Inquisitorial Agents
Common Abilities and Options
Lightly Armed:
This operative cannot use any weapons that aren’t on its datacard, or perform unique actions.
Operatives
1. 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 Tomes2. Tome-Skull
A 2
M 6"
S 5+
W 5
Abilities
Consecrated TomeExpendableGroup ActivationMachine3. Autosavant
A 2
M 6"
S 4+
W 7
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Mechanical Appendages | 3 | 5+ | 1/2 |
Abilities
Irrefutable ReportLightly ArmedScrivener4. 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
HunterWeathered5. 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
Pistolier1AP: Pistol Barrage6. 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 |
| Servo-Claw | 3 | 4+ | 4/5 |
Abilities
Lobotomised7. 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: ScryInactive Equipment
Inquisitorial Rosette
Once per battle, when a friendly INQUISITORIAL AGENT operative is activated, if you’ve used the Quarry strategy ploy during this turning point, you can use this rule. If you do, you can select a new enemy operative to be your quarry until the end of the turning point.
Armoured Bodysuits
Whenever an operative is shooting a friendly INQUISITORIAL AGENT operative (excluding TOME-SKULL) that has a 5+ Save stat, you can retain one of your defence dice results of 4 as a normal success.
Combat Daggers
Friendly INQUISITORIAL AGENT operatives have the following melee weapon. Whenever a friendly SISTER OF SILENCE operative is using it, add 1 to its Atk stat.
| Name | ATK | HIT | DMG |
|---|---|---|---|
| Combat Dagger | 3 | 4+ | 3/4 |
Servo-Skull
Once per battle, one friendly INQUISITORIAL AGENT operative can perform a mission action for 1 less AP.
Universal Equipment
Ammo Cache (x1)
(Universal)Before the battle, you can set up one of your Ammo Cache markers wholly within your territory. Friendly operatives can perform the following mission action during the battle: AMMO RESUPPLY (0 AP): One of your Ammo Cache markers the active operative controls is used during this turning point.
Until the start of the next turning point, whenever this operative is shooting with a weapon from its datacard, you can re-roll one of your attack dice.
An operative cannot perform this action while within control range of an enemy operative, if that marker is not yours, or if that marker has been used this turning point.
Razor Wire (x1)
(Universal)Razor wire is Exposed and Obstructing terrain. Before the battle, you can set it up wholly within your territory, on the killzone floor and more than 2" from other equipment terrain features, access points, and Accessible terrain.
Obstructing: Whenever an operative would cross over this terrain feature within 1" of it, treat the distance as an additional 1".
Comms Device (x1)
(Universal)Before the battle, you can set up one of your Comms Device markers wholly within your territory. While a friendly operative controls this marker, add 3" to the distance requirements of its SUPPORT rules that refer to friendly operatives (e.g. ‘select one friendly operative within 6"’ would be 9" instead). Note that you cannot benefit from your opponent's Comms Device markers.
Mines (x1)
(Universal)Before the battle, you can set up one of your Mines markers wholly within your territory and more than 2" from other markers, access points, and Accessible terrain. The first time that marker is within an operative's control range, remove that marker and inflict D3+3 damage on that operative.
Light Barricades (x2)
(Universal)Light barricades are Light terrain, except the feet, which are Insignificant and Exposed. Before the battle, you can set up any of them wholly within your territory, on the killzone floor and more than 2" from other equipment terrain features, access points, and Accessible terrain.
Heavy Barricade (x1)
(Universal)A heavy barricade is Heavy terrain. Before the battle, you can set it up wholly within 4" of your drop zone, on the killzone floor and more than 2" from other equipment terrain features, access points, and Accessible terrain.
Ladders (x2)
(Universal)Ladders are Insignificant and Exposed terrain. Before the battle, you can set up any of them as follows:
- Wholly within your territory.
- Upright against terrain that’s at least 2" tall.
- More than 2" from other equipment terrain features.
- More than 1" from doors and access points.
Once per action, whenever an operative is climbing the terrain feature a ladder is placed against, treat the vertical distance as 1" if the ladder is within that operative’s control range during that entire climb.
Portable Barricade (x1)
(Universal)A portable barricade is Light, Protective and Portable terrain, except the feet which are Insignificant and Exposed. Before the battle, you can set it up wholly within your territory, on the killzone floor and more than 2" from other equipment terrain features, access points, and Accessible terrain.
Protective: While an operative is in cover from this terrain feature, improve its Save stat by 1 (to a maximum of 2+).
Portable: This terrain feature only provides cover while an operative is connected to it and if the shield is intervening (ignore its feet). Operatives connected to the inside of it can perform the following unique action during the battle:
Move With Barricade (1 AP): The same as the Reposition action, except the active operative can move no more than its Move stat minus 2" and cannot climb, drop, jump, or use any killteam's rules that remove it and set it back up again (e.gh. HEARTHKYN SALVAGER Fly, MANDRAKE Shadow Passage).
Before this operative moves, remove the portable barricade it is connected to. After it moves, set up the portable barricade so it is connected again, but the portable barricade cannot be set up within 2" of other equipment terrain features, access points or Accessible terrain. If this is not possible, the portable barricade is not set up again.
This action is treated as a Reposition action. An operative cannot perform this action while within control range of an enemy operative, or in the same activation in which it performed the Fall Back or Charge action.
Utility Grenade - Smoke (x1/2)
(Universal)When you select this equipment, select two utility grenades (2 smoke, 2 stun, or 1 smoke and 1 stun). Each selection is a unique action your operatives can perform, but your kill team can only perform that action a total number of times during the battle equal to your selection.
SMOKE GRENADE (1 AP):
- Place one of your Smoke Grenade markers within 6" of this operative. It must be visible to this operative, or on Vantage terrain of a terrain feature that is visible to this operative. The marker creates an area of smoke 1" horizontally and unlimited height vertically from (but not below) it.
- While an operative is wholly within an area of smoke, it is obscured to operatives more than 2" from it, and vice versa. In addition, whenever an operative is shooting an enemy operative wholly within an area of smoke, weapons with the Piercing 2 or Piercing Crits 2 weapon rule have the Piercing 1 or Piercing Crits 1 weapon rule (respectively) instead, unless they’re within 2" of each other.
- In the Ready step of the next Strategy phase, roll one D3. Remove that Smoke Grenade marker after a number of activations equal to that D3 have been completed or at the end of the turning point (whichever comes first).
- An operative cannot perform this action while within control range of an enemy operative, or if you have reached the total number of times your kill team can perform it.
Utility Grenade - Stun (x1/2)
(Universal)When you select this equipment, select two utility grenades (2 smoke, 2 stun, or 1 smoke and 1 stun). Each selection is a unique action your operatives can perform, but your kill team can only perform that action a total number of times during the battle equal to your selection.
STUN GRENADE (1 AP):
- Select one enemy operative visible to and within 6" of this operative. That operative and each other operative within 1" of it takes a stun test. For an operative to take a stun test, roll one D6: on a 3+, subtract 1 from its APL stat until the end of its next activation.
- An operative cannot perform this action while within control range of an enemy operative, or if you have reached the total number of times your kill team can perform it.
Explosive Grenade - Frag (x1/2)
(Universal)When you select this equipment, select two explosive grenades (2 frag, 2 krak, or 1 frag and 1 krak).
| Name | ATK | HIT | DMG |
|---|---|---|---|
| Frag Grenade | 4 | 4+ | 2/4 |
| Weapon Rules | |||
| Rng 6", Blast 2", Saturate |
Explosive Grenade - Krak (x1/2)
(Universal)When you select this equipment, select two explosive grenades (2 frag, 2 krak, or 1 frag and 1 krak).
| Name | ATK | HIT | DMG |
|---|---|---|---|
| Krak Grenade | 4 | 4+ | 4/5 |
| Weapon Rules | |||
| Rng 6", Piercing 1, Saturate |
Breaching Charge
(Universal)Once per battle, when a friendly operative performs the Breach action, you can use this rule. If you do, that operative can perform that action for 1 less AP (to a minimum of 1AP) as though it had the word "breach marker" on its datacard.
Strategy Ploys
Strategy: Denounce
Select one enemy operative and roll one D3. In the Firefight phase of this turning point, that enemy operative cannot be activated or perform actions until it is the last enemy operative to be activated, or your opponent has activated a number of enemy operatives equal to the result of the D3 (whichever comes first). This ploy costs you 1 additional CP for each previous time you’ve used it during the battle (e.g. 1CP the first time you would use it, 2CP the second time, etc.).
Strategy: Irrefutable Jurisdiction
Whenever an operative is shooting a friendly INQUISITORIAL AGENT operative that’s within 3" of an objective marker, you can re-roll one of your defence dice. If that friendly operative contests that marker, you can re-roll any of your defence dice results of one result instead (e.g. results of 2).
Strategy: Intense Scrutiny
Whenever you’re selecting a valid target for a friendly INQUISITORIAL AGENT operative, enemy operatives within 4" of it cannot be in cover (instead of 2"). While this can allow such operatives to be targeted (assuming they’re visible), it doesn’t remove their cover save (if any), unless the friendly INQUISITORIAL AGENT operative is within 2" as normal.
Strategy: Quarry
Select one enemy operative to be your quarry for the turning point. Whenever a friendly INQUISITORIAL AGENT operative is shooting against, fighting against or retaliating against your quarry,
that friendly operative’s weapons have the Ceaseless weapon rule. Whenever your quarry is incapacitated, you can select a new enemy operative to be your quarry (and can continue to do so during this turning point).
Ceaseless: Can re-roll any or all results of one value (e.g. all results of 2)
Firefight Ploys
Firefight: Absolute Authority
Use this firefight ploy during the battle, when an opponent uses a strategy or firefight ploy (excluding Command Re-roll or one that costs 0CP). Their ploy isn’t used, the CP spent on it is refunded and they cannot use that ploy again during this turning point. This ploy cannot be used to stop the same ploy more than once per battle.
Firefight: Intimidating Presence
Use this firefight ploy when an enemy operative visible to and within 3" of a friendly INQUISITORIAL AGENT operative, or visible to and within 6" of a friendly MYSTIC operative, performs the Pick Up Marker or a mission action (excluding Operate Hatch). Your opponent must spend 1 additional AP for that enemy operative to perform that action (if they cannot or choose not to, the AP spent on it is refunded).
Firefight: Relentless In Pursuit
Use this firefight ploy when an enemy operative within 2" of a ready friendly INQUISITORIAL AGENT operative performs an action in which it moves. After it moves, that friendly INQUISITORIAL AGENT operative can either perform a free Reposition action, but must end that move within 2" of that enemy operative, or a free Charge action, but must end that move within control range of that enemy operative. If neither is possible, that friendly operative cannot perform those actions, this ploy isn’t used and the CP spent on it is refunded.
Firefight: The Emperor's Will
Use this firefight ploy when a friendly INQUISITORIAL AGENT operative is activated. Until the end of that operative’s activation, you can ignore any changes to its stats (including its weapons’ stats).
Equipment
Inquisitorial Rosette
Once per battle, when a friendly INQUISITORIAL AGENT operative is activated, if you’ve used the Quarry strategy ploy during this turning point, you can use this rule. If you do, you can select a new enemy operative to be your quarry until the end of the turning point.
Armoured Bodysuits
Whenever an operative is shooting a friendly INQUISITORIAL AGENT operative (excluding TOME-SKULL) that has a 5+ Save stat, you can retain one of your defence dice results of 4 as a normal success.
Combat Daggers
Friendly INQUISITORIAL AGENT operatives have the following melee weapon. Whenever a friendly SISTER OF SILENCE operative is using it, add 1 to its Atk stat.
| Name | ATK | HIT | DMG |
|---|---|---|---|
| Combat Dagger | 3 | 4+ | 3/4 |
Servo-Skull
Once per battle, one friendly INQUISITORIAL AGENT operative can perform a mission action for 1 less AP.
Ploys
Denounce
Strategy PloySelect 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 PloyWhenever 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 PloyWhenever 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 PloySelect 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 PloyUse 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 PloyUse 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 PloyUse 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 PloyUse 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 DestroyReveal: 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 DestroyReveal: 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 DestroyReveal: 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
SecurityReveal: 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
SecurityReveal: 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
SecurityReveal: 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
InfiltrationReveal: 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
InfiltrationReveal: 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
InfiltrationReveal: 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
ReconReveal: 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
ReconReveal: 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
ReconReveal: 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.