Battle Mode

Inquisitorial Agents

Models
M
T
SV
W
LD
OC
Gun Servitor Inquisitorial Agents: 25mm Gun Servitors: 32mm
6"
3
5+
1
7+
1
Inquisitorial Agent Inquisitorial Agents: 25mm Gun Servitors: 32mm
6"
3
5+
1
7+
1
Ranged weapons
RNG
A
BS
S
AP
D
Heavy bolter
Heavy
Sustained Hits 1
36"
3
4+
5
-1
2
Plasma cannon (standard)
Heavy
Blast
36"
D3
4+
7
-1
1
Plasma cannon (supercharge)
Blast
Hazardous
Heavy
36"
D3
4+
8
-2
2
Agent firearm
Pistol
12"
1
3+
4
-1
1
Plasma pistol (standard)
Pistol
12"
1
3+
7
-1
1
Plasma pistol (supercharge)
Hazardous
Pistol
12"
1
3+
8
-2
2
Melee weapons
RNG
A
WS
S
AP
D
Agent melee weapon
Melee
3
3+
3
0
1
Eviscerator
Devastating Wounds
Melee
2
3+
6
-2
2
Mystic stave
Anti-infantry 4+
Psychic
Melee
2
3+
5
-1
D3
Keywords
Grenades
Imperium
Infantry
Inquisitorial Agents
Retinue
Attachment
Supported by
Wargear
Tome‐skull

Once per battle for each Tome‐skull this unit is equipped with, at the start of any phase, you can select either one friendly Agents of the Imperium unit that is Battle‐shocked and within 6" of this unit or one enemy unit within 6" of this unit. If you select a friendly unit, that unit is no longer Battle‐shocked. If you select an enemy unit, it must take a Battle‐shock test.

Designer’s Note: Place the appropriate number of Tome‐skull tokens next to the unit at the start of the battle, removing one each time this unit uses this ability.

Faction abilities
Assigned Agents
Unit abilities
Loyal Henchmen

While an INQUISITOR model is leading this unit, each time an attack targets this unit, subtract 1 from the Wound roll.

Inquisitorial Henchmen

If your Army Faction is not AGENTS OF THE IMPERIUM, then for each INQUISITOR unit you include in your army, you can include one INQUISITORIAL AGENTS unit in your army that does not count towards the number of RETINUE units your army can include (see Assigned Agents)