Inquisitorial Agents

Seek & Destroy
KILL GRADE [12]
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What to Know

Inquisitorial Agents bring 5-7 operatives with unparalleled flexibility! Their 'Inquisitorial Requisition' rule lets you draft specialists from 6 Imperial factions (Death Korps, Sisters of Silence, etc.) to tailor your team. Playstyle is tactical control: use ploys like Denounce to delay enemies, Quarry for Ceaseless attacks, and Absolute Authority to cancel opponent ploys. Operatives are average speed (Move 6) and durability (5-8 wounds), mixing shooting (Pistolier, Gun Servitor) and melee (Death World Veteran, Questkeeper). Unique tools like the Tome-Skull (expendable machine) and Mystic (psychic support) enable objective play and disruption. Build your dream team and enforce the Emperor's will!

Core Abilities

Unusual Shooting
Mystic: Autopistol [Seek]Strategic Ploy: Intense Scrutiny: ignore cover within 4" for targeting
Unusual Melee
Super Conceal
Out of Order Movement
Firefight Ploy: Relentless Pursuit: free Reposition or Charge after enemy movesTome-Skull: Group Activation: activates another operative before opponentTempestus Scion Medic: Medic!: grants free Dash after preventing incapacitation
Activation Manipulation
Strategic Ploy: Denounce: enemy cannot activate until last or after D3 activations.Operative: Tome-Skull: Group Activation: activate INTERROGATOR or TOME-SKULL before opponent.
APL Modifiers
Tempestus Scion Vox-Operator: Signal: +1 APL to target friendly operativeRequisitioned Gun Servitor: Lobotomised: +1 APL when near friendly agentTempestus Scion Medic: Medic! reduces APL by 1 for this and another
Bitter Demise
Operative: Irrepressible Purpose: strike enemy when incapacitated during FightOperative: Medic!: prevent friendly operative from being incapacitated
Block Rerolls
Operative: Hexorcise: cannot reroll attack or defence dice for visible enemy within 6"
Damage Reduction
Operative: Weathered: ignore damage from one normal success when fighting or retaliating.Operative: Zealot: subtract 1 damage when attack dice inflicts 3+ damage.Operative: Psychic Null: ignore damage from PSYCHIC ranged weapons.

Faction Rules

  • Inquisitorial Requisition: Add operatives from specific groups, replacing their faction keyword with INQUISITORIAL AGENT.

Strategic Ploys

  • Denounce: Delay enemy activation based on D3 roll, cost increases with use
  • Intense Scrutiny: Increase cover denial range to 4" for Inquisitorial Agents
  • Quarry: Grant Ceaseless to weapons against selected enemy, can transfer on kill
  • Irrefutable Jurisdiction: Reroll defence dice near objectives, enhanced if contesting

Firefight Ploys

  • Absolute Authority: Cancel opponent's ploy and prevent reuse
  • Relentless Pursuit: Free move or charge after enemy moves
  • The Emperor's Will: Ignore stat changes for activation
  • Intimidating Presence: Enemy spends +1 AP for certain actions

Equipment

  • Inquisitorial Rosette: Once per battle, select new quarry if Quarry ploy used
  • Combat Daggers: Add 1 to Atk for SISTER OF SILENCE operatives
  • Armoured Bodysuits: Retain defence dice result of 4 as success
  • Servo-Skull: Once per battle, mission action costs 1 less AP

Rules Commentary

Q:
If I requisition EXACTION SQUAD operatives, can my other INQUISITORIAL AGENT operatives benefit from the permitted Ruthless Efficiency faction rule?
A:
No. Only the requisitioned EXACTION SQUAD operatives can use the Ruthless Efficiency faction rule. Note that this means a requisitioned EXACTION SQUAD operative will not be able to select an enemy operative as the valid target of a Shoot action if one of your other INQUISITORIAL AGENT operatives that aren't EXACTION SQUAD are within that enemy operative's control range.
Q:
When using the Absolute Authority firefight ploy, can I use it after seeing some of the effects of a ploy the opponent uses? For example, if they must select an operative, can I use it after they select them?
A:
No. You must use it when the ploy is declared, but before any of its rules are resolved. Note that we expect players to be sporting and give their opponent the opportunity to use Absolute Authority when they declare a ploy, before resolving its rules.
Q:
When using the Intense Scrutiny strategy ploy, if my opponent has a rule that says it cannot be selected as a valid target, taking precedence over all other rules except being within 2" (e.g. HERNKYN YAEGIR In Position), does this increase the 2" distance exception to 4"?
A:
Yes.

Operative Selection

Team Selection

  • 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.

Operative Datacards

Faction Rules

Strategy Ploys

Firefight Ploys

Faction Equipment

Universal Equipment