 |
| Meltagun (Rng 6", Dev4, Prc2) | 4 | 3+ | 6/3 |
| Plasma Gun | |||
| Standard (Prc1) | 4 | 3+ | 4/6 |
| Superchart (Hot, Lethal 5+, Prc1) | 4 | 3+ | 5/6 |
| Gun Butt | 3 | 4+ | 2/3 |
Tempestus Scion Medic
A 2
M 6"
S 4+
W 8
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Hot-Shot Lasgun | 4 | 3+ | 3/4 |
| Gun Butt | 3 | 4+ | 2/3 |
Abilities
Medic!1AP: MedikitTempestus Scion Trooper
A 2
M 6"
S 4+
W 8
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Hot-Shot Lasgun | 4 | 3+ | 3/4 |
| Gun Butt | 3 | 4+ | 2/3 |
Abilities
Adaptive EquipmentArbites Castigator
A 2
M 6"
S 4+
W 8
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Combat Shotgun | |||
| Close Range (Rng 6") | 4 | 3+ | 4/4 |
| Long Range | 4 | 5+ | 2/2 |
| Excruciator Maul (Rnd, Shock) | 4 | 3+ | 5/5 |
Abilities
Castigator's ArrestEngendered FocusRuthless EfficiencyZealous DedicationArbites Chirurgant
A 2
M 6"
S 4+
W 8
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Combat Shotgun | |||
| Close Range (Rng 6") | 4 | 3+ | 4/4 |
| Long Range | 4 | 5+ | 2/2 |
| Repression Baton | 3 | 4+ | 2/3 |
Abilities
Medic!1AP: MedikitRuthless EfficiencyArbites Gunner
A 2
M 6"
S 4+
W 8
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Grenade Launcher (Prc1) | 4 | 4+ | 4/6 |
| Heavy Stubber | |||
| Focused (Hvy(Dash)) | 5 | 4+ | 4/5 |
| Sweeping (Hvy(Dash), Tor1") | 4 | 4+ | 4/5 |
| Webber (Rng 12", Severe, Stun) | 4 | 3+ | 4/5 |
| Repression Baton | 3 | 4+ | 2/3 |
Abilities
Ruthless EfficiencyArbites Leashmaster
A 2
M 6"
S 4+
W 8
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Combat Shotgun | |||
| Close Range (Rng 6") | 4 | 3+ | 4/4 |
| Long Range | 4 | 5+ | 2/2 |
| Repression Baton | 3 | 4+ | 2/3 |
Abilities
Attack PatternHandler0AP: R-VR CommandRuthless EfficiencyR-VR Cyber-Mastiff
A 2
M 6"
S 4+
W 8
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Mechanical Bite (Lethal 5+) | 4 | 4+ | 3/5 |
Abilities
0AP: ApprehendBeastRuthless EfficiencyArbites Malocator
A 2
M 6"
S 4+
W 8
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Combat Shotgun | |||
| Close Range (Rng 6") | 4 | 3+ | 4/4 |
| Long Range | 4 | 5+ | 2/2 |
| Repression Baton | 3 | 4+ | 2/3 |
Abilities
Acute FocusRuthless Efficiency1AP: VeriscantArbites Marksman
A 2
M 6"
S 4+
W 8
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Executioner Shotgun | |||
| Concealed (Dev4, Hvy, Silent, *Concealed Position) | 4 | 2+ | 4/0 |
| Mobile | 4 | 3+ | 4/4 |
| Stationary (Dev4, Hvy) | 4 | 2+ | 4/0 |
| Repression Baton | 3 | 4+ | 2/3 |
Abilities
*Concealed Position1AP: OpticsRuthless EfficiencyArbites Revelatum
A 2
M 6"
S 4+
W 8
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Scoped Shot Pistol | |||
| Short Range (Rng 8", Lethal 5+) | 4 | 3+ | 3/3 |
| Long Range | 4 | 3+ | 3/3 |
| Repression Baton | 3 | 4+ | 2/3 |
Abilities
First In The FieldRuthless Efficiency1AP: SpotArbites Subductor
A 2
M 6"
S 3+
W 8
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Shot Pistol (Rng 8") | 4 | 4+ | 3/3 |
| Shock Maul & Assault Shield (Shock, *Repress) | 4 | 4+ | 4/4 |
Abilities
*RepressRuthless EfficiencyStubborn SubjugatorArbites Vigilant
A 2
M 6"
S 4+
W 8
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Combat Shotgun | |||
| Close Range (Rng 6") | 4 | 3+ | 4/4 |
| Long Range | 4 | 5+ | 2/2 |
| Repression Baton | 3 | 4+ | 2/3 |
Abilities
Close Quarters VigilanceRuthless EfficiencyArbites Vox-Signifier
A 2
M 6"
S 4+
W 8
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Combat Shotgun | |||
| Close Range (Rng 6") | 4 | 3+ | 4/4 |
| Long Range | 4 | 5+ | 2/2 |
| Repression Baton | 3 | 4+ | 2/3 |
Abilities
Ruthless Efficiency1AP: SignalNavis Armsman
A 2
M 6"
S 4+
W 7
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Navis Shotgun | |||
| Close Range (Rng 6") | 4 | 3+ | 3/3 |
| Long Range | 4 | 5+ | 1/2 |
| Navis Hatchet | 3 | 4+ | 3/4 |
Abilities
Group ActivationVoid ArmourNavis Axejack
A 2
M 6"
S 4+
W 7
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Autopistol (Rng 8") | 4 | 4+ | 2/3 |
| Power Weapon (Lethal 5+) | 4 | 3+ | 4/6 |
Abilities
EmboldenedVoid ArmourNavis C.A.T. Unit
A 2
M 8"
S 5+
W 5
Abilities
ExpendableMachine1AP: SpotVoid ArmourNavis Endurant
A 2
M 4"
S 2+
W 10
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Navis Heavy Shotgun | |||
| Close Range (Rng 6", Relentless) | 4 | 3+ | 3/3 |
| Long Range (Relentless) | 4 | 5+ | 1/2 |
| Shield Bash (Brutal, *Shield) | 3 | 4+ | 1/2 |
Abilities
*ShieldBreachwallDisengageVoid ArmourNavis Gheistskull
A 2
M 8"
S 5+
W 5
Abilities
1AP: BoostExpendableMachineVoid ArmourNavis Grenadier
A 2
M 6"
S 4+
W 7
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Demolition Charge (Rng 3", Blast 2", Hvy(Repos), Lim1, Prc1, Sat) | 4 | 3+ | 4/6 |
| Navis Shotgun | |||
| Close Range (Rng 6") | 4 | 3+ | 3/3 |
| Long Range | 4 | 5+ | 1/2 |
| Navis Hatchet | 3 | 4+ | 3/4 |
| Frag Grenade (Rng 6", Blast 2", Sat) | 4 | 3+ | 2/4 |
| Krak Grenade (Rng 6", Prc1, Sat) | 4 | 3+ | 4/5 |
Abilities
GrenadierVoid ArmourNavis Gunner
A 2
M 6"
S 4+
W 8
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Meltagun (Rng 6", Dev4, Prc2) | 4 | 4+ | 6/3 |
| Navis Las-Volley | |||
| Focused (Hvy(Dash), Rnd) | 5 | 4+ | 4/5 |
| Sweeping (Hvy(Dash), Rnd, Tor 1") | 4 | 4+ | 4/5 |
| Plasma Gun | |||
| Standard (Prc1) | 4 | 4+ | 4/6 |
| Supercharge (Hot, Lethal 5+, Prc1) | 4 | 4+ | 5/6 |
| Gun Butt | 3 | 4+ | 2/3 |
Abilities
Void ArmourNavis Hatchcutter
A 2
M 6"
S 4+
W 7
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Autopistol (Rng 8") | 4 | 4+ | 2/3 |
| Chainfist (Brutal, Rnd) | 4 | 4+ | 5/6 |
Abilities
1AP: Breach PointVoid Armour1AP: Weld ShutNavis Surveyor
A 2
M 6"
S 4+
W 7
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Navis Shotgun | |||
| Close Range (Rng 6") | 4 | 3+ | 3/3 |
| Long Range | 4 | 5+ | 1/2 |
| Navis Hatchet | 3 | 4+ | 3/4 |
Abilities
1AP: Remote ControlVoid Armour1AP: WayfindNavis Void-Jammer
A 2
M 6"
S 4+
W 7
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Gheistskull Detonator (Blast 1", Lethal 5+, Lim1, Silent, Stun, *Detonate) | 4 | 3+ | 3/4 |
| Navis Shotgun | |||
| Close Range (Rng 6") | 4 | 3+ | 3/3 |
| Long Range | 4 | 5+ | 1/2 |
| Navis Hatchet | 3 | 4+ | 3/4 |
Abilities
*Detonate1AP: Interference PulseVoid ArmourKasrkin Combat Medic
A 2
M 6"
S 4+
W 8
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Hot-Shot Lasgun | 4 | 3+ | 3/4 |
| Gun Butt | 3 | 4+ | 2/3 |
Abilities
Medic!0AP: MedikitKasrkin Demo Trooper
A 2
M 6"
S 4+
W 8
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Hot-Shot Laspistol (Rng 8") | 4 | 3+ | 3/4 |
| Gun Butt | 3 | 4+ | 2/3 |
Abilities
Blast PaddingMelta MineProximity MineKasrkin Gunner
A 2
M 6"
S 4+
W 8
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Flamer (Rng 8", Sat, Tor 2") | 4 | 2+ | 3/3 |
| Grenade Launcher | |||
| Frag (Blast 2") | 4 | 3+ | 2/4 |
| Krak (Prc1) | 4 | 3+ | 4/5 |
| Hot-Shot Volley Gun | |||
| Focused (PrcCrit1) | 5 | 3+ | 3/4 |
| Sweeping (PrcCrit1, Tor 1") | 4 | 3+ | 3/4 |
| Meltagun (Rng 6", Dev4, Prc2) | 4 | 3+ | 6/3 |
| Plasma Gun | |||
| Standard (Prc1) | 4 | 3+ | 4/6 |
| Supercharge (Hot, Lethal 5+, Prc1) | 4 | 3+ | 5/6 |
| Gun Butt | 3 | 4+ | 2/3 |
Kasrkin Recon-Trooper
A 2
M 6"
S 4+
W 8
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Hot-Shot Lasgun | 4 | 3+ | 3/4 |
| Gun Butt | 3 | 4+ | 2/3 |
Abilities
1AP: Auspex ScanKasrkin Sharpshooter
A 2
M 6"
S 4+
W 8
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Hot-Shot Marksman Rifle | |||
| Concealed (Dev3, Hvy, Sil, *Concealed Position) | 4 | 2+ | 3/3 |
| Mobile | 4 | 3+ | 3/4 |
| Stationary (Dev3, Heavy) | 4 | 2+ | 3/3 |
| Gun Butt | 3 | 4+ | 2/3 |
Abilities
*Concealed PositionCamo CloakKasrkin Trooper
A 2
M 6"
S 4+
W 8
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Hot-Shot Lasgun | 4 | 3+ | 3/4 |
| Gun Butt | 3 | 4+ | 2/3 |
Abilities
Adaptive EquipmentKasrkin Vox-Trooper
A 2
M 6"
S 4+
W 8
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Hot-Shot Lasgun | 4 | 3+ | 3/4 |
| Gun Butt | 3 | 4+ | 2/3 |
Abilities
1AP: Battle CommsInquisitorial Rosette
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.
Armoured Bodysuits
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.
Combat Daggers
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.
| Name | ATK | HIT | DMG |
|---|---|---|---|
| Combat Dagger | 3 | 4+ | 3/4 |
Servo-Skull
Once per battle, one friendly INQUISITORIAL AGENT operative can perform a mission action for 1 less AP.
Universal Equipment
Ammo Cache (x1)
(Universal)Before the battle, you can set up one of your Ammo Cache markers wholly within your territory. Friendly operatives can perform the following mission action during the battle: AMMO RESUPPLY (0 AP): One of your Ammo Cache markers the active operative controls is used during this turning point.
Until the start of the next turning point, whenever this operative is shooting with a weapon from its datacard, you can re-roll one of your attack dice.
An operative cannot perform this action while within control range of an enemy operative, if that marker is not yours, or if that marker has been used this turning point.
Razor Wire (x1)
(Universal)Razor wire is Exposed and Obstructing terrain. Before the battle, you can set it up wholly within your territory, on the killzone floor and more than 2" from other equipment terrain features, access points, and Accessible terrain.
Obstructing: Whenever an operative would cross over this terrain feature within 1" of it, treat the distance as an additional 1".
Comms Device (x1)
(Universal)Before the battle, you can set up one of your Comms Device markers wholly within your territory. While a friendly operative controls this marker, add 3" to the distance requirements of its SUPPORT rules that refer to friendly operatives (e.g. ‘select one friendly operative within 6"’ would be 9" instead). Note that you cannot benefit from your opponent's Comms Device markers.
Mines (x1)
(Universal)Before the battle, you can set up one of your Mines markers wholly within your territory and more than 2" from other markers, access points, and Accessible terrain. The first time that marker is within an operative's control range, remove that marker and inflict D3+3 damage on that operative.
Light Barricades (x2)
(Universal)Light barricades are Light terrain, except the feet, which are Insignificant and Exposed. Before the battle, you can set up any of them wholly within your territory, on the killzone floor and more than 2" from other equipment terrain features, access points, and Accessible terrain.
Heavy Barricade (x1)
(Universal)A heavy barricade is Heavy terrain. Before the battle, you can set it up wholly within 4" of your drop zone, on the killzone floor and more than 2" from other equipment terrain features, access points, and Accessible terrain.
Ladders (x2)
(Universal)Ladders are Insignificant and Exposed terrain. Before the battle, you can set up any of them as follows:
- Wholly within your territory.
- Upright against terrain that’s at least 2" tall.
- More than 2" from other equipment terrain features.
- More than 1" from doors and access points.
Once per action, whenever an operative is climbing the terrain feature a ladder is placed against, treat the vertical distance as 1" if the ladder is within that operative’s control range during that entire climb.
Portable Barricade (x1)
(Universal)A portable barricade is Light, Protective and Portable terrain, except the feet which are Insignificant and Exposed. Before the battle, you can set it up wholly within your territory, on the killzone floor and more than 2" from other equipment terrain features, access points, and Accessible terrain.
Protective: While an operative is in cover from this terrain feature, improve its Save stat by 1 (to a maximum of 2+).
Portable: This terrain feature only provides cover while an operative is connected to it and if the shield is intervening (ignore its feet). Operatives connected to the inside of it can perform the following unique action during the battle:
Move With Barricade (1 AP): The same as the Reposition action, except the active operative can move no more than its Move stat minus 2" and cannot climb, drop, jump, or use any killteam's rules that remove it and set it back up again (e.gh. HEARTHKYN SALVAGER Fly, MANDRAKE Shadow Passage).
Before this operative moves, remove the portable barricade it is connected to. After it moves, set up the portable barricade so it is connected again, but the portable barricade cannot be set up within 2" of other equipment terrain features, access points or Accessible terrain. If this is not possible, the portable barricade is not set up again.
This action is treated as a Reposition action. An operative cannot perform this action while within control range of an enemy operative, or in the same activation in which it performed the Fall Back or Charge action.
Utility Grenade - Smoke (x1/2)
(Universal)When you select this equipment, select two utility grenades (2 smoke, 2 stun, or 1 smoke and 1 stun). Each selection is a unique action your operatives can perform, but your kill team can only perform that action a total number of times during the battle equal to your selection.
SMOKE GRENADE (1 AP):
- Place one of your Smoke Grenade markers within 6" of this operative. It must be visible to this operative, or on Vantage terrain of a terrain feature that is visible to this operative. The marker creates an area of smoke 1" horizontally and unlimited height vertically from (but not below) it.
- While an operative is wholly within an area of smoke, it is obscured to operatives more than 2" from it, and vice versa. In addition, whenever an operative is shooting an enemy operative wholly within an area of smoke, weapons with the Piercing 2 or Piercing Crits 2 weapon rule have the Piercing 1 or Piercing Crits 1 weapon rule (respectively) instead, unless they’re within 2" of each other.
- In the Ready step of the next Strategy phase, roll one D3. Remove that Smoke Grenade marker after a number of activations equal to that D3 have been completed or at the end of the turning point (whichever comes first).
- An operative cannot perform this action while within control range of an enemy operative, or if you have reached the total number of times your kill team can perform it.
Utility Grenade - Stun (x1/2)
(Universal)When you select this equipment, select two utility grenades (2 smoke, 2 stun, or 1 smoke and 1 stun). Each selection is a unique action your operatives can perform, but your kill team can only perform that action a total number of times during the battle equal to your selection.
STUN GRENADE (1 AP):
- Select one enemy operative visible to and within 6" of this operative. That operative and each other operative within 1" of it takes a stun test. For an operative to take a stun test, roll one D6: on a 3+, subtract 1 from its APL stat until the end of its next activation.
- An operative cannot perform this action while within control range of an enemy operative, or if you have reached the total number of times your kill team can perform it.
Explosive Grenade - Frag (x1/2)
(Universal)When you select this equipment, select two explosive grenades (2 frag, 2 krak, or 1 frag and 1 krak).
| Name | ATK | HIT | DMG |
|---|---|---|---|
| Frag Grenade | 4 | 4+ | 2/4 |
| Weapon Rules | |||
| Rng 6", Blast 2", Saturate |
Explosive Grenade - Krak (x1/2)
(Universal)When you select this equipment, select two explosive grenades (2 frag, 2 krak, or 1 frag and 1 krak).
| Name | ATK | HIT | DMG |
|---|---|---|---|
| Krak Grenade | 4 | 4+ | 4/5 |
| Weapon Rules | |||
| Rng 6", Piercing 1, Saturate |
Breaching Charge
(Universal)Once per battle, when a friendly operative performs the Breach action, you can use this rule. If you do, that operative can perform that action for 1 less AP (to a minimum of 1AP) as though it had the word "breach marker" on its datacard.
Strategy Ploys
Strategy: Denounce
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 is 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.).
Strategy: Irrefutable Jurisdiction
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).
Strategy: Intense Scrutiny
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.
Strategy: Quarry
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).
Ceaseless: Can re-roll any or all results of one value (e.g. all results of 2)
Firefight Ploys
Firefight: Absolute Authority
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.
Firefight: Intimidating Presence
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).
Firefight: Relentless In Pursuit
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.
Firefight: The Emperor's Will
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).
Seek And Destroy: Sweep & Clear
Reveal: The first time an enemy operative is incapacitated while contesting an objective marker, or the first time a friendly operative performs the Clear action (whichever comes first).
Additional Rules:
When an enemy operative that contests an objective marker is incapacitated, that objective marker gains one of your Swept tokens (if it doesn't already have one) until the Ready step of the next Strategy phase.
Mission Action: Clear (1 AP)
- An objective marker the active operative controls is cleared for the turning point.
- An operative cannot perform this action during the first turning point, or while within control range of an enemy operative.
Victory Points:
- At the end of each turning point after the first, if friendly operatives control any objective markers that have one of your Swept tokens, you score 1VP.
- If this is true and any of those objective markers are also cleared, you score 2VP instead.
You cannot score more than 2VP from this op per turning point.
Seek And Destroy: Dominate
Reveal: The first time an enemy operative is incapacitated by a friendly operative.
Additional Rules:
Each time a friendly operative incapacitates an enemy operative, that friendly operative gains one of your Dominate tokens.
Victory Points:
At the end of the third and fourth turning point, you can remove Dominate tokens from friendly operatives that aren't incapacitated. For each you remove, you score 1VP.
You cannot score more than 3VP from this op per turning point.
Seek And Destroy: Rout
Reveal: The first time you score VP from this op.
Victory Points:
Whenever a friendly operative incapacitates an enemy operative, if that friendly operative is within 6" of your opponent's drop zone, you score 1VP; if this is true and that enemy operative had a Wounds stat of 12 or more, you score 2VP instead.
You cannot score more than 2VP from this op per turning point.
Security: Plant Banner
Reveal: When you perform the Plant Banner action.
Mission Action: Plant Banner (1 AP)
- Place your Banner mission marker within the active operative's control range, wholly within your opponent's territory and more than 5" from a neutral killzone edge. Operatives can perform the Pick Up Marker action on your Banner mission marker.
- An operative cannot perform this action during the first turning point, while within control range of an enemy operative, or if a friendly operative has already performed this action during the battle.
Victory Points:
At the end of each turning point after the first, if your Banner mission marker is wholly within your opponent's territory and friendly operatives control it, you score 1VP; if that's true and no enemy operatives contest it, you score 2VP instead. Note your Banner mission marker must be in the killzone (not being carried) to score.
Security: Martyrs
Reveal: The first time a friendly operative is incapacitated while contesting an objective marker.
Additional Rules:
Whenever a friendly operative is incapacitated while contesting an objective marker, that marker gains one of your Martyr tokens.
Note that this is only the first time each operative is incapacitated, so if an operative is incapacitated, set back up (e.g. HIEROTEK CIRCLE Reanimation Protocols) and then subsequently incapacitated again, a second Martyr token cannot be gained as a result.
Victory Points:
At the end of each turning point after the first, if friendly operatives contest an objective marker that has one or more of your Martyr tokens, you can remove any of those tokens. For each token you remove, you score 1VP; if friendly operatives also control that marker, you score 2VP instead.
You cannot score more than 2VP from this op per turning point.
Security: Envoy
Reveal: The first time you select an envoy.
Additional Rules:
As a STRATEGIC GAMBIT in each turning point after the first, select one friendly operative to be your envoy until the Ready step of the next Strategy phase. You cannot select an operative you selected during a previous turning point or an operative that's ignored for the kill op.
Victory Points:
At the end of each turning point after the first, if your envoy is wholly within enemy territory and not within control range of enemy operatives, you score 1VP; if this is true and your envoy has not lost any wounds during that turning point, you score 2VP instead.
Infiltration: Track Enemy
Reveal: The first time you score VP from this op.
Additional Rules:
An enemy operative is being tracked if it's a valid target for a friendly operative within 6" of it. That friendly operative must have a Conceal order, cannot be a valid target for the enemy operative it's attempting to track, and cannot be within control range of enemy operatives.
Victory Points:
At the end of each turning point after the first:
- If one enemy operative is being tracked, you score 1VP, or 2VP instead if it's the fourth turning point.
- If two or more enemy operatives are being tracked, you score 2VP.
You cannot score more than 2VP from this op per turning point.
Infiltration: Plant Devices
Reveal: The first time a friendly operative performs the Plant Device action.
Mission Action: Plant Device (1 AP)
- One objective marker the active operative controls gains one of your Device tokens.
- An operative cannot perform this action during the first turning point, while within control range of an enemy operative, or if that objective marker already has one of your Device tokens.
Victory Points:
At the end of each turning point after the first:
- If your opponent's objective marker has one of your Device tokens, you score 1VP.
- For each other objective marker enemy operatives contest that has one of your Device tokens, you score 1VP.
You cannot score more than 2VP from this op per turning point.
Infiltration: Steal Intelligence
Reveal: The first time an enemy operative is incapacitated.
Additional Rules:
Whenever an enemy operative is incapacitated, before it's removed from the killzone, place one of your Intelligence mission markers within its control range.
Friendly operatives can perform the Pick Up Marker action on your Intelligence mission markers, and for the purposes of that action's conditions, ignore the first Intelligence mission marker the active operative is carrying. In other words, each friendly operative can carry up to two Intelligence mission markers, or one and one other marker.
Victory Points:
At the end of each turning point after the first, if any friendly operatives are carrying any of your Intelligence mission markers, you score 1VP.
At the end of the battle, for each of your Intelligence mission markers friendly operatives are carrying, you score 1VP.
Recon: Flank
Reveal: As a STRATEGIC GAMBIT.
Additional Rules:
Divide the killzone into two flanks (left and right) by drawing an imaginary line that's just like the centreline, except it runs from the centre of each player's killzone edge. An operative contests a flank while both wholly within it and wholly within their opponent's territory. Friendly operatives control a flank if the total APL stat of those contesting it is greater than that of enemy operatives.
Victory Points:
- After you reveal this op, at the end of each turning point after the first, for each flank friendly operatives control, you score 1VP.
- In the fourth turning point, ff friendly operatives also controlled that flank at the end of the third turning point, you score 2VP instead.
You cannot score more than 2VP from this op per turning point.
Recon: Retrieval
Reveal: The first time you score VP from this op.
Mission Action: Retrieve (1 AP)
- If the active operative controls an objective marker that hasn't been searched by friendly operatives, that operative is now carrying one of your Retrieval mission markers and that objective marker has been searched by friendly operatives. Friendly operatives can perform the Pick Up Marker action on your Retrieval mission markers.
- An operative cannot perform this action during the first turning point, while within control range of an enemy operative, or if it's already carrying a marker.
Victory Points:
- The first time each objective marker is searched by friendly operatives, you score 1VP.
- At the end of the battle, for each of your Retrieval mission markers friendly operatives are carrying, you score 1VP.
Recon: Scout Enemy Movement
Reveal: The first time a friendly operative performs the Scout action.
Mission Action: Scout (1 AP)
- Select one ready enemy operative visible to and more than 6" from the active operative. That enemy operative is now monitored until the Ready step of the next Strategy phase.
- An operative cannot perform this action while it has an Engage order, during the first turning point, or while within control range of an enemy operative.
Victory Points:
At the end of each turning point after the first, for each monitored enemy operative that's visible to friendly operatives, you score 1VP. Note that it doesn't have to be a friendly operative that performed the Scout action.
You cannot score more than 2VP from this op per turning point.
Equipment
Inquisitorial Rosette:
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.
Armoured Bodysuits:
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.
Combat Daggers:
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.
| Name | ATK | HIT | DMG |
|---|---|---|---|
| Combat Dagger | 3 | 4+ | 3/4 |
Servo-Skull:
Once per battle, one friendly INQUISITORIAL AGENT operative can perform a mission action for 1 less AP.
Ploys
Strategic - Denounce:
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 is 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.).
Strategic - Irrefutable Jurisdiction:
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).
Strategic - Intense Scrutiny:
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.
Strategic - Quarry:
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).
Ceaseless: Can re-roll any or all results of one value (e.g. all results of 2)
Firefight - Absolute Authority:
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.
Firefight - Intimidating Presence:
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).
Firefight - Relentless In Pursuit:
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.
Firefight - The Emperor's Will:
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).
TacOps
Seek And Destroy: Sweep & Clear
Reveal: The first time an enemy operative is incapacitated while contesting an objective marker, or the first time a friendly operative performs the Clear action (whichever comes first).
Additional Rules:
When an enemy operative that contests an objective marker is incapacitated, that objective marker gains one of your Swept tokens (if it doesn't already have one) until the Ready step of the next Strategy phase.
Mission Action: Clear (1 AP)
- An objective marker the active operative controls is cleared for the turning point.
- An operative cannot perform this action during the first turning point, or while within control range of an enemy operative.
Victory Points:
- At the end of each turning point after the first, if friendly operatives control any objective markers that have one of your Swept tokens, you score 1VP.
- If this is true and any of those objective markers are also cleared, you score 2VP instead.
You cannot score more than 2VP from this op per turning point.
Seek And Destroy: Dominate
Reveal: The first time an enemy operative is incapacitated by a friendly operative.
Additional Rules:
Each time a friendly operative incapacitates an enemy operative, that friendly operative gains one of your Dominate tokens.
Victory Points:
At the end of the third and fourth turning point, you can remove Dominate tokens from friendly operatives that aren't incapacitated. For each you remove, you score 1VP.
You cannot score more than 3VP from this op per turning point.
Seek And Destroy: Rout
Reveal: The first time you score VP from this op.
Victory Points:
Whenever a friendly operative incapacitates an enemy operative, if that friendly operative is within 6" of your opponent's drop zone, you score 1VP; if this is true and that enemy operative had a Wounds stat of 12 or more, you score 2VP instead.
You cannot score more than 2VP from this op per turning point.
Security: Plant Banner
Reveal: When you perform the Plant Banner action.
Mission Action: Plant Banner (1 AP)
- Place your Banner mission marker within the active operative's control range, wholly within your opponent's territory and more than 5" from a neutral killzone edge. Operatives can perform the Pick Up Marker action on your Banner mission marker.
- An operative cannot perform this action during the first turning point, while within control range of an enemy operative, or if a friendly operative has already performed this action during the battle.
Victory Points:
At the end of each turning point after the first, if your Banner mission marker is wholly within your opponent's territory and friendly operatives control it, you score 1VP; if that's true and no enemy operatives contest it, you score 2VP instead. Note your Banner mission marker must be in the killzone (not being carried) to score.
Security: Martyrs
Reveal: The first time a friendly operative is incapacitated while contesting an objective marker.
Additional Rules:
Whenever a friendly operative is incapacitated while contesting an objective marker, that marker gains one of your Martyr tokens.
Note that this is only the first time each operative is incapacitated, so if an operative is incapacitated, set back up (e.g. HIEROTEK CIRCLE Reanimation Protocols) and then subsequently incapacitated again, a second Martyr token cannot be gained as a result.
Victory Points:
At the end of each turning point after the first, if friendly operatives contest an objective marker that has one or more of your Martyr tokens, you can remove any of those tokens. For each token you remove, you score 1VP; if friendly operatives also control that marker, you score 2VP instead.
You cannot score more than 2VP from this op per turning point.
Security: Envoy
Reveal: The first time you select an envoy.
Additional Rules:
As a STRATEGIC GAMBIT in each turning point after the first, select one friendly operative to be your envoy until the Ready step of the next Strategy phase. You cannot select an operative you selected during a previous turning point or an operative that's ignored for the kill op.
Victory Points:
At the end of each turning point after the first, if your envoy is wholly within enemy territory and not within control range of enemy operatives, you score 1VP; if this is true and your envoy has not lost any wounds during that turning point, you score 2VP instead.
Infiltration: Track Enemy
Reveal: The first time you score VP from this op.
Additional Rules:
An enemy operative is being tracked if it's a valid target for a friendly operative within 6" of it. That friendly operative must have a Conceal order, cannot be a valid target for the enemy operative it's attempting to track, and cannot be within control range of enemy operatives.
Victory Points:
At the end of each turning point after the first:
- If one enemy operative is being tracked, you score 1VP, or 2VP instead if it's the fourth turning point.
- If two or more enemy operatives are being tracked, you score 2VP.
You cannot score more than 2VP from this op per turning point.
Infiltration: Plant Devices
Reveal: The first time a friendly operative performs the Plant Device action.
Mission Action: Plant Device (1 AP)
- One objective marker the active operative controls gains one of your Device tokens.
- An operative cannot perform this action during the first turning point, while within control range of an enemy operative, or if that objective marker already has one of your Device tokens.
Victory Points:
At the end of each turning point after the first:
- If your opponent's objective marker has one of your Device tokens, you score 1VP.
- For each other objective marker enemy operatives contest that has one of your Device tokens, you score 1VP.
You cannot score more than 2VP from this op per turning point.
Infiltration: Steal Intelligence
Reveal: The first time an enemy operative is incapacitated.
Additional Rules:
Whenever an enemy operative is incapacitated, before it's removed from the killzone, place one of your Intelligence mission markers within its control range.
Friendly operatives can perform the Pick Up Marker action on your Intelligence mission markers, and for the purposes of that action's conditions, ignore the first Intelligence mission marker the active operative is carrying. In other words, each friendly operative can carry up to two Intelligence mission markers, or one and one other marker.
Victory Points:
At the end of each turning point after the first, if any friendly operatives are carrying any of your Intelligence mission markers, you score 1VP.
At the end of the battle, for each of your Intelligence mission markers friendly operatives are carrying, you score 1VP.
Recon: Flank
Reveal: As a STRATEGIC GAMBIT.
Additional Rules:
Divide the killzone into two flanks (left and right) by drawing an imaginary line that's just like the centreline, except it runs from the centre of each player's killzone edge. An operative contests a flank while both wholly within it and wholly within their opponent's territory. Friendly operatives control a flank if the total APL stat of those contesting it is greater than that of enemy operatives.
Victory Points:
- After you reveal this op, at the end of each turning point after the first, for each flank friendly operatives control, you score 1VP.
- In the fourth turning point, ff friendly operatives also controlled that flank at the end of the third turning point, you score 2VP instead.
You cannot score more than 2VP from this op per turning point.
Recon: Retrieval
Reveal: The first time you score VP from this op.
Mission Action: Retrieve (1 AP)
- If the active operative controls an objective marker that hasn't been searched by friendly operatives, that operative is now carrying one of your Retrieval mission markers and that objective marker has been searched by friendly operatives. Friendly operatives can perform the Pick Up Marker action on your Retrieval mission markers.
- An operative cannot perform this action during the first turning point, while within control range of an enemy operative, or if it's already carrying a marker.
Victory Points:
- The first time each objective marker is searched by friendly operatives, you score 1VP.
- At the end of the battle, for each of your Retrieval mission markers friendly operatives are carrying, you score 1VP.
Recon: Scout Enemy Movement
Reveal: The first time a friendly operative performs the Scout action.
Mission Action: Scout (1 AP)
- Select one ready enemy operative visible to and more than 6" from the active operative. That enemy operative is now monitored until the Ready step of the next Strategy phase.
- An operative cannot perform this action while it has an Engage order, during the first turning point, or while within control range of an enemy operative.
Victory Points:
At the end of each turning point after the first, for each monitored enemy operative that's visible to friendly operatives, you score 1VP. Note that it doesn't have to be a friendly operative that performed the Scout action.
You cannot score more than 2VP from this op per turning point.