Inquisitorial Agents

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.

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 Tomes

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 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
Tome-Skull
A 2
M 6"
S 5+
W 5
Abilities
Consecrated TomeExpendableGroup ActivationMachine

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.

INQUISITORIAL AGENT, IMPERIUM, INQUISITION, TOME-SKULL
Autosavant
A 2
M 6"
S 4+
W 7
Weapons
ATK
HIT
DMG
Mechanical Appendages
3
5+
1/2
Abilities
Irrefutable ReportLightly ArmedScrivener

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.

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).

INQUISITORIAL AGENT, IMPERIUM, INQUISITION, AUTOSAVANT
Questkeeper
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 PurposeZealot

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
Deathworld 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
HunterWeathered

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
Enlightener
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 Escape

Extract Information: Whenever an enemy operative is incapacitated within this operative’s control range, you gain 1CP.

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).

INQUISITORIAL AGENT, IMPERIUM, INQUISITION, ENLIGHTENER
Gun 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
Lobotomised

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
Hexorcist
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: ChastenHexorcise

Chasten (1AP): Select one enemy operative that is 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.

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.

INQUISITORIAL AGENT, IMPERIUM, INQUISITION, HEXORCIST
Mystic
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: Scry

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.

Scry (1AP): 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, MYSTIC
Penal 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-MaskCruel

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
Pistolier
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 BarragePistolier

Pistol Barrage (1AP): 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).

Pistolier: You can ignore any changes to the Hit stat of this operative’s ranged weapons.

INQUISITORIAL AGENT, IMPERIUM, INQUISITION, PISTOLIER
Sister 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 Null
INQUISITORIAL AGENT, IMPERIUM, ANATHEMA PSYKANA, SISTER OF SILENCE, PROSECUTOR
Sister 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 Null
INQUISITORIAL AGENT, IMPERIUM, ANATHEMA PSYKANA, SISTER OF SILENCE, VIGILATOR
Sister 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 Null
INQUISITORIAL AGENT, IMPERIUM, ANATHEMA PSYKANA, SISTER OF SILENCE, WITCHSEEKER
Death 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
Bruiser

Bruiser: 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.
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.

INQUISITORIAL AGENT, IMPERIUM, ASTRA MILITARUM, BRUISER
Death 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
Directive

Directive: Whenever this operative is activated, if you have not used the Second in Command rule during the battle, you can select one other ready friendly DEATH KORPS operative visible to and within 6" of it. When this operative is expended, activate that other friendly operative before your opponent activates (if that operative is a TROOPER, ignore its Group Activation rule).

INQUISITORIAL AGENT, IMPERIUM, ASTRA MILITARUM, CONFIDANT
Death 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
INQUISITORIAL AGENT, IMPERIUM, ASTRA MILITARUM, GUNNER
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: Medikit
INQUISITORIAL AGENT, IMPERIUM, ASTRA MILITARUM, MEDIC
Death 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 Layer

Mine Layer: This operative is carrying your Mine marker. It can perform the Pick Up Marker action on that marker, and whenever it performs the Place Marker action on that marker, it can immediately perform a free Dash action.

INQUISITORIAL AGENT, IMPERIUM, ASTRA MILITARUM, SAPPER
Death 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 Position
INQUISITORIAL AGENT, IMPERIUM, ASTRA MILITARUM, SNIPER
Death 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 Activation
INQUISITORIAL AGENT, IMPERIUM, ASTRA MILITARUM, TROOPER
Death 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 Guardsman

Bionics: Normal Dmg of 3 or more inflicts 1 less damage on this operative.

Veteran Guardsman: Whenever this operative is activated, it can receive one GUARDSMAN ORDER.

INQUISITORIAL AGENT, IMPERIUM, ASTRA MILITARUM, VETERAN
Death 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: Signal

Relay Orders: Once per turning point, when this operative receives a GUARDSMAN ORDER, if it’s not within control range of enemy operatives, it can relay that order. Whenever an order is relayed, all friendly DEATH KORPS operatives in the killzone receive that order, then subtract 1 from this operative's APL stat until the end of its next activation.

INQUISITORIAL AGENT, IMPERIUM, ASTRA MILITARUM, VOX-OPERATOR
Death 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 Primer

The Emperor Protects: Whenever an operative is shooting this operative, you can re-roll any of your defence dice.

Uplifting Primer: SUPPORT Whenever a friendly DEATH KORPS operative is within 3" of this operative, that friendly operative's weapons have the Severe weapon rule.

INQUISITORIAL AGENT, IMPERIUM, ASTRA MILITARUM, ZEALOT
Tempestus 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: Signal
INQUISITORIAL AGENT, IMPERIUM, ASTRA MILITARUM, TEMPESTUS SCION, COMMS
Tempestus 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
INQUISITORIAL AGENT, IMPERIUM, ASTRA MILITARUM, TEMPESTUS SCION, GUNNER
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: Medikit
INQUISITORIAL AGENT, IMPERIUM, ASTRA MILITARUM, TEMPESTUS SCION, MEDIC
Tempestus 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 Equipment
INQUISITORIAL AGENT, IMPERIUM, ASTRA MILITARUM, TEMPESTUS SCION, TROOPER
Arbites 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 Dedication

Castigator's Arrest: Whenever an enemy operative is within control range of this operative, if no other enemy operatives are within this operative’s control range, that enemy operative cannot perform the Fall Back action.

Engendered Focus: You can ignore any changes to this operative’s stats (including its weapons’ stats, but excluding its Save stat).

Zealous Dedication: 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, ADEPTUS ARBITES, ARBITES, CASTIGATOR
Arbites 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 Efficiency
INQUISITORIAL AGENT, IMPERIUM, ADEPTUS ARBITES, MEDIC, ARBITES, CHIRURGANT
Arbites 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 Efficiency
INQUISITORIAL AGENT, IMPERIUM, ADEPTUS ARBITES, ARBITES, GUNNER
Arbites 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 Efficiency

Attack Pattern: STRATEGIC GAMBIT in the first turning point. Select two of the following attack patterns for a friendly EXACTION SQUAD R-VR CYBER-MASTIFF operative to have for the battle:

  • Aggressive: Its melee weapons have the Relentless weapon rule.
  • Swift: Add 2" to its Move stat.
  • Defensive: Improve its Save stat by 1.

Handler: Whenever this operative is activated, you can activate a ready friendly EXACTION SQUAD R-VR CYBER-MASTIFF operative at the same time. Complete their activations action by action in any order.

R-VR Command (0AP): Select one friendly EXACTION SQUAD R-VR CYBER-MASTIFF operative and change its attack pattern.

INQUISITORIAL AGENT, IMPERIUM, ADEPTUS ARBITES, ARBITES, LEASHMASTER
R-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 Efficiency

Apprehend (0AP): Select one enemy operative within this operative’s control range. Until that enemy operative is no longer within this operative’s control range, or until this operative performs this action again (whichever comes first), worsen the Hit stat of that enemy operative’s weapons by 1 (this isn’t cumulative with being injured); in addition, that enemy operative cannot perform the Fall Back action.

This operative cannot perform this action unless an enemy operative is within its control range.

Beast: This operative cannot perform any actions other than Apprehend, Charge, Dash, Fall Back, Fight, Guard, Reposition, Pick Up Marker and Place Marker. It cannot use any weapons that aren’t on its datacard.

INQUISITORIAL AGENT, IMPERIUM, ADEPTUS ARBITES, ARBITES, R-VR CYBER-MASTIFF
Arbites 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: Veriscant

Acute Focus: Once during each of this operative’s activations, it can perform the Pick Up Marker, Place Marker, Veriscant or a mission action for 1 less AP.

Veriscant (1AP): Select one enemy operative visible to this operative. Until the start of this operative’s next activation, until it’s incapacitated or until it performs this action again (whichever comes first), whenever a friendly EXACTION SQUAD operative is shooting against, fighting against or retaliating against that enemy operative, that friendly operative’s weapons have the Severe weapon rule; if the weapon already has that weapon rule, it has the Lethal 5+ weapon rule.

This operative cannot perform this action while within control range of an enemy operative.

INQUISITORIAL AGENT, IMPERIUM, ADEPTUS ARBITES, ARBITES, MALOCATOR
Arbites 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 Efficiency

Optics (1AP): Until the start of this operative’s next activation:

  • The concealed and stationary profiles of its executioner shotgun have the Lethal 5+ weapon rule.
  • Whenever it’s shooting with its executioner shotgun, enemy operatives cannot be obscured.

This operative cannot perform this action while within control range of an enemy operative.

INQUISITORIAL AGENT, IMPERIUM, ADEPTUS ARBITES, ARBITES, MARKSMAN
Arbites 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: Spot

First In The Field: STRATEGIC GAMBIT in the first turning point. If this operative is wholly within your drop zone, it can immediately perform a free Reposition action.

INQUISITORIAL AGENT, IMPERIUM, ADEPTUS ARBITES, ARBITES, REVELATUM
Arbites 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 Subjugator

*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).

Stubborn Subjugator: You can ignore any changes to the Hit stat of this operative’s melee weapons.

INQUISITORIAL AGENT, IMPERIUM, ADEPTUS ARBITES, ARBITES, SUBDUCTOR
Arbites 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 Efficiency

Close Quarters Vigilance: This operative can perform the Shoot action (excluding Guard) while within control range of an enemy operative, but only if it hasn’t performed the Charge action during the activation, or if it’s a counteraction. Note this operative isn’t restricted from performing the Charge action after performing the Shoot action.

INQUISITORIAL AGENT, IMPERIUM, ADEPTUS ARBITES, ARBITES, VIGILANT
Arbites 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: Signal
INQUISITORIAL AGENT, IMPERIUM, ADEPTUS ARBITES, ARBITES, VOX-SIGNIFIER
Navis 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 Armour
IMPERIAL NAVY BREACHER, IMPERIUM, NAVIS, ARMSMAN
Navis 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 Armour

Emboldened: Whenever an attack dice inflicts damage of 3 or more on this operative during a turning point in which it performed the Charge action, roll one D6: on a 5+, subtract 1 from that inflicted damage.

IMPERIAL NAVY BREACHER, IMPERIUM, NAVIS, AXEJACK
Navis C.A.T. Unit
A 2
M 8"
S 5+
W 5
Abilities
ExpendableMachine1AP: SpotVoid Armour
IMPERIAL NAVY BREACHER, IMPERIUM, NAVIS, C.A.T. UNIT
Navis 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 Armour

*Shield: Whenever this operative is fighting or retaliating with this weapon, each of your blocks can be allocated to block two unresolved successes (instead of one).

Breachwall: Whenever your opponent is selecting a valid target, they cannot select another friendly IMPERIAL NAVY BREACHER operative whose base is touching this operative’s if this operative has an Engage order and is intervening. This rule has no effect if more than one other friendly operative’s base is touching this operative’s.

Disengage: This operative can perform the Fall Back action for 1 less AP.

IMPERIAL NAVY BREACHER, IMPERIUM, NAVIS, ENDURANT
Navis Gheistskull
A 2
M 8"
S 5+
W 5
Abilities
1AP: BoostExpendableMachineVoid Armour

Boost (1AP): Until the end of the activation, add 6" to this operative’s Move stat.

This operative can only perform this action once per battle, and cannot perform it during the first turning point.

IMPERIAL NAVY BREACHER, IMPERIUM, FLY, NAVIS, GHEISTSKULL
Navis 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 Armour

Grenadier: This operative can use frag, krak and stun grenades (see universal equipment). Doing so doesn’t count towards any limited uses you have (i.e. if you also select those grenades from equipment for other operatives). Whenever this operative is using a frag or krak grenade, improve the Hit stat of that weapon by 1.

IMPERIAL NAVY BREACHER, IMPERIUM, NAVIS, GRENADIER
Navis 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 Armour
IMPERIAL NAVY BREACHER, IMPERIUM, NAVIS, GUNNER
Navis 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 Shut

Breach Point (1AP): Place one of your Breach markers within this operative’s control range as close as possible to a terrain feature within control range of it. Whenever an operative is within 1" of that marker, it treats parts of that terrain feature that are no more than 1" thick as Accessible terrain.

This operative cannot perform this action while within control range of an enemy operative, or if a terrain feature isn’t within its control range.

Weld Shut (1AP): Select a closed hatchway (e.g. Killzone: Gallowdark) within this operative’s control range. 1 additional AP must be spent for other operatives to perform the Operate Hatch action to open that hatchway. This effect ends when that hatchway is opened. Note this operative isn’t affected by this effect.

This operative cannot perform this action while within control range of an enemy operative, or if it isn’t within 1" of a closed hatchway.

IMPERIAL NAVY BREACHER, IMPERIUM, NAVIS, HATCHCUTTER
Navis 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: Wayfind

Remote Control (1AP): Select one friendly IMPERIAL NAVY BREACHER C.A.T. UNIT operative. That operative can immediately perform one free action, but it cannot move more than 3" during that action.

This operative cannot perform this action while within control range of an enemy operative, or if a friendly IMPERIAL NAVY BREACHER C.A.T. UNIT operative isn’t in the killzone.

Wayfind (1AP): SUPPORT Select one other friendly IMPERIAL NAVY BREACHER operative (excluding C.A.T. UNIT or GHEISTSKULL) visible to and within 6" of this operative, or visible to and within 6" of a friendly IMPERIAL NAVY BREACHER C.A.T. UNIT operative. Until the end of that operative’s next activation, add 1 to its APL stat. For the purposes of the Comms Device universal equipment, the operative the distance is being determined from must control that marker.

This operative cannot perform this action while within control range of an enemy operative.

IMPERIAL NAVY BREACHER, IMPERIUM, NAVIS, SURVEYOR
Navis 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 Armour

Interference Pulse (1AP): Select one enemy operative visible to and within 8" of a friendly GHEISTSKULL operative. Roll one D6, adding 1 to the result if that enemy operative is a valid target for that friendly GHEISTSKULL operative: on a 3+, subtract 1 from that enemy operative’s APL stat until the end of its next activation.

This operative cannot perform this action while within control range of an enemy operative, or if a friendly GHEISTSKULL operative isn’t in the killzone.

IMPERIAL NAVY BREACHER, IMPERIUM, NAVIS, VOID-JAMMER
Kasrkin 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: Medikit
INQUISITORIAL AGENT, IMPERIUM, ASTRA MILITARUM, MEDIC, COMBAT MEDIC
Kasrkin 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 Mine

Blast Padding: Whenever an operative is shooting this operative with a weapon that has the Blast or Torrent weapon rule (excluding weapons that have a sweeping profile), you can re-roll one of your defence dice. In addition, this operative is not affected by the x" Devastating x weapon rule (i.e. Devastating with a distance) unless they are the target during that sequence.

Melta Mine: This operative is carrying your Melta Mine marker. It can perform the Pick Up Marker action on that marker, and whenever it performs the Place Marker action on that marker, it can immediately perform a free Dash action. That marker cannot be placed within an enemy operative's control range (if this operative is incapacitated while carrying that marker and that marker cannot be placed, it’s removed with this operative).

Proximity Mine: The first time your Melta Mine marker is within another operative's control range, remove that marker and inflict 2D6+3 damage on that operative; if it is not incapacitated, end its action (if any), even if that action's effects are not fulfilled. If it cannot be placed, move it the minimum amount to do so. Note that this operative is ignored for these effects (i.e. it cannot set it off or take damage from that marker).

INQUISITORIAL AGENT, IMPERIUM, ASTRA MILITARUM, DEMO-TROOPER
Kasrkin 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
INQUISITORIAL AGENT, IMPERIUM, ASTRA MILITARUM, GUNNER
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 Scan

Auspex Scan (1AP): Until the start of this operative's next activation or until it is incapacitated (whichever comes first), whenever a friendly KASRKIN operative is shooting an enemy operative within 8" of this operative, that enemy operative cannot be obscured.

This operative cannot perform this action while within control range of an enemy operative.

INQUISITORIAL AGENT, IMPERIUM, ASTRA MILITARUM, RECON-TROOPER
Kasrkin 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 Cloak

Camo Cloak: Whenever an operative is shooting this operative:

  • Ignore the Saturate weapon rule.
  • If you can retain any cover saves, you can retain one additional cover save, or you can retain one cover save as a critical success instead.] This is not cumulative with improved cover saves from Vantage terrain.
INQUISITORIAL AGENT, IMPERIUM, ASTRA MILITARUM, SHARPSHOOTER
Kasrkin 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 Equipment
INQUISITORIAL AGENT, IMPERIUM, ASTRA MILITARUM, TROOPER
Kasrkin 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 Comms

Battle Comms (1AP): Select one other friendly KASRKIN operative. Until the end of that operative's next activation, add 1 to its APL stat (to a maximum of 3 after all APL stat changes have been totalled).

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, VOX-TROOPER
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.

NameATKHITDMG
Combat Dagger34+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.