Witch Seekers

Agents of an Ordo Hereticus inquisitor's warband rooting out plots against the Emperor's servants.

Really it was an excuse to kitbash some models and proxy in my favorite models from the 3rd edition Witch Hunters range.

Witch Seekers

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.).

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.

*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.

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.

Operatives

1. Interrogator
Interrogator
A 2
M 6"
S 5+
W 8/8
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
2. Tome-Skull
Tome-Skull
A 2
M 6"
S 5+
W 5/5
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.

Group Activation: Whenever this operative is expended, you must then activate a ready friendly INQUISITORIAL AGENT INTERROGATOR operative (if able) before your opponent activates. The same is true in reverse (INTERROGATOR followed by TOME-SKULL). When that other operative is expended, your opponent then activates as normal.

INQUISITORIAL AGENT, IMPERIUM, INQUISITION, TOME-SKULL
3. Autosavant
Autosavant
A 2
M 6"
S 4+
W 7/7
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
4. Questkeeper
Questkeeper
A 2
M 6"
S 5+
W 7/7
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
5. Deathworld Veteran
Deathworld Veteran
A 2
M 6"
S 5+
W 7/7
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
6. Enlightener
Enlightener
A 2
M 6"
S 5+
W 7/7
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
7. Hexorcist
Hexorcist
A 2
M 6"
S 5+
W 7/7
Weapons
ATK
HIT
DMG
Shotgun (Rng 6")
4
3+
3/3
Fists
3
4+
2/3
Abilities
Hexorcise1AP: Chasten

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.

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.

INQUISITORIAL AGENT, IMPERIUM, INQUISITION, HEXORCIST
8. Mystic
Mystic
A 2
M 6"
S 5+
W 7/7
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
9. Penal Legionnaire
Penal Legionnaire
A 2
M 6"
S 5+
W 7/7
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
10. Pistolier
Pistolier
A 2
M 6"
S 5+
W 7/7
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
Pistolier1AP: Pistol Barrage

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

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).

INQUISITORIAL AGENT, IMPERIUM, INQUISITION, PISTOLIER
11. Gun Servitor
Gun Servitor
A 1
M 6"
S 4+
W 11/11
Weapons
ATK
HIT
DMG
Multi-Melta (Dev4, Hvy(Dash), Prc2)
4
4+
6/3
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
12. Death Korps Confidant
Death Korps Confidant
A 2
M 6"
S 5+
W 7/7
Weapons
ATK
HIT
DMG
Boltgun
4
4+
3/4
Bayonet
3
4+
2/3
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
13. Death Korps Gunner
Death Korps Gunner
A 2
M 6"
S 5+
W 7/7
Weapons
ATK
HIT
DMG
Meltagun (Rng 6", Dev 4, Prc2)
4
4+
6/3
Bayonet
3
4+
2/3
INQUISITORIAL AGENT, IMPERIUM, ASTRA MILITARUM, GUNNER
14. Death Korps Gunner
Death Korps Gunner
A 2
M 6"
S 5+
W 7/7
Weapons
ATK
HIT
DMG
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
15. Death Korps Gunner
Death Korps Gunner
A 2
M 6"
S 5+
W 7/7
Weapons
ATK
HIT
DMG
Grenade Launcher
Frag (Blast 2")
4
4+
2/4
Krak (Prc1)
4
4+
4/5
Bayonet
3
4+
2/3
INQUISITORIAL AGENT, IMPERIUM, ASTRA MILITARUM, GUNNER
16. Death Korps Medic
Death Korps Medic
A 2
M 6"
S 5+
W 7/7
Weapons
ATK
HIT
DMG
Lasgun
4
4+
2/3
Bayonet
3
4+
2/3
Abilities
Medic!1AP: Medikit

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.

INQUISITORIAL AGENT, IMPERIUM, ASTRA MILITARUM, MEDIC
17. Death Korps Sapper
Death Korps Sapper
A 2
M 6"
S 5+
W 7/7
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
18. Death Korps Sniper
Death Korps Sniper
A 2
M 6"
S 5+
W 7/7
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

*Concealed Position: This operative can only use this weapon the first time it is performing the Shoot action during the battle.

INQUISITORIAL AGENT, IMPERIUM, ASTRA MILITARUM, SNIPER
19. Death Korps Veteran
Death Korps Veteran
A 2
M 6"
S 5+
W 7/7
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
20. Death Korps Vox-Operator
Death Korps Vox-Operator
A 2
M 6"
S 5+
W 7/7
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.

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.

INQUISITORIAL AGENT, IMPERIUM, ASTRA MILITARUM, VOX-OPERATOR
21. Death Korps Zealot
Death Korps Zealot
A 2
M 6"
S 5+
W 7/7
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
22. Navis Axejack
Navis Axejack
A 2
M 6"
S 4+
W 7/7
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
23. Navis Endurant
Navis Endurant
A 2
M 4"
S 2+
W 10/10
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
BreachwallDisengage*ShieldVoid Armour

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.

*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).

IMPERIAL NAVY BREACHER, IMPERIUM, NAVIS, ENDURANT
24. Navis Grenadier
Navis Grenadier
A 2
M 6"
S 4+
W 7/7
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
25. Navis Gunner
Navis Gunner
A 2
M 6"
S 4+
W 8/8
Weapons
ATK
HIT
DMG
Navis Las-Volley
Focused (Hvy(Dash), Rnd)
5
4+
4/5
Sweeping (Hvy(Dash), Rnd, Tor 1")
4
4+
4/5
Gun Butt
3
4+
2/3
Abilities
Void Armour
IMPERIAL NAVY BREACHER, IMPERIUM, NAVIS, GUNNER
26. Navis Gunner
Navis Gunner
A 2
M 6"
S 4+
W 8/8
Weapons
ATK
HIT
DMG
Meltagun (Rng 6", Dev4, Prc2)
4
4+
6/3
Gun Butt
3
4+
2/3
Abilities
Void Armour
IMPERIAL NAVY BREACHER, IMPERIUM, NAVIS, GUNNER
27. Navis Gunner
Navis Gunner
A 2
M 6"
S 4+
W 8/8
Weapons
ATK
HIT
DMG
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
28. Navis Hatchcutter
Navis Hatchcutter
A 2
M 6"
S 4+
W 7/7
Weapons
ATK
HIT
DMG
Autopistol (Rng 8")
4
4+
2/3
Chainfist (Brutal, Rnd)
4
4+
5/6
Abilities
Void Armour1AP: Breach Point1AP: 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
29. Navis Surveyor
Navis Surveyor
A 2
M 6"
S 4+
W 7/7
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
Void Armour1AP: Remote Control1AP: 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
30. Navis C.A.T. Unit
Navis C.A.T. Unit
A 2
M 8"
S 5+
W 5/5
Abilities
ExpendableMachineVoid Armour1AP: Spot

Spot (1AP): Select one enemy operative visible to this operative. Until the end of the turning point, until that enemy operative is no longer visible to this operative or until this operative performs this action again (whichever comes first), whenever a friendly IMPERIAL NAVY BREACHER 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.

IMPERIAL NAVY BREACHER, IMPERIUM, NAVIS, C.A.T. UNIT
31. Navis Void-Jammer
Navis Void-Jammer
A 2
M 6"
S 4+
W 7/7
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
*DetonateVoid Armour1AP: Interference Pulse

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
32. Navis Gheistskull
Navis Gheistskull
A 2
M 8"
S 5+
W 5/5
Abilities
ExpendableMachineVoid Armour1AP: Boost

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

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

Denounce
Strategy Ploy

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.).

Irrefutable Jurisdiction
Strategy Ploy

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).

Intense Scrutiny
Strategy Ploy

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

Quarry
Strategy Ploy

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)

Absolute Authority
Firefight Ploy

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.

Intimidating Presence
Firefight Ploy

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).

Relentless In Pursuit
Firefight Ploy

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

The Emperor's Will
Firefight Ploy

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).

Tac Ops

Sweep & Clear
Seek And Destroy

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.

Dominate
Seek And Destroy

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.

Rout
Seek And Destroy

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.

Plant Banner
Security

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.

Martyrs
Security

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.

Envoy
Security

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.

Track Enemy
Infiltration

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.

Plant Devices
Infiltration

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.

Steal Intelligence
Infiltration

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.

Flank
Recon

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.

Retrieval
Recon

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.
Scout Enemy Movement
Recon

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.