**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.
**STRATEGIC GAMBIT** if this operative is in the killzone 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):
APL 2 · Move 6" · Save 5+ · Wounds 8
Keywords: INQUISITORIAL AGENT, IMPERIUM, INQUISITION, LEADER, INTERROGATOR
Inquisitorial Tomes. See Faction Rules above.
APL 2 · Move 6" · Save 5+ · Wounds 5
Keywords: INQUISITORIAL AGENT, IMPERIUM, INQUISITION, TOME-SKULL
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.
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".
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 by enemy operatives (if it escapes/survives/is incapacitated, determining how many operatives must escape/survive/be incapacitated, etc.).
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.
APL 2 · Move 6" · Save 4+ · Wounds 7
Keywords: INQUISITORIAL AGENT, IMPERIUM, INQUISITION, AUTOSAVANT
Scrivener. Each subsequent time your opponent uses each ploy during the battle (excluding Command Re-roll), if this operative is in the killzone, you gain 1CP (to a maximum of 2CP per turning point).
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.
Lightly Armed. This operative cannot use any weapons that aren't on its datacard, or perform unique actions.
APL 2 · Move 6" · Save 5+ · Wounds 7
Keywords: INQUISITORIAL AGENT, IMPERIUM, INQUISITION, DEATH WORLD VETERAN
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.
APL 2 · Move 6" · Save 5+ · Wounds 7
Keywords: INQUISITORIAL AGENT, IMPERIUM, INQUISITION, ENLIGHTENER
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).
Extract Information. Whenever an enemy operative is incapacitated within this operative's control range, you gain 1CP.
APL 2 · Move 6" · Save 5+ · Wounds 7
Keywords: INQUISITORIAL AGENT, IMPERIUM, INQUISITION, HEXORCIST
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. Select one enemy operative that's 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.
APL 2 · Move 6" · Save 5+ · Wounds 7
Keywords: INQUISITORIAL AGENT, IMPERIUM, INQUISITION, PSYKER, MYSTIC
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.
Lightly Armed. This operative cannot use any weapons that aren't on its datacard.
Scry. **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.
APL 2 · Move 6" · Save 5+ · Wounds 7
Keywords: INQUISITORIAL AGENT, IMPERIUM, INQUISITION, PENAL LEGIONNAIRE
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.
APL 2 · Move 6" · Save 5+ · Wounds 7
Keywords: INQUISITORIAL AGENT, IMPERIUM, INQUISITION, PISTOLIER
Pistolier. You can ignore any changes to the Hit stat of this operative's ranged weapons.
Pistol Barrage. 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).
APL 2 · Move 6" · Save 5+ · Wounds 7
Keywords: INQUISITORIAL AGENT, IMPERIUM, INQUISITION, QUESTKEEPER
Irrepressible Purpose. If this operative is incapacitated during the **Fight** action, you can strike the enemy operative in that sequence with one of your unresolved successes before this operative is 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.
APL 1 · Move 5" · Save 4+ · Wounds 11
Keywords: INQUISITORIAL AGENT, IMPERIUM, INQUISITION, GUN SERVITOR
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.
APL 2 · Move 6" · Save 3+ · Wounds 8
Keywords: INQUISITORIAL AGENT, IMPERIUM, ANATHEMA PSYKANA, SISTER OF SILENCE, PROSECUTOR
Psychic Null. **PSYCHIC** ranged weapons cannot inflict damage on this operative. For the effects of **PSYCHIC** actions, this operative cannot be selected and is never treated as being within those actions' required distances. Whenever an operative is within 6" of this operative: - That operative cannot perform **PSYCHIC** actions or use **PSYCHIC** additional rules. - That operative cannot use **PSYCHIC** ranged weapons. - **PSYCHIC** melee weapons have no weapon rules and cannot have Dmg stats higher than 3/4.
APL 2 · Move 6" · Save 3+ · Wounds 8
Keywords: INQUISITORIAL AGENT, IMPERIUM, ANATHEMA PSYKANA, SISTER OF SILENCE, VIGILATOR
Psychic Null. **PSYCHIC** ranged weapons cannot inflict damage on this operative. For the effects of **PSYCHIC** actions, this operative cannot be selected and is never treated as being within those actions' required distances. Whenever an operative is within 6" of this operative: - That operative cannot perform **PSYCHIC** actions or use **PSYCHIC** additional rules. - That operative cannot use **PSYCHIC** ranged weapons. - **PSYCHIC** melee weapons have no weapon rules and cannot have Dmg stats higher than 3/4.
APL 2 · Move 6" · Save 3+ · Wounds 8
Keywords: INQUISITORIAL AGENT, IMPERIUM, ANATHEMA PSYKANA, SISTER OF SILENCE, WITCHSEEKER
Psychic Null. **PSYCHIC** ranged weapons cannot inflict damage on this operative. For the effects of **PSYCHIC** actions, this operative cannot be selected and is never treated as being within those actions' required distances. Whenever an operative is within 6" of this operative: - That operative cannot perform **PSYCHIC** actions or use **PSYCHIC** additional rules. - That operative cannot use **PSYCHIC** ranged weapons. - **PSYCHIC** melee weapons have no weapon rules and cannot have Dmg stats higher than 3/4.
APL 2 · Move 6" · Save 4+ · Wounds 8
Keywords: INQUISITORIAL AGENT, IMPERIUM, ASTRA MILITARUM, TEMPESTUS SCION, GUNNER
APL 2 · Move 6" · Save 4+ · Wounds 8
Keywords: INQUISITORIAL AGENT, IMPERIUM, ASTRA MILITARUM, TEMPESTUS SCION, MEDIC
Medic!. The first time during each turning point that another friendly **INQUISITORIAL AGENT** operative would be 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, has 1 wound remaining and cannot be incapacitated for the remainder of the action. After that action, that friendly operative can 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, or if it's a **Shoot** action and this operative would be a primary or secondary target.
Medikit. Select one friendly **INQUISITORIAL AGENT** 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.
APL 2 · Move 6" · Save 4+ · Wounds 8
Keywords: INQUISITORIAL AGENT, IMPERIUM, ASTRA MILITARUM, TEMPESTUS SCION, TROOPER
Adaptive Equipment. You can do each of the following once per turning point: - One friendly **INQUISITORIAL AGENT** **TEMPESTUS SCION TROOPER** operative can perform the **Smoke Grenade** action. - One friendly **INQUISITORIAL AGENT** **TEMPESTUS SCION TROOPER** operative can perform the **Stun Grenade** action. The rules for these actions are found in universal equipment. Performing these actions using this rule doesn't count towards their action limits (i.e. if you also select those grenades from equipment).
APL 2 · Move 6" · Save 4+ · Wounds 8
Keywords: INQUISITORIAL AGENT, IMPERIUM, ASTRA MILITARUM, TEMPESTUS SCION, VOX-OPERATOR
Signal. **SUPPORT.** Select one other friendly **INQUISITORIAL AGENT** operative in the killzone. Until the end of that operative's next activation, add 1 to its APL stat. This operative can perform this action twice during its activation, but cannot perform this action while within control range of an enemy operative.
Select one enemy operative and roll one D3. In the Firefight phase of this turning point, that enemy operative cannot be activated or perform cover actions until it's 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.).
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.
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).
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).
Use this firefight ploy during the battle, when an opponent uses a strategy ploy 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.
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.
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).
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).
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.
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.
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.
Once per battle, one friendly **INQUISITORIAL AGENT** operative can perform a mission action for 1 less AP.
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.
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.
At the end of that action, after incapacitated operatives are removed.
Yes.