Playing versus Inquisitorial Agents
Key mechanics: Inquisitorial Tomes, Inquisitorial Requisition, Tome-Skull.
Operatives
- Autosavant Agent — Always controls contested markers (overrides all other rules); Gains 1 CP each subsequent time opponent reuses a ploy (max 2 CP/TP)
- Hexorcist Agent — Enemies visible and within 6" cannot re-roll attack or defence dice; 1 AP: disable one ability on an enemy valid target within 6" until end of its next activation
- Mystic Agent — Seek autopistol (8", 2+). Icon Bearer (+1 APL for marker control); 1 AP: buff a friendly within 6" -- either retain a fail as success on attack or defence
- Pistolier Agent — 1 AP: two free Shoot actions (plasma pistol + Silent autopistol)
- Enlightener Agent — Can block Fall Back on a 4+ (roll modified by Wounds comparison); Gains 1 CP when an enemy is incapacitated in Control Range
- Death World Veteran Agent — Can Charge from Conceal order. Ignores one normal damage hit per TP in melee
- Questkeeper Agent — Strikes back once even when incapacitated in melee. Damage reduction on 5+ per hit (3+ damage only)
- Requisitioned Gun Servitor — 1 APL (2 if friendly within 3"). 4+ save, 11 wounds. All weapons Heavy; Loadout varies: heavy bolter (Torrent 1"), multi-melta (Piercing 2), or plasma cannon (Blast 2")
- Penal Legionnaire Agent — Immune to APL changes, injured stat penalties, Shock, and Stun. Gains Relentless vs wounded targets