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Imperium

Inquisitorial Agents

Recon/Security/Seek And Destroy/Infiltration

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.

Faction Rules

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.

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

Strategic Ploys

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.).

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).

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.

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

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.

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).

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.

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.

WeaponATKHITDMGSpecial
Combat Dagger34+3/4

Servo-Skull

Once per battle, one friendly INQUISITORIAL AGENT operative can perform a mission action for 1 less AP.

Ammo Cache (x1)

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 RESUPPLY0AP

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)

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)

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)

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)

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)

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)

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)

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 Barricade1AP

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)

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 GRENADE1AP

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)

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 GRENADE1AP

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)

When you select this equipment, select two explosive grenades (2 frag, 2 krak, or 1 frag and 1 krak).

WeaponATKHITDMGSpecial
Frag Grenade44+2/4Rng 6", Blast 2", Saturate

Explosive Grenade - Krak (x1/2)

When you select this equipment, select two explosive grenades (2 frag, 2 krak, or 1 frag and 1 krak).

WeaponATKHITDMGSpecial
Krak Grenade44+4/5Rng 6", Piercing 1, Saturate

Breaching Charge

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.

Building Your Roster

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.

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### 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.