Professional Documents
Culture Documents
INQUISITION UNCHAINED
The Imperium stands on the brink of destruction. Surrounded by unknowable threats and tempted to ruin by the lure
of forbidden knowledge, Mankind is but one mistake away from extermination. This fate is averted only through the
unsleeping vigilance of the Inquisition, steadfast agents who shield Mankind from the terrors of the stars and the
unthinking traitors within its midst.
And yet, the nature of Inquisitors’ tasks means that all too often
they must rely upon their own strengths and resources. If an
Inquisitor fears a planetary ruler to be under the influence of the
malign beasts of Chaos, to whom can they turn? If the populace
of a world has risen in revolt against the Emperor, who will
provide the Inquisitor with succor? By necessity, the Inquisitor
works mostly in the darkness and shadows, their presence not
recognized, their works unseen. Thus, the Inquisitor and their
warrior band know that they must stand alone against the horrors
of the galaxy, for they can trust no one else.
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INQUISITION NAMES
Inquisitors and their retinues are drawn from across the length and the breadth of the Imperium. You may consult the name charts for any of the
Imperium factions in order to determine random names for the members of your Inquisitor’s retinue. Consult the appropriate name charts for xenos
factions in order to determine random names for Sanctioned Xenos in your Inquisitor’s retinue.
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Handler: When you recruit a FAMILIAR into your command FAITH IS YOUR SHIELD
roster, it must be assigned to an ACOLYTE, a THRONE AGENT,
or an INQUISITOR. That ACOLYTE, THRONE AGENT, or Inquisition Tactic
INQUISITOR is the FAMILIAR’s handler and gains the HANDLER Use this Tactic at the start of the battle round. Pick a
keyword. model from your kill team and add 1 to its saving throws
until the end of the battle round.
• A HANDLER may only be assigned one FAMILIAR.
• When you muster your kill team, you must include either both 2 COMMAND POINTS
the FAMILIAR and its HANDLER, or neither.
• During deployment, the FAMILIAR must be set up within 2”
of its HANDLER. RESOLUTE PURPOSE
• If the HANDLER leaves the table for any reason, the FAMILIAR
Inquisition Tactic
will follow the HANDLER.
Use this Tactic at the start of your turn in the Morale
• If the HANDLER suffers a dead result on the casualty chart in
phase. Pick a model from your kill team that is required to
campaign play, or if the HANDLER is ever retired, you must take a Nerve test. Roll a D3 for that model rather than a
assign the FAMILIAR to a different ACOLYTE, THRONE D6 when taking the test.
AGENT, or INQUISITOR model. The FAMILIAR and its new
HANDLER cannot be used in your next mission as the two 1 COMMAND POINT
models bond.
RIGHTEOUS FURY
RIGHTEOUS VIGILANCE
Inquisition Tactic
Inquisition Tactic
Inquisitor Aura Tactic
Use this Tactic at the end of the Movement phase
when an opponent sets up a model within 12” of a Use this Tactic at the start of the Shooting phase if your
model from your kill team that is not shaken. Your kill team includes an INQUISITOR. That model gains the
model can immediately shoot at the enemy model as following aura ability until the end of the battle round:
if it were the Shooting phase, but you must subtract 1 As long as this model is not shaken, you can reroll hit
from the resulting hit rolls. rolls of 1 for friendly models within 6” of this model.
1 COMMAND POINT
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ORDO FOCUSES
The Sub-factions for models with the INQUISITION Faction
keyword are called ordos, and their Sub-faction abilities are
called Ordo Focuses. If your kill team is Battle-forged and all
models in your kill team are drawn from the same ordo, models
with the Quarry rule gain the Ordo Focus described in the
appendix for the ordo, and you can use that ordo’s Tactics. If the
ordo to which the models belong is not covered in an appendix,
use the Ordo Minoris rules below.
UNALIGNED
If the INQUISITOR is neither PURITAN nor RADICAL, the kill
team may include up to 3 SANCTIONED models.
RADICAL
If the INQUISITOR is a RADICAL, the kill team may include any
number of SANCTIONED models.
PURITAN
If the INQUISITOR is a PURITAN, the kill team may include up to
1 SANCTIONED model.
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INQUISITOR/INQUISITOR LORD
M WS BS S T W A Ld Sv Max
Inquisitor 6” 3+ 3+ 3 3 3 3 9 4+ 1
Inquisitor Lord 6” 3+ 3+ 3 3 4 3 10 4+ 1
This model is armed with a close combat weapon, laspistol, refractor field, carapace armor, frag grenades, and krak grenades.
OPTIONS • This model may replace the ORDO MINORIS keyword with another Ordo keyword (see appendices).
• This model may take either the PURITAN or RADICAL keyword.
• This model may be a psyker and take the PSYKER keyword. This model may be a level 1 or level 2 psyker.
WARGEAR OPTIONS • This model may replace its close combat weapon with a chainsword, combat shotgun, power axe, power fist, power
maul, power sword, or thunder hammer.
• A PSYKER model may replace its close combat weapon with a force axe, force rod, force stave, or a force sword.
• This model may replace its laspistol with a bolt pistol, boltgun, combat shotgun, combi-flamer, combi-melta, combi-
plasma, flamer, hand flamer, hot-shot lasgun, hot-shot laspistol, incinerator, inferno pistol, meltagun, needle pistol,
plasma pistol, plasmagun, shotgun, or storm bolter.
• This model may replace its carapace armor with power armor or artificer armor.
• This model may replace its refractor field with a conversion field.
• This model may take any of the following: digital weapons, mind impulse unit, psycannon bolts, psyk-out grenades.
• If this model has a weapon mind impulse unit, it must take one of the following additional weapons that are slaved to
the mind impulse unit: bolt pistol, boltgun, laspistol, plasma pistol, or storm bolter.
• A PSYKER model may take a psychic hood.
• If this model is not a PSYKER, it may take a null rod.
ABILITIES In the Name of the Emperor: An INQUISITOR may be Mind Impulse Unit: Model with mind impulse unit only.
taken as a COMMANDER option in any IMPERIUM kill The model may shoot the slaved weapon instead of or in
team. If taken in a non-Inquisition kill team, this model addition to any other shooting attacks.
cannot be affected by any Tactics or abilities that affect
models with a particular Faction keyword. Null Rod: Model with null rod only. This model cannot be
targeted or affected by psychic powers. In addition, whilst
Iron Will: If this model is not a PSYKER and a psychic any models from your kill team that have null rods are
power is manifested by an enemy model targets this within 18” of any enemy PSYKER models, subtract 1 from
model, roll 2D6; if the total is greater than or equal to the Psychic tests and Deny the Witch tests taken for those
Psychic test total, this model is not affected by that power enemy models.
(other models are still affected normally).
Power Armor: Model with power armor only. A model
Quarry: See pg 4. with power armor has a 3+ save.
Unquestionable Wisdom: Friendly IMPERIUM models Psycannon Bolts: Model with psycannon bolts only. A
within 6” of this model can use this model’s Leadership bolt weapon (bolt pistol, boltgun, bolter profile of a
characteristic instead of their own. combi-weapon, or storm bolter) fired by this model
increases its AP by 1 (e.g., AP 0 becomes AP -1, etc.).
Artificer Armor: Model with artificer armor only. A
model with artificer armor has a 2+ save. Psychic Hood: Model with psychic hood only. A model
with a psychic hood can add 1 to Deny the Witch tests you
Conversion Field: Model with conversion field only. A take for this model against enemy PSYKERS within 12”.
model with a conversion field has a 4+ invulnerable save.
Refractor Field: Model with refractor field only. A model
Digital Weapons: Model with digital weapons only. Once with a refractor field has a 5+ invulnerable save.
per battle, at the start of the Fight phase, pick an enemy
model within 1” of this model and roll a dice; on a 4+ the
enemy model suffers D3 mortal wounds.
PSYKER If this model is a PSYKER, it can attempt to manifest as many psychic powers and attempt to deny as many psychic
powers in each Psychic phase as the model’s Psyker Level. This model knows the Psybolt psychic power as well as a
number of psychic powers equal to its Psyker Level generated from the Telethesia discipline (see below).
SPECIALISTS Ferocity, Fortitude, Leadership, Logistics, Melee, Psyker (PSYKER only), Shooting, Stealth, Strategist, Strength
FACTION KEYWORD INQUISITION, ADEPTA SORORITAS, ADEPTUS ARBITES, ADEPTUS ASTARTES, ADEPTUS MECHANICUS, ADEPTUS
MINISTORUM, ADEPTUS TERRA, ASTRA CARTOGRAPHICA, ASTRA MILITARUM, ADEPTUS MINISTORUM, ADEPTUS
TERRA
KEYWORDS IMPERIUM, INFANTRY, COMMANDER, INQUISITOR, ORDO MINORIS
COMMANDER UPGRADES
When purchasing Commander upgrades for an Inquisitor, you can
15 Pts
INQUISITOR MILITANT
choose from the Imperial Battle Master, Inquisitor Militant, and Quick
Draw Traits below in addition to those listed on pg 16 of the Kill Team – Inquisitor Trait
Commanders rulebook. Add 1 to this model’s Attacks characteristic.
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INQUISITION PSYKERS
Many Inquisitors possess psychic powers, and some include sanctioned psykers in their warbands. Each psyker exhibits different
abilities, manipulating the energies of the Warp in unique ways. Psykers are as lethal to the enemy as they are disturbing to their
comrades, for their psychic might turns them into unnatural weapons that evoke both superstition and terror.
TELETHESIA DISCIPLINE
To generate psychic powers from the Telethesia discipline, you can either roll a D3 to generate them randomly (re-roll any duplicate results), or you can
select those you wish the psyker to have.
D3 Result
1 TERRIFY
Channeling vast knowledge and psychic might, the psyker
dredges up an enemy’s worst nightmare and projects it directly
into their mind, causing them to recoil with horror.
Terrify has a warp charge value of 6. If manifested, select one You have been told of the Inquisition; that shadowy
enemy model within 18” of and visible to this psyker. Until the organization which defends Mankind and the Emperor
start of your next Psychic phase, subtract 1 from the Leadership from the perils of heresy, possession, alien dominance,
characteristic of that model, and that model cannot fire and rebellion.
Overwatch.
You have been told the Inquisition are the ultimate
2 DOMINATE defense against the phantoms of fear and terror which
Concentrating vast willpower, the psyker reaches out with his lurk in the darkness between the stars.
mind to seize control of another’s body.
You have been told the Inquisition are the bright saviors
Dominate has a warp charge value of 6. If manifested, select one in an eclipse of evil, purest and most devoted warriors of
enemy model with 12” of this psyker and roll 3d6. If the total is the Emperor.
equal to or greater than that model’s Leadership characteristic,
that model can immediately shoot with one weapon as if it were You have been told the Inquisition is united in its cause
your Shooting phase, or make one attack as if it were the Fight to rid the galaxy of any threat, from without or within.
phase. In either case, treat that model as if it were a separate
model that is part of your kill team whilst shooting or making that Everything you have been told is a lie!
close combat attack.
3 CASTIGATION
Focusing the raging power of their mind, the psyker strikes out at
an enemy, causing psychic agony.
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Adaptations can be the result of nature as well as of science. Life has evolved in all corners of the universe, adapting to overcome the challenges to its
continued existence. Those that have mastered the arcane art of science, too, modify or create cybernetic creatures with a variety of adaptations incorporated,
sometimes elegant and bespoke, sometimes maddeningly grotesque. Mutations are unnatural effects on life, causing random changes that don’t breed true.
Sometimes, an adaptation or mutation is of little real consequence, having no game effect. These include things like having a forked tongue or oddly colored
eyes. Often, adaptations and mutations can have identical effects. The variety of adaptations and mutations are covered in the chart below. Unless otherwise
indicated, a model may only take an adaptation or mutation once.
ADAPTATIONS & MUTATIONS
ADAPTATION/MUTATION EFFECT
Atrophied Arm The model loses either its laspistol or close combat weapon.
Atrophied Leg The model’s Movement characteristic is reduced by 2”.
Barbed/Spiked Tail The model may make one attack during the Fight phase in addition to any other attacks.
Breath Weapon This model may make a breath weapon attack. This represents toxic, corrosive, burning, or otherwise painful fumes or
liquid.
Brutish The model’s Strength and Toughness are increased by 1. The model must be on a 32mm base.
Club Hand The fingers on one of the model’s hands have fused together into a single knobby lump. The model may have only one
weapon, but also has a club hand. May not be taken with Manipulating Appendages or Talons.
Cosmetic This adaptation/mutation has no game effect (e.g., large eyes, tentacles instead of limbs, etc.).
Cyclopean The model’s BS characteristic is reduced by 1 (e.g., 4+ becomes 5+).
Diminutive The model’s Strength and Toughness are decreased to 2. This may not be taken with Brutish or Hulking.
Extra Arm The model has one extra arm that is equipped with either a laspistol or close combat weapon. The model’s Attacks are
increased by 1.
Extra Limbs The model has two extra limbs that are each equipped with either a laspistol or close combat weapon. The model’s
Attacks are increased by 1. This adaptation may be taken twice.
Fangs The model may make one vicious bite attack during the Fight phase in addition to any other attacks.
Hazardous Blood If this model suffers a mortal wound, roll a dice for each other model within 3”. On a 4+, that model suffers D3 mortal
wounds.
Horns/Spikes If this model charges, during the Fight phase before any other attacks are made, this model may make one gore attack.
Hulking The model’s Strength, Toughness, and Wounds are increased by 1. The model must be on a 40mm base and may not be
equipped with any weapons with the Pistol type.
Lithe The model’s Weapon Skill is increased by 1 (e.g., 4+ becomes 3+).
Manipulating Appendages The model may be equipped with a laspistol or close combat weapon. May not be taken with Club Hand or Talons.
Natural Armor, Heavy The model’s Save characteristic is increased to 4+.
Natural Armor, Light The model’s Save characteristic is increased to 5+.
Natural Camouflage When an enemy player makes a hit roll for a shooting attack that targets this model, and this model is obscured, that hit
roll suffers an additional -1 modifier.
Poison When making close combat attacks, this model wounds on a 4+.
Quadruped The model’s Toughness is increased by 1 and its Move characteristic is increased by 1”.
Rending Claws Replace this model’s laspistol and close combat weapon with a pair of rending claws.
Rotting Flesh The model’s Save characteristic is reduced to 6+. This may not be taken with Natural Armor, Heavy or Natural Armor,
Light.
Small Target When an enemy model makes a hit roll for a shooting or melee attack that targets this model, that hit roll suffers a -1
modifier. The model must be on a 25mm base.
Swift The model’s Attacks are increased by 1 and its Move characteristic is increased by 1”.
Talons The model is equipped with a pair of talons. May not be taken with Manipulating Appendages or Club Hand.
Wings The model’s Move characteristic is increased by 2” and the model gains the FLY keyword. This adaptation may not be
taken with the Brutish or Hulking adaptations.
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THRONE AGENT
M WS BS S T W A Ld Sv Max
Throne Agent 6” 4+ 3+ 3 3 2 2 8 5+ -
This model is armed with a close combat weapon and laspistol.
OPTIONS • This model may be a psyker and take the PSYKER keyword.
WARGEAR OPTIONS • This model may replace its close combat weapon with a chainsword, eviscerator, laspistol, power axe, power fist,
power maul, power sword, or thunder hammer.
• A PSYKER model may replace its close combat weapon with a force axe, force-orb cane, force rod, force stave, or a
force sword.
• This model may replace its laspistol with an Arbites shotgun, bolt pistol, boltgun, combat shotgun, combi-flamer,
combi-melta, combi-plasma, flamer, hand flamer, hot-shot lasgun, hot-shot laspistol, incinerator, lasgun, meltagun,
needle pistol, plasma pistol, plasmagun, shotgun, storm bolter, suppression shield, or web pistol.
• This model may take any of the following: digital weapons, carapace armor, frag grenades, krak grenades, mind
impulse unit, power armor, refractor field.
• If this model has a weapon mind impulse unit, it must take one of the following additional weapons that are slaved
to the mind impulse unit: bolt pistol, boltgun, laspistol, plasma pistol, or storm bolter.
• A PSYKER model may take a psychic hood.
ABILITIES Agent of the Throne: A THRONE AGENT may be taken Mind Impulse Unit: Model with mind impulse unit only.
in any IMPERIUM kill team. If taken in a non-Inquisition The model may shoot the slaved weapon instead of or in
kill team, this model cannot be affected by any Tactics or addition to any other shooting attacks.
abilities that affect models with a particular Faction
keyword. Power Armor: Model with power armor only. A model
with power armor has a 3+ save.
Loyal Henchman, Loyal Servant: See pg 3.
Psychic Hood: Model with psychic hood only. A model
Quarry: See pg 4. with a psychic hood can add 1 to Deny the Witch tests you
take for this model against enemy PSYKERS within 12”.
Carapace Armor: Model with carapace armor only. This
model has a 4+ save. Refractor Field: Model with refractor field only. A model
with a refractor field has a 5+ invulnerable save.
Digital Weapons: Model with digital weapons only. Once
per battle, at the start of the Fight phase, pick an enemy
model within 1” of this model and roll a dice; on a 4+ the
enemy model suffers D3 mortal wounds.
PSYKER If this model is a PSYKER, it can attempt to manifest one psychic power and attempt to deny one psychic power in each
Psychic phase. This model knows the Psybolt psychic power.
SPECIALISTS Leader, Combat, Comms, Medic, Scout, Veteran
FACTION KEYWORD INQUISITION, ADEPTA SORORITAS, ADEPTUS ARBITES, ADEPTUS ASTARTES, ADEPTUS MECHANICUS, ADEPTUS
MINISTORUM, ADEPTUS TERRA, ASTRA CARTOGRAPHICA, ASTRA MILITARUM, ADEPTUS MINISTORUM, ADEPTUS
TERRA
KEYWORDS IMPERIUM, INFANTRY, THRONE AGENT
ASCENSION
All prospective Inquisitors serve first as Acolytes to full Inquisitors. Those Acolytes that prove themselves may become Throne
Agents – apprentices in training that might one day become Inquisitors themselves.
Throne Agent candidates are as varied as their Inquisitor masters, and the • The model’s Leadership ability is improved by +1, to a maximum of 8.
nature and duration of their apprenticeship is not regimented. Inquisitors • The model retains all keywords, but replaces the ACOLYTE keyword
recruit their Throne Agents from myriad origins – from underhive gangers with the THRONE AGENT keyword, and it gains any keywords from the
to soldiers of the Astra Militarum to the pious members of the Imperial Throne Agent entry.
Cult. Though many betray signs of their origins in terms of the weapons • The model retains any abilities it may have had from its previous
and equipment they use, Throne Agents have considerable freedom and it ACOLYTE entry.
is common for them to utilize equipment that would be considered • The model gains the Agent of the Throne, Loyal Henchman, Loyal
unorthodox for those of their previous calling. Throne Agents may be Servant, and Quarry abilities.
called upon by their master to serve in any of numerous roles and are • The model may not become a PSYKER as a THRONE AGENT.
known as Interrogators, Deductors, Explicators, and other titles depending • Upon promotion, the model may retain any weapons and wargear it had
upon the role they perform in service to their master. from its original entry, or it may adjust its weapons and wargear based
When an ACOLYTE model reaches level 3 or 4, instead of taking the on the options of the Throne Agent entry.
normal advance they may be promoted to THRONE AGENT. • Whether they were a specialist or a member of a fire team, the new
THRONE AGENT retains any level advances it previously earned. The
Alternately, this method may be used to create a THRONE AGENT when THRONE AGENT will no longer advance on that path, though, and will
they are recruited into the kill team, artificially advancing the model to instead become a level 1 Leader specialist.
level 3. • When a THRONE AGENT makes a level advance, they may improve
their Leader specialism one rank or they may improve one
The cost of the model counts as the last level reached as an ACOLYTE, but
characteristic from their Weapon Skill, Ballistic Skill, Wounds, Attacks,
the model does not gain the ability/statistic increase for the last level
or Leadership by +1 if that characteristic is lower than that of the
reached. Instead, the model is promoted to THRONE AGENT and follows
Throne Agent entry.
the following additional rules:
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AELDARI OUTCAST
M WS BS S T W A Ld Sv Max
Aeldari Mercenary 7” 3+ 3+ 3 3 1 1 7 5+ 1
Aeldari Ranger 7” 3+ 3+ 3 3 1 1 7 5+ 1
An Aeldari Mercenary is armed with a laspistol, Aeldari blade, and plasma grenades.
An Aeldari Ranger is armed with a laspistol and Aeldari long rifle.
WARGEAR OPTIONS • This model may replace its laspistol with an Aeldari blade, a brace of pistols or a shuriken pistol.
• An Aeldari Mercenary may replace its Aeldari blade with a chainsword or a power sword.
• An Aeldari Mercenary may replace its laspistol and Aeldari blade with a lasblaster or a shuriken catapult.
ABILITIES Ancient Doom: You can re-roll failed hit rolls in the Fight phase for this model in a battle round in which it charges or is
charged by a SLAANESH model. However, you must add 1 to Nerve tests for this model if it is within 3” of any
SLAANESH models.
Battle Focus: Aeldari Ranger only. If this model moves or Advances in its Movement phase, weapons (excluding Heavy
weapons) are used as if the model had remained stationary.
Cameleoline Cloak: Aeldari Ranger only. When an enemy player makes a hit roll for a shooting attack that targets this
model, and this model is obscured, that hit roll suffers an additional -1 modifier.
Reckless Abandon: Aeldari Mercenary only. If a model with this ability succeeds at any To Wound rolls on an enemy
model while firing Overwatch, it may make a 3” move in any direction that does not end within 3” of an enemy model
once the Overwatch attack has been fully resolved and before the enemy unit has made its charge move.
SPECIALISTS Combat, Scout, Sniper, Veteran
FACTION KEYWORD INQUISITION
KEYWORDS SANCTIONED, XENOS, AELDARI, INFANTRY, AELDARI OUTCAST
ARMSMAN
M WS BS S T W A Ld Sv Max
Armsman 6” 4+ 4+ 3 3 1 1 6 5+ -
Armsman Gunner 6” 4+ 3+ 3 3 1 1 6 5+ 2
Armsmaster 6” 3+ 3+ 3 3 2 2 7 5+ 1
This model is armed with a lasgun, laspistol, frag grenades, and krak grenades.
Up to two Armsmen in your kill team can be Armsman Gunners, and one Armsman in your kill team can be an Armsmaster.
WARGEAR OPTIONS • This model may replace its lasgun with an Arbites shotgun, bolt pistol, boltgun, chainsword, close combat weapon,
combat shotgun, great weapon, hot-shot lasgun, hot-shot laspistol, laspistol, needle pistol, power maul, shotgun, or
suppression shield.
• This model may replace its laspistol with a bolt pistol, chainsword, close combat weapon, hot-shot laspistol, needle
pistol, suppression shield, or web pistol.
• An Armsman Gunner may replace its lasgun with a flamer, grenade launcher, heavy stubber, hot-shot volley gun,
meltagun, plasmagun, rotor cannon, or sniper rifle.
• An Armsmaster may replace its lasgun with a combi-flamer, combi-melta, or combi-plasma, power axe, power fist,
power maul, or power sword.
• An Armsmaster may replace its laspistol with a hand flamer or plasma pistol.
• This model may take carapace armor.
ABILITIES Loyal Henchman, Loyal Servant: See pg 3. Combat Training: When you recruit an Armsman, you
may improve that fighter’s WS or BS to 3+.
Carapace Armor: Armsman with carapace armor only.
This model has a 4+ save. Quarry: See pg 4.
SPECIALISTS Leader (Armsmaster only), Combat, Comms, Demolitions, Heavy (Gunner only), Medic, Scout, Sniper, Veteran
FACTION KEYWORD INQUISITION
KEYWORDS IMPERIUM, INFANTRY, ACOLYTE, ARMSMAN
BEASTMAN
M WS BS S T W A Ld Sv Max
Beastman 6” 3+ 4+ 4 4 1 1 5 5+ -
This model is armed with horns, a laspistol, and a close combat weapon.
WARGEAR OPTIONS • This model may replace its close combat weapon with a chainsword.
• This model may replace its laspistol and close combat weapon with a lasgun, shotgun, or a great weapon.
ABILITIES Loyal Henchman: See pg 3.
SPECIALISTS Combat, Demolitions, Veteran, Zealot
FACTION KEYWORD INQUISITION
KEYWORDS SANCTIONED, IMPERIUM, MILITARUM AUXILLA, INFANTRY, ABHUMAN, BEASTMAN
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CANID
M WS BS S T W A Ld Sv Max
Canid 8” 3+ - 3 3 1 2 5 6+ -
This model is armed with a vicious bite.
ABILITIES Loyal Henchman: See pg 3. Beast: Canids cannot be specialists, are not part of a fire
team, and cannot gain experience.
Handler: See pg 3.
FACTION KEYWORD INQUISITION
KEYWORDS IMPERIUM, FAMILIAR, BEAST, CANID
CHERUB
M WS BS S T W A Ld Sv Max
Cherub 6” 5+ 5+ 3 3 1 1 6 5+ -
ABILITIES Handler: See pg 3. Role: When you recruit a Cherub, it must be assigned one
role from the options below.
Cyber-Construct: Cherubs cannot be specialists, are not
part of a fire team, and cannot gain experience. A Cherub Chorister: Whilst this model is within 6” of any
automatically passes any Nerve tests it is required to take. friendly IMPERIUM models, add 1 to the Leadership
characteristic of those friendly models.
Defense Protocols: When this model’s HANDLER is
within 3” of this model and would lose any wounds as a Focus: If the cherub’s HANDLER is a PSYKER, the
result of an attack made against that model, this model can handler may manifest one psychic power and attempt
attempt to intercept that attack. Roll one D6; on a 2+, that to deny one psychic power in each Psychic phase
model does not lose those wounds and this model suffers from the position of the cherub. If the psyker rolls a
the wounds instead. Only one model can attempt to Perils of the Warp result, the cherub will suffer the
intercept each attack against the HANDLER model. consequences instead of the psyker.
Watcher: If the cherub can draw line of sight to an enemy Grenadier: This model is equipped with either frag
target, the HANDLER does not suffer the penalty to hit grenades or one melta bomb.
rolls for the target being obscured.
Executioner: This model is equipped with a close
combat weapon and has a WS of 4+.
Reaper: This model is equipped with a laspistol and
has a BS of 4+.
FACTION KEYWORD INQUISITION
KEYWORDS IMPERIUM, FAMILIAR, CHERUB
CHIRURGEON
M WS BS S T W A Ld Sv Max
Chirurgeon 6” 4+ 4+ 3 3 1 2 7 5+ -
A Chirurgeon is armed with a laspistol and chirurgeon’s tools.
ABILITIES Specialist Henchman: This model is always a Medic Medicus: At the end of the Movement phase, as long as
specialist, but this does not count towards the maximum this model is not shaken or Readied and did not Fall Back
number of specialists in your kill team. or make a charge attempt this phase, choose a friendly
INQUISITION model that has any flesh wounds and is
within 1” of this model. Roll a D6; on a 4+ one flesh
wound is removed from that model.
SPECIALISTS Medic
FACTION KEYWORD INQUISITION
KEYWORDS IMPERIUM, INFANTRY, CHIRURGEON
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CRUSADER
M WS BS S T W A Ld Sv Max
Crusader 6” 3+ 4+ 3 3 2 2 7 4+ 2
This model is armed with a power sword and storm shield.
ABILITIES Loyal Servant: See pg 3. Ecclesiarchy Battle Conclave: If your kill team is Battle-
forged and includes any MINISTORUM PRIESTS, the
Hacking Advance: Each unmodified hit roll of 6 made for maximum number of Crusaders you may include in your
this model’s attacks in the Fight phase scores 2 hits instead kill team is 6.
of 1.
Spiritual Fortitude: When this model would lose a
Storm Shield: This model has a 3+ invulnerable save. wound as a result of a mortal wound in the Psychic phase,
roll one D6; on a 5+ that wound is not lost.
SPECIALISTS Combat
FACTION KEYWORD INQUISITION
KEYWORDS IMPERIUM, ADEPTUS MINISTORUM, INFANTRY, ACOLYTE, CRUSADER
CYBER BERSERKER
M WS BS S T W A Ld Sv Max
Arco-flagellant 7” 4+ - 4 3 2 2 7 7+ 3
Chrono-Gladiator 7” 4+ - 4 3 2 2 7 5+ -
Pit slave 6” 4+ 4+ 4 3 2 2 6 7+ -
This model is armed with a pair of close combat weapons.
WARGEAR OPTIONS • This model may replace either close combat weapon with an arco-flail, chainsword, decapitator, great weapon, or
power fist.
• A Pit Slave may replace one close combat weapon with a bolt pistol, boltgun, flamer, lasgun, laspistol, or shotgun.
ABILITIES Berserk Killing Machine: Each time a model with this Ecclesiarchy Battle Conclave: Arco-Flagellant only. If
ability loses a wound, roll a D6; on a 5+ the model does your kill team is Battle-forged and includes any
not lose that wound. MINISTORUM PRIESTS, the maximum number of Arco-
Flagellants you may include in your kill team is 5.
Death Timer: Chrono-Gladiator only. At the end of each
Inquisition turn in which a Chrono-Gladiator did not make Zealot: Arco-Flagellant and Chrono-Gladiator only. You
any close combat attacks, roll 2D6; on an 11 or 12 the can re-roll hit rolls for attacks made with melee weapons
model loses a wound. by a model with this ability, in any battle round in which it
charged or was charged.
SPECIALISTS Combat, Zealot
FACTION KEYWORD INQUISITION
KEYWORDS IMPERIUM, INFANTRY, CYBER BERSERKER
KEYWORDS (ARCO-
FLAGELLANT)
IMPERIUM, ADEPTUS MINISTORUM, INFANTRY, CYBER BERSERKER, ARCO-FLAGELLANT
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CYBER-MASTIFF
M WS BS S T W A Ld Sv Max
Cyber-Mastiff 8” 3+ - 4 4 1 2 6 4+ 1
This model is armed with a vicious bite.
ABILITIES Handler: See pg 3. Cyber-Construct: Cyber-mastiffs cannot be specialists,
are not part of a fire team, and cannot gain experience. A
Defense Protocols: When this model’s HANDLER is Cyber-mastiff automatically passes any Nerve tests it is
within 3” of this model and would lose any wounds as a required to take.
result of an attack made against that model, this model can
attempt to intercept that attack. Roll one D6; on a 2+, that Lockjaw: Instead of its normal attack, a Cyber-mastiff
model does not lose those wounds and this model suffers may attempt to lock its jaw on an enemy model’s limb.
the wounds instead. Only one model can attempt to The Cyber-mastiff rolls To Hit and To Wound as normal.
intercept each attack against the HANDLER model. If the Cyber-mastiff succeeds in its To Wound roll, it has
locked its jaw. As long as the Cyber-mastiff remains
Protection Subroutines: If the Cyber-mastiff’s HANDLER locked on the limb, it may take no other actions and the
is taken out of action, do not remove the HANDLER’s enemy model’s Attacks characteristic is reduced by 1; and
model. Instead, lay it on its side. The Cyber-mastiff must the two models must remain in base contact. The enemy
remain within 18” of his body, but may otherwise continue model may make no actions other than to attempt to free
to move and fight normally. If there are no enemy models itself from the Cyber-mastiff. Use the Wound Roll chart
within 8” of the HANDLER and the Cyber-mastiff starts the on pg 31 of the Kill Team Core Manual, testing the enemy
turn in base contact with the HANDLER, the Cyber-mastiff model’s Strength versus the Cyber-mastiff’s Strength, with
may drag the HANDLER to safety, moving both models 4” the Cyber-mastiff counting its Strength as 6. If the enemy
toward the Inquisition deployment area during the model succeeds at the roll, it successfully frees itself from
Movement phase. the Cyber-mastiff’s jaw and may act normally in
subsequent turns. If a Cyber-mastiff remains locked on an
enemy at the end of the mission, the enemy model counts
as being taken out of action.
FACTION KEYWORD INQUISITION
KEYWORDS IMPERIUM, FAMILIAR, BEAST, CYBER-MASTIFF
CYBER-RAPTOR
M WS BS S T W A Ld Sv Max
Grapplehawk 9” 4+ - 3 3 1 2 6 5+ -
Psyber-Eagle 9” 4+ - 3 3 1 2 6 5+ 1
This model is armed with a pair of talons.
ABILITIES Handler: See pg 3. Hunt-and-Capture: Grapplehawk only. Instead of its
normal attack, a grapplehawk may attempt to lock its
Cyber-Construct: Cyber-raptors cannot be specialists, are talons on an enemy model’s limb. The grapplehawk rolls
not part of a fire team, and cannot gain experience. A To Hit and To Wound as normal. If the grapplehawk
Cyber-raptor automatically passes any Nerve tests it is succeeds in its To Wound roll, it has locked its talons. As
required to take. long as the grapplehawk remains locked on the limb, it
Defense Protocols: When this model’s HANDLER is may take no other actions and the enemy model’s Attacks
within 3” of this model and would lose any wounds as a characteristic is reduced by 1; and the two models must
result of an attack made against that model, this model can remain in base contact. The enemy model may make no
attempt to intercept that attack. Roll one D6; on a 2+, that actions other than to attempt to free itself from the
model does not lose those wounds and this model suffers grapplehawk. Use the Wound Roll chart on pg 31 of the
the wounds instead. Only one model can attempt to Kill Team Core Manual, testing the enemy model’s
intercept each attack against the HANDLER model. Strength versus the grapplehawk’s Strength, with the
grapplehawk counting its Strength as 5. If the enemy
Focus: Psyber-eagle only. If the psyber-eagle’s HANDLER model succeeds at the roll, it successfully frees itself from
is a PSYKER, the handler may manifest one psychic power the grapplehawk’s talons and may act normally in
and attempt to deny one psychic power in each Psychic subsequent turns. If a grapplehawk remains locked on an
phase from the position of the psyber-eagle. If the psyker enemy at the end of the mission, the enemy model counts
rolls a Perils of the Warp result, the psyber-eagle will as being taken out of action.
suffer the consequences instead of the psyker.
Watcher: If the Cyber-raptor can draw line of sight to an
enemy target, the HANDLER does not suffer the penalty to
hit rolls for the target being obscured.
FACTION KEYWORD INQUISITION
KEYWORDS IMPERIUM, FAMILIAR, BEAST, FLY, CYBER-RAPTOR
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IMPERIAL CULTIST
M WS BS S T W A Ld Sv Max
Imperial Cultist 6” 4+ 4+ 3 3 1 1 5 6+ -
Imperial Cultist Gunner 6” 4+ 4+ 3 3 1 1 5 6+ 1
Zealot 6” 4+ 4+ 3 3 1 1 6 6+ 1
This model is armed with a laspistol and close combat weapon.
One Imperial Cultist in your kill team can be an Imperial Cultist Gunner, and one Imperial Cultist in your kill team can be a Zealot.
WARGEAR OPTIONS • This model may replace its laspistol with a close combat weapon or inferno pistol.
• This model may replace its close combat weapon with a great weapon, laspistol, or inferno pistol.
• This model may replace its laspistol and close combat weapon with an eviscerator or lasgun.
• An Imperial Cultist Gunner may replace its laspistol and close combat weapon with a flamer or heavy stubber.
• A Zealot may replace their laspistol and close combat weapon with a shotgun.
SPECIALISTS Leader (Zealot only), Heavy (Gunner only), Combat, Demolitions, Veteran, Zealot
FACTION KEYWORD INQUISITION
KEYWORDS IMPERIUM, INFANTRY, ACOLYTE, IMPERIAL CULTIST
JOKAERO WEAPONSMITH
M WS BS S T W A Ld Sv Max
Jokaero Weaponsmith 6” 6+ 4+ 2 3 1 2 7 5+ -
This model is armed with Jokaero weapons and defense orbs.
ABILITIES Defense Orbs: This model has a 5+ invulnerable save.
Inconceivable Customization: At the start of your Shooting phase, you can select one friendly Inquisition model within
3” of this model and roll one D6; apply the result from the following table to the selected model until the end of the turn.
D6 Result
1-2 Augmented Targeting: When resolving an attack made by this model, you can re-roll the hit roll.
3-4 Augmented Penetration: When resolving an attack made by this model, you can re-roll the wound roll.
5-6 Total Augmentation: When resolving an attack made by this model, you can re-roll the hit roll and you can re-
roll the wound roll.
FACTION KEYWORD INQUISITION
KEYWORDS SANCTIONED, XENOS, INFANTRY, JOKAERO WEAPONSMITH
KROOT MERCENARY
M WS BS S T W A Ld Sv Max
Kroot Mercenary 7” 3+ 4+ 3 3 1 1 6 6+ 1
This model is armed with a kroot rifle and kroot pistol.
ABILITIES Fieldcraft: When an opponent makes a hit roll for a Quarry Can’t Hide: This model does not suffer the
shooting attack that targets this model, and this model is penalty to hit rolls for the target being obscured.
obscured, that hit roll suffers an additional -1 modifier.
SPECIALISTS Combat, Scout, Sniper
FACTION KEYWORD INQUISITION, T’AU EMPIRE
KEYWORDS SANCTIONED, XENOS, INFANTRY, KROOT MERCENARY
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MINISTORUM PRIEST
M WS BS S T W A Ld Sv Max
Drill Abbot 6” 3+ 4+ 3 3 1 2 7 6+ 1
Missionary 6” 4+ 4+ 3 3 1 2 7 7+ 1
Preacher 6” 4+ 4+ 3 3 1 1 7 6+ 1
This model is armed with a laspistol and close combat weapon.
WARGEAR OPTIONS • This model may replace its laspistol with a combat shotgun, lasgun, or plasmagun.
• This model may replace its close combat weapon with a chainsword, power maul, or eviscerator.
• This model may take any of the following: holy relic, rosarius.
• A preacher may take an icon of the Ecclesiarchy.
ABILITIES Holy Relic: Model with holy relic only. Whilst this model War Hymn: Add 1 to the Attacks characteristic of
is within 6” of any friendly IMPERIUM models, add 1 to friendly INQUISITION INFANTRY non-SERVITOR models
the Leadership characteristic of those friendly models. whilst they are within 6” of this model.
Icon of the Ecclesiarchy: Model with icon of the Word of the Emperor: Missionary only. Roll one D6
Ecclesiarchy only. Whilst this model is within 6” of any when a friendly IMPERIUM model would fail a Nerve test
enemy CHAOS models, subtract 1 from the Leadership whilst it is within 6” of this model. On a 4+ that model
characteristic of those enemy models. does not fail the test.
Rosarius: Model with rosarius only. A model with a Zealous: Drill Abbot only. You can re-roll failed hit rolls
rosarius has a 4+ invulnerable save. for this model in a battle round in which it charged or was
charged by an enemy model.
SPECIALISTS Leader, Combat (Drill Abbot only), Veteran, Zealot
FACTION KEYWORD INQUISITION
KEYWORDS IMPERIUM, ADEPTUS MINISTORUM, INFANTRY, ACOLYTE, MINISTORUM PRIEST
MUTANT
M WS BS S T W A Ld Sv Max
Mutant 6” 4+ 4+ 3 3 1 1 6 5+ -
Mutant Gunner 6” 4+ 3+ 3 3 1 1 6 5+ 1
This model is armed with a laspistol and close combat weapon.
One Mutant in your kill team can be a Mutant Gunner.
MUTATIONS Beneficial Mutation: When you recruit this model, choose up to two mutations from the list below and note the
resulting mutations on the model’s datacard. Each mutation may only be taken once unless otherwise noted.
• Brutish • Fangs • Small Target
• Cosmetic • Horns/Spikes • Talons
• Extra Arm • Natural Armor, Light
Negative Mutation: When you recruit this model, choose one mutation from the list below and note the resulting
mutation on the model’s datacard.
• Atrophied Arm • Club Hand • Diminutive
• Atrophied Leg • Cyclopean • Rotting Flesh
WARGEAR OPTIONS • This model may replace its close combat weapon with a chainsword.
• This model may replace its laspistol and close combat weapon with a lasgun or a great weapon.
• A Mutant Gunner may replace its laspistol and close combat weapon with a heavy stubber or a sniper rifle.
• This model may take carapace armor.
ABILITIES Carapace Armor: Model with carapace armor only. This model has a 4+ save.
SPECIALISTS Combat, Demolitions, Heavy, Scout, Sniper (Mutant Gunner only), Veteran, Zealot
FACTION KEYWORD INQUISITION
KEYWORDS SANCTIONED, IMPERIUM, INFANTRY, MUTANT
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PARIAH
M WS BS S T W A Ld Sv Max
Pariah 6” 4+ 4+ 3 3 1 1 6 5+ 1
A Pariah is armed with a laspistol and frag grenades.
WARGEAR OPTIONS • This model may replace its laspistol with a bolt pistol, chainsword, close combat weapon, inferno pistol, or needle
pistol.
• This model may take carapace armor.
ABILITIES Loyal Henchman, Loyal Servant: See pg 3. Psychic Abomination: This model cannot be targeted or
affected by psychic powers. When a Psychic test or a
Carapace Armor: Pariah with carapace armor only. This Deny the Witch test is taken for an enemy model, subtract
model has a 4+ save. 1 from the total for each model from your kill team with
Untouchable: This model may not be included in a kill this ability within 18” of that model (to a maximum of -4).
team that includes a PSYKER or AELDARI model.
SPECIALISTS Leader, Medic, Scout, Veteran
FACTION KEYWORD INQUISITION
KEYWORDS IMPERIUM, INFANTRY, ACOLYTE, PARIAH
PENITENT WITCH
M WS BS S T W A Ld Sv Max
Penitent Witch 6” 4+ 4+ 3 3 1 1 7 5+ 3
ABILITIES Loyal Henchman, Loyal Servant: See pg 3.
Witchbane: When a Psyker manifests a psychic power within 18” of this model, or when this model is targeted by or
would be affected by a psychic power, this model may take a Psychic test. If the Psychic test is successful, the Penitent
Witch attracts and dissipates the psychic power so that it has no effect.
FACTION KEYWORD INQUISITION
KEYWORDS IMPERIUM, INFANTRY, PSYKER, PENITENT WITCH
RAPTOR
M WS BS S T W A Ld Sv Max
Raptor 9” 4+ 4+ 2 2 1 2 5 6+ -
ABILITIES Beast: Raptors cannot be specialists, are not part of a fire team, and cannot gain experience.
Handler: See pg 3.
Adaptation: When you recruit this model, choose up to three adaptations from the chart below and note the resulting
adaptations on the model’s datacard. Each adaptation may only be taken once unless otherwise noted.
• Barbed/Spiked Tail • Lithe • Natural Camouflage
• Breath Weapon • Manipulating Appendages • Poison
• Fangs • Natural Armor, Light • Talons
• Hazardous Blood
FACTION KEYWORD INQUISITION
KEYWORDS IMPERIUM, FAMILIAR, BEAST, FLY, RAPTOR
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SAGE
M WS BS S T W A Ld Sv Max
Autosavant 6” 4+ 3+ 3 3 1 1 6 5+ 1
Calculus Logi 6” 4+ 4+ 3 3 1 1 6 5+ 1
Dialogus 6” 3+ 3+ 3 3 1 2 7 3+ 1
An Autosavant and Calculus Logi is armed with a laspistol.
A Dialogus is armed with a bolt pistol and Dialogus staff.
WARGEAR OPTIONS • This model may replace its laspistol with bolt pistol, chainsword, or close combat weapon.
• A Calculus Logi may replace its laspistol with a sniper rifle.
ABILITIES Enhanced Targeting Prognostication: Autosavant only. Multi-Spectral Auspicator: Calculus Logi only. Choose
Choose one friendly INQUISITION model within 6” of the one friendly INQUISITOR or THRONE AGENT model
Autosavant. That model gains a +1 bonus to their BS until within 6” of the Calculus Logi. That model re-rolls hit
the end of the turn. rolls of 1 for ranged attacks until the end of the turn.
Laud Hailer: Dialogus only. Add 1 to the Leadership Spiritual Fortitude: Dialogus only. When this model
characteristic of friendly IMPERIUM units whilst they are would lose a wound as a result of a mortal wound in the
within 6” of this model. Psychic phase, roll one D6; on a 5+ that wound is not lost.
Suffer Not the Alien to Live: Dialogus only. This model
may not be included in a kill team that includes any
XENOS models.
SPECIALISTS Comms, Scout, Veteran
FACTION KEYWORD INQUISITION
KEYWORDS IMPERIUM, INFANTRY, ACOLYTE, SAGE
KEYWORDS (DIALOGUS) IMPERIUM, INFANTRY, ACOLYTE, ADEPTUS MINISTORUM, ADEPTA SORORITAS, DIALOGUS
SANCTIONED XENOS
M WS BS S T W A Ld Sv Max
Sanctioned Xenos 6” 4+ 4+ 3 3 1 1 7 6+ -
Sanctioned Xenos Gunner 6” 4+ 3+ 3 3 1 1 7 6+ 1
This model is armed with a laspistol, close combat weapon, and frag grenades.
One Sanctioned Xenos in your kill team can be a Sanctioned Xenos Gunner.
ADAPTATIONS Adaptation: When you recruit this model, choose up to three adaptations from the list below and note the resulting
adaptations on the model’s datacard. Each adaptation may only be taken once unless otherwise noted.
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SERVITOR
M WS BS S T W A Ld Sv Max
Servitor 6” 4+ 4+ 3 3 1 2 7 5+ 2
This model is armed with a pair of close combat weapons.
WARGEAR OPTIONS • This model may replace either close combat weapon with an arco-flail, chainsword, servo-arm, or servo-claw.
• This model may replace one close combat weapon with a heavy bolter, multi-melta, or plasma cannon.
ABILITIES Automaton: A Servitor cannot be a specialist, is not part Mechanicus Automata-Cohort: If your kill team is
of a fire team, and cannot gain experience. A Servitor Battle-forged and includes any TECH-PRIEST PREFECT
automatically passes any Nerve tests it is required to take. models, the maximum number of Servitors you may
include in your kill team is 6.
FACTION KEYWORD INQUISITION
KEYWORDS IMPERIUM, INFANTRY, SERVITOR
SERVO-SKULL
M WS BS S T W A Ld Sv Max
Servo-Skull 7” 4+ 4+ 2 3 1 1 6 5+ -
ABILITIES Choir: Up to three Servo-Skull models count as a single Servo-Skull Function: When you add a Servo-Skull to
FAMILIAR. The Servo-Skulls must be deployed within 2” your kill team, choose one function from the chart below
of their handler, but each may move about the battlefield and note the function on the model’s datacard.
independently thereafter.
Combat Skull: The Servo-Skull is armed with a close
Cyber-Construct: A Servo-Skull cannot be a specialist, combat weapon.
are not part of a fire team, and cannot gain experience. A
Servo-Skull automatically passes any Nerve tests it is Gun Skull: The Servo-Skull is armed with a laspistol.
required to take. Med-skull: At the end of the Movement phase, choose
Defense Protocols: When this model’s HANDLER is a friendly INQUISITION model that has any flesh
within 3” of this model and would lose any wounds as a wounds and is within 1” of this model. Roll a D6; on a
result of an attack made against that model, this model can 5+ one flesh wound is removed from that model.
attempt to intercept that attack. Roll one D6; on a 2+, that Psyber-Skull: If the HANDLER is a PSYKER, the
model does not lose those wounds and this model suffers HANDLER generates one additional Psychic point each
the wounds instead. Only one model can attempt to turn.
intercept each attack against the HANDLER model.
Targeter: If the Servo-Skull can draw line of sight to
Handler: See pg 3. an enemy target, the HANDLER does not suffer the
Watcher: If the Servo-Skull can draw line of sight to an penalty to hit rolls for the target being obscured.
enemy target, the HANDLER does not suffer the penalty to Vox-Caster: Whilst this model is within 6” of any
hit rolls for the target being obscured. enemy models, subtract 1 from the Leadership
characteristic of those enemy models.
FACTION KEYWORD INQUISITION
KEYWORDS IMPERIUM, FAMILIAR, FLY, SERVO-SKULL
SISTER OF SILENCE
M WS BS S T W A Ld Sv Max
Sister of Silence 7” 3+ 3+ 3 3 1 2 8 3+ 1
This model is armed with a boltgun and psyk-out grenades.
WARGEAR OPTIONS • A Sister of Silence may replace its boltgun with an executioner greatblade.
ABILITIES Psychic Abomination: This model cannot be targeted or Untouchable: This model may not be included in a kill
affected by psychic powers. When a Psychic test or a team that includes a PSYKER or AELDARI model.
Deny the Witch test is taken for an enemy model, subtract
1 from the total for each model from your kill team with Witch Hunters: When resolving an attack made by this
this ability within 18” of that model (to a maximum of -4). model against a PSYKER model, you can re-roll the wound
roll.
SPECIALISTS Combat, Scout, Sniper, Veteran, Zealot
FACTION KEYWORD INQUISITION, SISTERS OF SILENCE
KEYWORDS IMPERIUM, ASTRA TELEPATHICA, ANATHEMA PSYKANA, INFANTRY, SISTER OF SILENCE
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SQUAT
M WS BS S T W A Ld Sv Max
Squat 5” 4+ 4+ 3 4 1 1 7 6+ -
Squat Gunner 5” 4+ 3+ 3 4 1 1 7 6+ 1
This model is armed with a laspistol, close combat weapon, frag grenades, and krak grenades.
One Squat model in your kill team can be a Squat Gunner.
WARGEAR OPTIONS • This model may replace its close combat weapon with a chainsword or great weapon.
• This model may replace its laspistol with a bolt pistol or close combat weapon.
• This model may replace its laspistol and close combat weapon with a boltgun, lasgun, great weapon, shotgun, or
thunder hammer.
• A Squat Gunner may replace its laspistol and close combat weapon with a flamer, grenade launcher, or rotor cannon.
• This model may take flak armor or carapace armor.
ABILITIES Carapace Armor: Model with carapace armor only. This Flak Armor: Model with flak armor only. This model has
model has a 4+ save. a 5+ save.
SPECIALISTS Combat, Comms, Demolitions
FACTION KEYWORD INQUISITION
KEYWORDS IMPERIUM, MILITARUM AUXILLA, INFANTRY, ABHUMAN, SQUAT
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SPACE MARINE
M WS BS S T W A Ld Sv Max
Space Marine 6” 3+ 3+ 4 4 1 1 7 3+ 2
This model is armed with a boltgun, bolt pistol, frag grenades, and krak grenades.
WARGEAR OPTIONS • This model may replace its boltgun with a chainsword.
• One Space Marine in your kill team may replace its boltgun with a flamer.
ABILITIES And They Shall Know No Fear: You can re-roll failed Transhuman Physiology: Ignore the penalty to this
Nerve tests for this model. model’s hit rolls from one flesh wound it has suffered.
Quarry: See pg 4. Suffer Not the Alien to Live: This model may not be
included in a kill team that includes any XENOS models.
SPECIALISTS Comms, Demolitions, Sniper, Veteran
FACTION KEYWORD INQUISITION, ADEPTUS ASTARTES
KEYWORDS IMPERIUM, INFANTRY, CHAMBER MILITANT, SPACE MARINE
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RANGED WEAPONS
WEAPON RANGE TYPE S AP D ABILITIES
A model firing an Aeldari long rifle does not suffer the penalty
to hit rolls for the target being at long range. Each time you roll
Aeldari long rifle 36” Heavy 1 4 0 1
a wound roll of 6+ for this weapon, it inflicts a mortal wound in
addition to any other damage.
Arbites shotgun When attacking with this weapon, choose one of the profiles below.
Ignore the hit roll modifiers for the target being at long range or
- Executioner shell 12” Assault 1 4 -2 1 obscured. If the target is within half range, subtract 1 from this
weapon’s hit roll.
If the target is within half range, add 1 to this weapon’s
- Scatter shell 12” Assault 2 3 0 1
Strength.
- Solid shell 12” Assault 1 4 -1 1 -
Auto bolt rifle 24” Assault 2 4 0 1 -
Bolt pistol 12” Pistol 1 4 0 1 -
Bolt rifle 30” Rapid Fire 1 4 -1 1 -
Boltgun 24” Rapid Fire 1 4 0 1 -
When firing this weapon, roll once to determine how many
shots this model will fire in a given phase; this weapon always
Brace of pistols 8” Pistol D6 * 0 1
wounds on a 4+. Each time you make a Wound roll of a 6, that
wound is resolved with an AP of -1.
Breath weapon 6” Pistol D3 4 -1 1 This weapon automatically hits its target.
Combat shotgun When attacking with this weapon, choose one of the profiles below.
If the target is within half range, add 1 to this weapon’s
- Scatter shell 12” Assault 2 3 0 1
Strength.
- Solid shell 12” Assault 1 4 -1 1 -
When attacking with this weapon, choose one or both of the profiles below. If you choose both, subtract 1 from all hit rolls
Combi-flamer
made for this weapon.
- Boltgun 24” Rapid Fire 1 4 0 1 -
- Flamer 8” Assault D6 4 0 1 This weapon automatically hits its target.
When attacking with this weapon, choose one or both of the profiles below. If you choose both, subtract 1 from all hit rolls
Combi-melta
made for this weapon.
- Boltgun 24” Rapid Fire 1 4 0 1 -
If the target is within half range of this weapon, roll two dice
- Meltagun 12” Assault 1 8 -4 D6
when inflicting damage with it and discard the lowest result.
When attacking with this weapon, choose one or both of the profiles below. If you choose both, subtract 1 from all hit rolls
Combi-plasma
made for this weapon.
- Boltgun 24” Rapid Fire 1 4 0 1 -
- Plasma (standard) 24” Rapid Fire 1 7 -3 1 -
On an unmodified hit roll of 1, the bearer is taken out of action
- Plasma (supercharge) 24” Rapid Fire 1 8 -3 2
after all of this weapon’s shots have been resolved.
Flamer 8” Assault D6 4 0 1 This weapon automatically hits its target.
Frag grenade 6” Grenade D6 3 0 1 -
Grenade launcher When attacking with this weapon, choose one of the profiles below.
- Frag grenade 24” Assault D6 3 0 1 -
- Krak grenade 24” Assault 1 6 -1 D3 -
Hand flamer 6” Pistol D6 3 0 1 This weapon automatically hits its target.
Heavy bolter 36” Heavy 3 5 -1 1 -
Heavy stubber 36” Heavy 3 4 0 1 -
Hot-shot lasgun 18” Rapid Fire 1 3 -2 1 -
Hot-shot laspistol 6” Pistol 1 3 -2 1 -
Hot-shot volley gun 24” Heavy 4 4 -2 1 -
Incinerator 8” Assault D6 6 -1 1 This weapon automatically hits its target.
If the target is within half range of this weapon, roll two dice
Inferno pistol 6” Pistol 1 8 -4 D6
when inflicting damage with it and discard the lowest result.
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MELEE WEAPONS
WEAPON RANGE TYPE S AP D ABILITIES
Aeldari blade Melee Melee User 0 1 You can re-roll failed hit rolls for this weapon.
Make D3 hit rolls for each attack made with this weapon,
Arco-flail Melee Melee +1 -1 1
instead of 1.
Each time the bearer fights, it can make 1 additional attack with
Chainsword Melee Melee User 0 1
this weapon.
Chirurgeon’s tools Melee Melee User -1 1 -
Close combat weapon Melee Melee User 0 1 -
Club hand Melee Melee +1 0 1 -
Death Cult power blade Melee Melee User -2 1 -
If a model is armed with two Death Cult power stilettos, each
Death Cult power stiletto Melee Melee User -3 1
time it fights it can make 1 additional attack with them.
Decapitator Melee Melee +1 -1 2 -
Dialogus staff Melee Melee +1 0 1 -
When attacking with this weapon, you must subtract 1 from the
Eviscerator Melee Melee x2 -4 2
roll.
Executioner greatblade Melee Melee +2 -3 D3 -
Force axe Melee Melee +1 -2 D3 -
Force-orb cane Melee Melee User 0 D3 -
Force rod Melee Melee +1 -2 D3 -
Force stave Melee Melee +2 -1 D3 -
Force sword Melee Melee User -3 D3 -
Gore Melee Melee +2 0 1 -
When attacking with this weapon, you must subtract 1 from the
Great weapon Melee Melee +2 0 1 hit roll. Each time the bearer fights, it can make 1 additional
attack with this weapon.
Kroot rifle (melee) Melee Melee +1 0 1 -
Power axe Melee Melee +1 -2 1 -
When attacking with this weapon, you must subtract 1 from the
Power fist Melee Melee x2 -3 D3
hit roll.
Power maul Melee Melee +2 -1 1 -
Power sword Melee Melee User -3 1 -
Each time you make a wound roll of 6+ for this weapon, that
Rending Claws Melee Melee User -1 1
hit is resolved with an AP of -4.
Each servo-arm can only be used to make one attack each time
this model fights in addition to any other attacks the model has.
Servo-arm Melee Melee x2 -2 3
When a model attacks with this weapon, you must subtract 1
from the hit roll.
Servo-claw Melee Melee +1 -1 1 -
Suppression shield Melee Melee User -1 1 A model with a suppression shield has a 3+ armor save.
If a model is armed with two or more talons/claws, each time it
Talon/claw Melee Melee User -1 2 fights it can make 1 additional attack with them for each
additional talon/claw.
When attacking with this weapon, you must subtract 1 from the
Thunder hammer Melee Melee x2 -3 3
hit roll.
A model with a vicious bite may make one vicious bite attack
Vicious bite Melee Melee User 0 1 in addition to any other melee attacks he may have in the Fight
phase.
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KILL TEAM
POINTS PER MODEL
MODEL
(Does not include wargear)
Aeldari Outcast – Aeldari Mercenary 6
- Aeldari Ranger 10
Armsman 6 There are myriad ways an individual’s path may cross that of an
- Armsman Gunner 7 Inquisitor and their fates become intertwined.
- Armsmaster 7
Beastman 7 Some have been rescued, snatched from death and torture at the
Canid 6 hands of evil minions or vile aliens.
Cherub 4 Some may once have fought against the Inquisitor but, in seeing his
Chirurgeon 9 grim task and ordained duty, converted to the path of the righteous
Crusader 6 and seek redemption in the Inquisitor’s service.
Cyber Berserker – Arco-flagellant 7
- Chrono-gladiator 8 An Inquisitor can make use of any man or woman - even those who
- Pit slave 6 are otherwise shunned and anathematized by society and their peers
Cyber-Mastiff 10 can find a purpose within the Inquisition.
Cyber-Raptor – Grapplehawk 7
- Psyber-Eagle 8 Those most specialized of servants, and the most dedicated, can be
Death Cult Assassin 12 recruited, or even created, by the Inquisition itself for the aid of its
Imperial Cultist 4 servants and agents.
- Imperial Cultist Gunner 5 On occasion an Inquisitor may combine forces with someone whose
- Zealot 5 quest or goal matches their own, using their common cause to bind
Inquisitorial Storm Trooper 8 them to one another.
- Gunner 9
- Sergeant 9 Rarely, but not without precedent, the higher authorities of the
Jokaero Weaponsmith 6 Inquisition may assign a follower to an Inquisitor for a particular
Kroot Mercenary 6 task or with a mission of their own which coincides with the
Ministorum Priest – Drill Abbot 5 Inquisitor’s.
- Missionary 4
- Preacher 4 And then there is that fawning and sycophantic breed that latch on to
Mutant 6 the more overtly operating Inquisitors, forming a sometimes
- Mutant Gunner 7 welcome, but often despised, entourage.
Pariah 8 The followers of an Inquisitor who has died before their mission is
Penitent Witch 4 complete may be taken on by another Inquisitor who takes up the
Primaris Space Marine 13 great work of their master.
Raptor 3
Sage - Autosavant 6 Thus can it be seen that a complex web of fate and design binds the
- Calculus Logi 6 Inquisitor to his fellows and followers, each in their own way
- Dialogus 7 reacting to their situation as their personality and morals demand.
Sanctioned Xenos 7
- Sanctioned Xenos Gunner 8
Servitor 5
Servo-Skull 3
Sister of Silence 9
Squat 6
- Squat Gunner 7
Space Marine 10
Throne Agent 7
- Psyker 12
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INQUISITION UNCHAINED
APPENDIX: ORDO HERETICUS
A shadowy branch of an organization already swathed in secrecy, the Ordo Hereticus is the guardian of Humanity,
the watcher at the gates that protects Mankind – as much from its own weaknesses as any threat from without. The
Witch Hunters of the Ordo Hereticus are sinister, feared individuals.
The arrival of an Ordo Hereticus Inquisitor is met with as much keeps a close eye on many other Imperial organizations: the
trepidation as awe since none know where their gimlet gaze may Adeptus Arbites, the Adeptus Astartes, the Adepta Sororitas,
land and upon whom their suspicions may fall. In addition to and also fellow members of the Inquisition. They monitor
monitoring the Ecclesiarchy – ensuring that Wars of Faith do not doctrinal and physical purity, and no one is beyond their
exceed their mandate or that its many Cardinals do not amass jurisdiction.
more power than is deemed appropriate – the Ordo Hereticus
Your INQUISITOR replaces the ORDO MINORIS keyword with the ORDO HERETICUS keyword. The following rules apply to your kill team.
ORDO FOCUS
If your INQUISITOR has the ORDO HERETICUS Ordo keyword and your kill team is Battle-forged, models in the kill team with the Quarry
rule gain the Ordo Focus of the Ordo Hereticus, as described below, and you can use the Witch Hunters Ordo Focus.
Ascertainment has a warp charge value of 6. If manifested, select one enemy model within 12” of this psyker. Until the start of your next
psychic phase, subtract 1 from the Attacks characteristic of the target model. Roll 2D6; if the total is equal to or greater than the target
model’s Leadership characteristic, then until the start of your next Psychic phase, when resolving an attack made by the target model,
subtract 1 from the hit roll.
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The following model choices are exclusive to Ordo Hereticus kill teams.
CYBER BERSERKER
An Endurant follows all of the normal rules for an Arco-flagellant, but uses the stat line and rules modification below.
M WS BS S T W A Ld Sv Max
Endurant 7” 4+ - 4 3 2 3 7 7+ 1
One Arco-Flagellant in your kill team can be an Endurant.
HOSPITALLER
M WS BS S T W A Ld Sv Max
Hospitaller 6” 4+ 3+ 3 3 1 2 8 3+ 1
This model is armed with a bolt pistol and chirurgeon’s tools.
ABILITIES Specialist Henchman: This model is always a Medic Medicus Ministorum: At the end of the Movement phase,
specialist, but this does not count towards the maximum as long as this model is not shaken or Readied and did not
number of specialists in your kill team. Fall Back or make a charge attempt this phase, choose a
friendly INQUISITION model that has any flesh wounds
Suffer Not the Alien to Live: This model may not be and is within 1” of this model. Roll a D6; on a 4-5 one
included in a kill team that includes any XENOS models. flesh wound is removed from that model; on a 6 D3 flesh
wounds are removed from that model.
SPECIALISTS Medic
FACTION KEYWORD INQUISITION, ADEPTA SORORITAS
KEYWORDS IMPERIUM, INFANTRY, ADEPTUS MINISTORUM, HOSPITALLER
SISTER REPENTIA
M WS BS S T W A Ld Sv Max
Sister Repentia 6” 3+ 3+ 3 3 1 2 8 7+ 1
This model is armed with a penitent eviscerator.
ABILITIES Shield of Faith: Models with this ability have a 6+ Solace in Anguish: Each time a model with this ability
invulnerable save. loses a wound, roll a D6; on a 5+ the model does not lose
that wound.
In addition, models with this ability can attempt to deny
one psychic power in each Psychic phase in the same Zealot: You can re-roll hit rolls for attacks made with
manner as a PSYKER. When making this attempt, roll one melee weapons by a model with this ability in any battle
D6 instead of 2D6; the psychic power is resisted if the roll round in which it charged or was charged.
is greater than the result of the Psychic test that manifested
the power. Suffer Not the Alien to Live: This model may not be
included in a kill team that includes any XENOS models.
SPECIALISTS Leader, Combat, Veteran, Zealot
FACTION KEYWORD INQUISITION, ADEPTA SORORITAS
KEYWORDS IMPERIUM, INFANTRY, ADEPTUS MINISTORUM, ACOLYTE, SISTER REPENTIA
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BATTLE SISTER
M WS BS S T W A Ld Sv Max
Battle Sister 6” 4+ 3+ 3 3 1 1 7 3+ 4
This model is armed with a boltgun, bolt pistol, frag grenades, and krak grenades.
WARGEAR OPTIONS • One Battle Sister in your kill team may replace its boltgun with a flamer or storm bolter.
ABILITIES Quarry: See pg 4.
Shield of Faith: Models with this ability have a 6+ invulnerable save.
In addition, models with this ability can attempt to deny one psychic power in each Psychic phase in the same manner as
a PSYKER. When making this attempt, roll one D6 instead of 2D6; the psychic power is resisted if the roll is greater than
the result of the Psychic test that manifested the power.
Suffer Not the Alien to Live: This model may not be included in a kill team that includes any XENOS models.
SPECIALISTS Comms, Demolitions, Medic, Sniper, Veteran, Zealot
FACTION KEYWORD INQUISITION, ADEPTA SORORITAS
KEYWORDS IMPERIUM, ADEPTUS MINISTORUM, INFANTRY, CHAMBER MILITANT, BATTLE SISTER
CELESTIAN
M WS BS S T W A Ld Sv Max
Celestian 6” 3+ 3+ 3 3 1 2 8 3+ 2
This model is armed with a boltgun, bolt pistol, frag grenades, and krak grenades.
WARGEAR OPTIONS • One Celestian in your kill team may replace its boltgun with a flamer or storm bolter.
ABILITIES Quarry: See pg 4.
Shield of Faith: Models with this ability have a 6+ invulnerable save.
In addition, models with this ability can attempt to deny one psychic power in each Psychic phase in the same manner as
a PSYKER. When making this attempt, roll one D6 instead of 2D6; the psychic power is resisted if the roll is greater than
the result of the Psychic test that manifested the power.
Suffer Not the Alien to Live: This model may not be included in a kill team that includes any XENOS models.
SPECIALISTS Comms, Demolitions, Medic, Sniper, Veteran, Zealot
FACTION KEYWORD INQUISITION, ADEPTA SORORITAS
KEYWORDS IMPERIUM, ADEPTUS MINISTORUM, INFANTRY, CHAMBER MILITANT, CELESTIAN
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INQUISITION UNCHAINED
APPENDIX: ORDO MALLEUS
Inquisitors of the Ordo Malleus make it their business to combat the physical manifestation of Chaos itself: the
Daemon. They have pledged their every waking hour to the discovery and scourging of such creatures, wherever they
can be found.
Members of the Ordo Malleus are often battle-hardened to seek advantage over their otherworldly prey, to leave them
warriors, for Daemons cannot be cast out through the subtleties vulnerable to the strike of a Daemon hammer or a sanctified
of espionage or trickery – only the blessed blade and the purified bolter shell. A few, however, go further, imprisoning daemonic
flame will serve. However, knowledge is their chief weapon. entities in mortal host bodies and forcing the creatures to combat
Agents of the Ordo Malleus are scholars of daemonic lore and their own kind.
know how to shackle and bind Warpspawn. Most use this only
Your INQUISITOR replaces the ORDO MINORIS keyword with the ORDO MALLEUS keyword. The following rules apply to your kill team.
ORDO FOCUS
If your INQUISITOR has the ORDO MALLEUS Ordo keyword and your kill team is Battle-forged, models in the kill team with the Quarry
rule gain the Ordo Focus of the Ordo Malleus, as described below, and you can use the Daemon Hunters Ordo Focus.
Power Through Knowledge has a warp charge value of 6. If manifested, select one friendly Imperium Infantry model within 12” of this
psyker. Until the start of your next Psychic phase, that model has a 5+ invulnerable save.
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The following model choices are exclusive to Ordo Malleus kill teams.
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CHERUB
The rule below is an addition to the standard Cherub entry.
ABILITIES Role: A Cherub in an Ordo Malleus kill team can be assigned the role below.
Purifier: Whilst this model is within 6” of any enemy CHAOS models, subtract 1 from the Leadership characteristic
of those enemy models.
DAEMONHOST
M WS BS S T W A Ld Sv Max
Daemonhost 6” 4+ 4+ 4 4 2 3 7 5+ 1
This model is armed with unholy gaze and warp grasp.
ABILITIES Bound Entity: This model may only be included in a kill team that includes a RADICAL ORDO MALLEUS INQUISITOR.
Daemonic Power: At the start of your Movement phase, roll one D6 for this model and apply the following result:
D6 Result
1-2 Daemonic Speed: Until the start of your next turn, this model has a Move characteristic of 12” and can FLY.
3-4 Re-Knit Host Form: This model regains all of its lost wounds.
5-6 Energy Torrent: Roll one D6 for each enemy model within 3” of this model; on a 2+ that enemy model suffers
D3 mortal wounds.
Daemonic: This model has a 5+ invulnerable save.
Unholy Host: A Daemonhost may not be included in a kill team that includes GREY KNIGHTS.
FACTION KEYWORD INQUISITION
KEYWORDS IMPERIUM, INFANTRY, DAEMON, DAEMONHOST
GREY KNIGHT
M WS BS S T W A Ld Sv Max
Grey Knight 6” 3+ 3+ 4 4 1 1 7 3+ 2
This model is armed with a Nemesis force sword, storm bolter, frag grenades, krak grenades, and psyk-out grenades.
WARGEAR OPTIONS • This model may replace its Nemesis force sword with a Nemesis force halberd, Nemesis daemon hammer, Nemesis
warding stave, or two Nemesis falchions.
ABILITIES And They Shall Know No Fear: You can re-roll failed Rites of Banishment: When this model manifests the
Nerve tests for this model. Psybolt psychic power it has a range of 12”. If Psybolt is
successfully manifested and the target model is a Daemon,
Daemon Hunter: If this model attacks any DAEMON in the target suffers D3 mortal wounds even if the result of
the Fight phase, you can re-roll failed wound rolls for the Psychic test was not 11+.
those attacks.
Suffer Not the Alien to Live: This model may not be
Quarry: See pg 4. included in a kill team that includes any XENOS models.
Transhuman Physiology: Ignore the penalty to this
model’s hit rolls from one flesh wound it has suffered.
PSYKER This model can attempt to manifest one psychic power and attempt to deny one psychic power in each Psychic phase. He
knows the Psybolt psychic power.
SPECIALISTS Combat, Comms, Demolitions, Veteran, Zealot
FACTION KEYWORD INQUISITION, GREY KNIGHTS
KEYWORDS IMPERIUM, INFANTRY, PSYKER, ADEPTUS ASTARTES, CHAMBER MILITANT, GREY KNIGHT
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INQUISITION UNCHAINED
APPENDIX: ORDO XENOS
The calling of the Ordo Xenos is to investigate and catalog alien species, identifying those which may be of use to the
Imperium and orchestrating the destruction of those deemed to be a threat.
Agents of the Ordo Xenos are typically the most eccentric of than any other branch of the Inquisition. All too often, decades
their kindred, for they spend years – even decades – travelling of peaceful and seemingly friendly contact are but a screen
and living in nonhuman space, learning everything they can that behind which raids by Deathwatch Kill Teams sabotage vital
will facilitate the exploitation or elimination of the races they infrastructure, leaving the aliens defenseless against xenocidal
encounter. There is more blood on the hands of the Ordo Xenos attack from an Imperial battle fleet.
Your INQUISITOR replaces the ORDO MINORIS keyword with the ORDO XENOS keyword. The following rules apply to your kill team.
ORDO FOCUS
If your INQUISITOR has the ORDO XENOS Ordo keyword and your kill team is Battle-forged, models in the kill team with the Quarry rule
gain the Ordo Focus of the Ordo Xenos, as described below, and you can use the Alien Hunters Ordo Focus.
Psychic Veil has a warp charge value of 5. If manifested, until the start of your next Psychic phase, friendly Ordo Xenos models within 6”
of this psyker can only be selected as the target of attacks if they are the closest visible enemy unit, and can only be selected as the target of
charges if they are within 6” of the charging unit.
• An Ordo Xenos kill team may only include models with the XENOS keyword if the INQUISITOR is a RADICAL.
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DEATHWATCH VETERAN
M WS BS S T W A Ld Sv Max
Deathwatch Veteran 6” 3+ 3+ 4 4 1 2 8 3+ 2
This model is armed with a boltgun, frag grenades, and krak grenades.
WARGEAR OPTIONS • This model may replace its boltgun with a combi-melta, combi-plasma, stalker pattern boltgun, power sword, power
maul, or storm shield. This model may also take a power sword or power maul.
• A Deathwatch Veteran may, instead of the above, replace their boltgun with a Deathwatch shotgun or heavy thunder
hammer.
ABILITIES And They Shall Know No Fear: You can re-roll failed Storm Shield: A model with a storm shield has a 3+
Nerve tests for this model. invulnerable save.
Quarry: See pg 4. Transhuman Physiology: Ignore the penalty to this
model’s hit rolls from one flesh wound it has suffered.
Special Issue Ammunition: See pg 89 of the Kill Team
Core Rulebook. Suffer Not the Alien to Live: This model may not be
included in a kill team that includes any XENOS models.
SPECIALISTS Combat, Comms, Demolitions, Sniper, Veteran, Zealot
FACTION KEYWORD INQUISITION, DEATHWATCH
KEYWORDS IMPERIUM, INFANTRY, ADEPTUS ASTARTES, CHAMBER MILITANT, DEATHWATCH VETERAN
DEATHWATCH TERMINATOR
M WS BS S T W A Ld Sv Max
Deathwatch Terminator 5” 3+ 3+ 4 4 2 2 8 2+ 1
This model is armed with a power fist and storm bolter.
WARGEAR OPTIONS • This model may replace its power fist with a chainfist.
• This model may replace its power fist and storm bolter with a pair of lightning claws or a thunder hammer and storm
shield.
ABILITIES Quarry: See pg 4. Crux Terminatus or Storm Shield: This model has a 5+
invulnerable save. If it is armed with a storm shield, it
And They Shall Know No Fear: You can re-roll failed instead has a 3+ invulnerable save.
Nerve tests for this model.
Suffer Not the Alien to Live: This model may not be
Transhuman Physiology: Ignore the penalty to this included in a kill team that includes any XENOS models.
model’s hit rolls from one flesh wound it has suffered.
SPECIALISTS Combat, Comms, Demolitions, Veteran, Zealot
FACTION KEYWORD INQUISITION, DEATHWATCH
KEYWORDS IMPERIUM, INFANTRY, ADEPTUS ASTARTES, CHAMBER MILITANT, DEATHWATCH TERMINATOR
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INQUISITION UNCHAINED
APPENDIX: ORDO ASTARTES
Created by the Emperor himself at the dawn of the Age of the Imperium, the Space Marines of the Adeptus Astartes
helped forge the Imperium from the scattered remnants of humanity left after the Age of Strife. A Space Marine is
one of the most powerful and most dreaded of all the Imperium’s warriors. Not even the Space Marines are immune
from the insidious corrupting influence of the Ruinous Powers, however, and forbidden histories tell of how Adeptus
Astartes throughout the history of the Imperium have been corrupted by Chaos. A relatively small group within the
Inquisition, the Ordo Astartes keeps a watchful eye on the Chapters of the Adeptus Astartes, intervening when a
Chapter appears to be on the path to heresy – and pursuing those that have fallen to Chaos.
The Inquisitors of the Ordo Astartes, sometimes known as the and forces from Chapters with which it has established pacts in
Astartes Prefects, work with the Administratum and the Magos order to deal with the wayward Chapter. The Ordo Astartes also
Biologis of the Adeptus Mechanicus to ensure that the gene-seed monitors intelligence on Heretic Astartes – Adeptus Astartes
tithes of the Adeptus Astartes are submitted as required and that individuals and groups known to have fallen to Chaos and
the Chapters remain free of gene-seed taint. In addition, the declared Excommunicate Traitoris, some thought to have fought
Astartes Prefects will collect intelligence on the operations of for the Imperium before the Emperor was entombed upon the
the Adeptus Astartes, identifying when there are reports of Golden Throne – and coordinates operations against the Chaos
potential heresy. If a Chapter is identified as being on the path to Space Marines.
damnation, the Ordo Astartes will dispatch a cabal of Inquisitors
Your INQUISITOR replaces the ORDO MINORIS keyword with the ORDO ASTARTES keyword. The following rules apply to your kill team.
ORDO FOCUS
If your INQUISITOR has the ORDO ASTARTES Ordo keyword and your kill team is Battle-forged, models in the kill team with the Quarry
rule gain the Ordo Focus of the Ordo Astartes, as described below, and you can use the Astartes Prefect Ordo Focus.
Light of the Emperor has a warp charge value of 5. If manifested, until the start of your next psychic phase, subtract 1 from the hit roll for
any enemy attacks against the psyker within 12” of the psyker.
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The following model choices are exclusive to Ordo Astartes kill teams.
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SPACE MARINE
M WS BS S T W A Ld Sv Max
Space Marine 6” 3+ 3+ 4 4 1 1 7 3+ 2
This model is armed with a boltgun, bolt pistol, frag grenades, and krak grenades.
WARGEAR OPTIONS • This model may replace its boltgun with a chainsword.
• One Space Marine in your kill team may replace its boltgun with a flamer.
ABILITIES And They Shall Know No Fear: You can re-roll failed Transhuman Physiology: Ignore the penalty to this
Nerve tests for this model. model’s hit rolls from one flesh wound it has suffered.
Quarry: See pg 4. Suffer Not the Alien to Live: This model may not be
included in a kill team that includes any XENOS models.
SPECIALISTS Comms, Demolitions, Sniper, Veteran
FACTION KEYWORD INQUISITION, ADEPTUS ASTARTES
KEYWORDS IMPERIUM, INFANTRY, SPACE MARINE
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TERMINATOR
M WS BS S T W A Ld Sv Max
Terminator 5” 3+ 3+ 4 4 2 2 8 2+ 1
This model is armed with a power fist and storm bolter.
WARGEAR OPTIONS • This model may replace its power fist with a chainfist.
• This model may replace its power fist and storm bolter with a pair of lightning claws or a thunder hammer and storm
shield.
ABILITIES And They Shall Know No Fear: You can re-roll failed Crux Terminatus or Storm Shield: This model has a 5+
Nerve tests for this model. invulnerable save. If it is armed with a storm shield, it
instead has a 3+ invulnerable save.
Quarry: See pg 4.
Suffer Not the Alien to Live: This model may not be
Transhuman Physiology: Ignore the penalty to this included in a kill team that includes any XENOS models.
model’s hit rolls from one flesh wound it has suffered.
SPECIALISTS Combat, Comms, Demolitions, Veteran, Zealot
FACTION KEYWORD INQUISITION, ADEPTUS ASTARTES
KEYWORDS IMPERIUM, INFANTRY, CHAMBER MILITANT, TERMINATOR
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INQUISITION UNCHAINED
APPENDIX: ORDO MACHINUM
The Ordo Machinum scrutinizes the Adeptus Mechanicus overseeing the reintegration of recovered STC variants into
the Imperium’s armies and the rare adoptions of alien technologies into established Mechanicum protocols. The
Inquisitors of the Ordo Machinum often adopt some of the weapons, wargear, and regalia of the Cult Mechanicus,
symbols of both their understanding of and authority over the Adeptus Mechanicus.
The Ordo Machinum ensures that laxness on the part of the Inquisitors of the Ordo Machinum often accompany Adeptus
Omnissiah’s worshippers does not permit a flawed technology to Mechanicus archaeological teams to distant worlds. They often
enter the Emperor’s service. More importantly, the Ordo ensures work in concert with the Ordo Xenos – especially when the
that no Magos is tempted to withhold vital systems from other world in question has been under alien control or there is a
factions of the Adeptus Terra with a view to increasing the suggestion of non-human origin for the technology the Adeptus
Adeptus Mechanicus’ power within the Imperium. Mechanicus seek to recover.
Your INQUISITOR replaces the ORDO MINORIS keyword with the ORDO MACHINUM keyword. The following rules apply to your kill team.
ORDO FOCUS
If your kill team is Battle-forged, models in the kill team with the Quarry rule gain the Ordo Focus of the Ordo Machinum, as described
below, and you can use the Judicators of the Forge Ordo Focus.
Data Disruption has a warp charge value of 6. If manifested, enemy models within 8” of this psyker may not benefit from the Canticles of
the Omnissiah until the start of your next psychic phase.
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The following model choices are exclusive to Ordo Machinum kill teams.
SERVITOR
The rule below is an addition to the standard Servitor entry.
WARGEAR OPTIONS • If this model is not equipped with a heavy bolter, multi-melta, or plasma cannon, this model may replace one close
combat weapon with a bolt pistol, hand flamer, or plasma pistol.
ABILITIES Holy Relic: Model with holy relic only. Whilst this model is within 6” of any friendly IMPERIUM models, add 1 to the
Leadership characteristic of those friendly models.
Icon of the Ecclesiarchy: Model with icon of the Ecclesiarchy only. Whilst this model is within 6” of any enemy
CHAOS models, subtract 1 from the Leadership characteristic of those enemy models.
TECH-PRIEST PREFECT
M WS BS S T W A Ld Sv Max
Tech-priest prefect 6” 4+ 4+ 4 4 2 2 8 3+ 1
This model is armed with a laspistol and close combat weapon.
WARGEAR OPTIONS • This model may replace its laspistol with an archeotech revolver, bolt pistol, gamma pistol, hand flamer, gamma
pistol, or servo-claw.
• This model may replace its close combat weapon with an Omnissian axe, power fist, or servo-claw.
• This model may take any of the following: artificer armor, dataspike, ornate bionics.
• This model may take up to two of the following: mind impulse unit, servo-arm.
• If this model has a weapon mind impulse unit, it must take one of the following additional weapons that are slaved to
the mind impulse unit: bolt pistol, boltgun, gamma pistol, hand flamer, or laspistol.
ABILITIES Canticles of the Omnissiah (see the Kill Team Core Artificer Armor: Model with artificer armor only. A
Manual) model with artificer armor has a 2+ save.
Quarry: See pg 4. Mind Impulse Unit: Model with mind impulse unit only.
The model may shoot the slaved weapon instead of or in
Bionics: This model has a 6+ invulnerable save. addition to any other shooting attacks.
Ornate Bionics: Model with ornate bionics only. This
model has a 5+ invulnerable save.
SPECIALISTS Leader, Combat, Comms, Demolition, Medic, Veteran, Zealot
FACTION KEYWORD INQUISITION, ADEPTUS MECHANICUS
KEYWORDS IMPERIUM, INFANTRY, TECH-PRIEST PREFECT
DEATHWATCH VETERAN
M WS BS S T W A Ld Sv Max
Deathwatch Veteran 6” 3+ 3+ 4 4 1 2 8 3+ 1
This model is armed with a boltgun, frag grenades, and krak grenades.
WARGEAR OPTIONS • This model may replace its boltgun with a Deathwatch shotgun, stalker pattern boltgun, power sword, or power maul.
ABILITIES And They Shall Know No Fear: You can re-roll failed Storm Shield: A model with a storm shield has a 3+
Nerve tests for this model. invulnerable save.
Special Issue Ammunition: See pg 89 of the Kill Team Transhuman Physiology: Ignore the penalty to this
Core Rulebook. model’s hit rolls from one flesh wound it has suffered.
SPECIALISTS Combat, Comms, Demolitions, Sniper, Veteran, Zealot
FACTION KEYWORD INQUISITION, DEATHWATCH
KEYWORDS IMPERIUM, INFANTRY, ADEPTUS ASTARTES, CHAMBER MILITANT, DEATHWATCH VETERAN
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SKITARII VANGUARD
M WS BS S T W A Ld Sv Max
Skitarii Vanguard 6” 4+ 3+ 3 3 1 1 6 4+ 6
Vanguard Gunner 6” 4+ 3+ 3 3 1 1 6 4+ 1
This model is armed with a radium carbine.
One Skitarii Vanguard in your kill team can be a Vanguard Gunner.
WARGEAR OPTIONS • One Skitarii Vanguard in your kill team may take an enhanced data-tether or an omnispex.
• A Vanguard Gunner may replace their radium carbine with an arc rifle.
ABILITIES Canticles of the Omnissiah (see the Kill Team Core Omnispex: At the start of each Shooting phase, you can
Manual) choose another SKITARII model within 3” of a friendly
model equipped with an omnispex that is not shaken. That
Quarry: See pg 4. model does not suffer penalties to their hit or injury rolls
Bionics: This model has a 6+ invulnerable save. due to their target being obscured.
Enhanced Data-tether: You can re-roll failed Nerve tests Rad-saturation: Reduce the Toughness characteristic of
for SKITARII models while a friendly model with an enemy models by 1 whilst they are within 1” of one or
enhanced data-tether is on the battlefield and not shaken. more models with this ability.
SPECIALISTS Comms, Scout, Sniper, Zealot
FACTION KEYWORD INQUISITION, ADEPTUS MECHANICUS
KEYWORDS IMPERIUM, SKITARII, INFANTRY, CHAMBER MILITANT, SKITARII VANGUARD
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These rules are unofficial and are not authorized or endorsed by Games Workshop Ltd. Ioldanach – Final Version 1.1 – 2020/07/19
INQUISITION UNCHAINED
APPENDIX: ORDO MILITARUM
Numbering in the billions and spread across the galaxy in the numerous warzones in which the Imperium fights, the
Astra Militarum are constantly exposed to various insidious threats – from the influence of degenerate xenos cultures
to the corruption of the Fell Powers to the basic human failings of cowardice and incompetence. Though the Astra
Militarum has its own methods for inspiring the soldiery, boosting morale, and taking over from failed officers in the
Commisariat, the Ordo Militarum of the Inquisition is the Imperium’s external correction of the Astra Militarum.
Most often recruited from the ranks of the Astra Militarum, an found wanting. On occasion, an Ordo Militarum Inquisitor my
Ordo Militarum Inquisitor is fully versed in the doctrines of the observe an Astra Militarum unit disguised as member of the
Astra Militarum. An Ordo Militarum Inquisitor will appear in a regiment, usually joining the regiment when it is reinforced. The
battlezone to ensure that the forces of the Emperor do not fail in most common persona for the undercover Inquisitor is that of an
their endeavors. These Inquisitors often wear special clothing officer or Commissar. Very rarely, an Inquisitor may pose as an
similar to that of the Astra Militarum and are accompanied by ordinary soldier – a Sergeant or even a trooper. The Inquisitor
fearsome troops familiar to the vast army. Faced with the will then throw off his disguise when the need arises, executing
presence of an Inquisitor of the Ordo Militarum, the members of those at fault and taking control of the Astra Militarum unit if
the Astra Militarum will redouble their efforts for fear of being needed.
Your INQUISITOR replaces the ORDO MINORIS keyword with the ORDO MILITARUM keyword. The following rules apply to your kill team.
ORDO FOCUS
If your INQUISITOR has the ORDO MILITARUM Ordo keyword and your kill team is Battle-forged, models in the kill team with the Quarry
rule gain the Ordo Focus of the Ordo Militarum, as described below, and you can use the Militarum Prefects Ordo Focus.
Judgment of the Emperor has a warp charge value of 7. If manifested, select one friendly model within 6” of this psyker. Until the start of
your next psychic phase, re-roll the hit roll for attacks made in the Fight phase against that model.
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The following model choices are exclusive to Ordo Militarum kill teams.
OGRYN ENFORCER
M WS BS S T W A Ld Sv Max
Ogryn Enforcer 6” 3+ 4+ 5 5 3 3 8 5+ 1
This model is armed with a ripper gun and frag bombs.
WARGEAR OPTIONS • This model may take carapace armor.
• This model may replace its ripper gun with one of the following:
• grenadier gauntlet and slabshield.
• grenadier gauntlet and brute shield.
• Bullgryn maul and slabshield.
• Bullgryn maul and brute shield.
ABILITIES Quarry: See pg 4. Brute Shield: Model with brute shield only. A model with
a brute shield has a 4+ invulnerable save.
Avalanche of Muscle: You can add 1 to the Attacks
characteristic of this model in the Fight phase of any battle Slabshield: Model with slabshield only. Add 2 to saving
round in which it charged. This ability may only be used throws made against attacks that target a model with a
the first time this model fights each battle round. slabshield.
SPECIALISTS Combat, Demolition, Heavy, Veteran
FACTION KEYWORD INQUISITION, ASTRA MILITARUM
KEYWORDS IMPERIUM, MILITARUM AUXILLA, INFANTRY, ABHUMAN, OGRYN, OGRYN ENFORCER
RATLING SNIPER
M WS BS S T W A Ld Sv Max
Ratling Sniper 6” 5+ 2+ 2 2 2 1 6 6+ -
This model is armed with a sniper rifle and laspistol.
ABILITIES Quarry: See pg 4.
Naturally Stealthy: When an opponent makes a hit roll for a shooting attack that targets this model, and this model is
obscured, that hit roll suffers an additional -1 modifier.
Shoot Sharp and Scarper: Immediately after making a shooting attack with this model (other than firing Overwatch),
this model can move as if it were the Movement phase (though it cannot Advance as part of this move).
SPECIALISTS Comms, Scout, Sniper, Veteran
FACTION KEYWORD INQUISITION, ASTRA MILITARUM
KEYWORDS IMPERIUM, MILITARUM AUXILLA, INFANTRY, ABHUMAN, RATLING, RATLING SNIPER
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INQUISITION UNCHAINED
APPENDIX: ORDO SANCTORUM
Created in the aftermath of the Age of Apostasy, the Ordo Sanctorum watches over the Adeptus Ministorum in order
to ensure that the Ecclesiarchy would never again suborn itself to heresies and apostasy such as that which allowed
Goge Vandire to take control of the Imperium. Originally a branch of the Ordo Hereticus, the Ordo Sanctorum
eventually developed into its own body, albeit with a focus overlapping that of the much larger major order.
Recruited by the priesthood to serve the Inquisition as Named for the black robes they wear, their presence at
investigators and seekers of heresy, the Black Priests are usually Ecclesiarchy worlds, upon Wars of Faith, and among
drawn from the ranks of the Ministorum faithful – priests and pilgrimages keeps Ministorum leaders in line and strikes fear in
occasionally crusaders and members of the Adepta Sororitas. the hearts of those that have strayed from the Imperial Faith.
Your INQUISITOR replaces the ORDO MINORIS keyword with the ORDO SANCTORUM keyword. The following rules apply to your kill team.
ORDO FOCUS
If your INQUISITOR has the ORDO SANCTORUM Ordo keyword and your kill team is Battle-forged, models in the kill team with the Quarry
rule gain the Ordo Focus of the Ordo Sanctorum, as described below, and you can use the Black Priests Ordo Focus.
• An Ordo Sanctorum kill team may not include models with the XENOS keyword.
• An Ordo Sanctorum kill team may only include an ABHUMAN, MUTANT, or more than 1 PSYKER if the INQUISITOR is a RADICAL.
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The following model choices are exclusive to Ordo Sanctorum kill teams.
BATTLE SISTER
M WS BS S T W A Ld Sv Max
Battle Sister 6” 4+ 3+ 3 3 1 1 7 3+ 4
This model is armed with a boltgun, bolt pistol, frag grenades, and krak grenades.
WARGEAR OPTIONS • One Battle Sister in your kill team may replace its boltgun with a flamer or storm bolter.
ABILITIES Quarry: See pg 4.
Shield of Faith: Models with this ability have a 6+ invulnerable save.
In addition, models with this ability can attempt to deny one psychic power in each Psychic phase in the same manner as
a PSYKER. When making this attempt, roll one D6 instead of 2D6; the psychic power is resisted if the roll is greater than
the result of the Psychic test that manifested the power.
Suffer Not the Alien to Live: This model may not be included in a kill team that includes any XENOS models.
SPECIALISTS Comms, Demolitions, Medic, Sniper, Veteran, Zealot
FACTION KEYWORD INQUISITION, ADEPTA SORORITAS
KEYWORDS IMPERIUM, ADEPTUS MINISTORUM, INFANTRY, BATTLE SISTER
CYBER BERSERKER
An Endurant follows all of the normal rules for an Arco-flagellant, but uses the stat line and rules modification below.
M WS BS S T W A Ld Sv Max
Endurant 7” 4+ - 4 3 2 3 7 7+ 1
One Arco-Flagellant in your kill team can be an Endurant.
HOSPITALLER
M WS BS S T W A Ld Sv Max
Hospitaller 6” 4+ 3+ 3 3 1 2 8 3+ 1
This model is armed with a bolt pistol and chirurgeon’s tools.
ABILITIES Specialist Henchman: This model is always a Medic Medicus Ministorum: At the end of the Movement phase,
specialist, but this does not count towards the maximum as long as this model is not shaken or Readied and did not
number of specialists in your kill team. Fall Back or make a charge attempt this phase, choose a
friendly INQUISITION model that has any flesh wounds
Suffer Not the Alien to Live: This model may not be and is within 1” of this model. Roll a D6; on a 4-5 one
included in a kill team that includes any XENOS models. flesh wound is removed from that model; on a 6 D3 flesh
wounds are removed from that model.
SPECIALISTS Medic
FACTION KEYWORD INQUISITION, ADEPTA SORORITAS
KEYWORDS IMPERIUM, INFANTRY, CHIRURGEON, ADEPTUS MINISTORUM, HOSPITALLER
SERVITOR
The rule below is an addition to the standard Servitor entry.
WARGEAR OPTIONS • This model may replace both close combat weapons with a holy relic or an icon of the Ecclesiarchy.
ABILITIES Holy Relic: Model with holy relic only. Whilst this model is within 6” of any friendly IMPERIUM models, add 1 to the
Leadership characteristic of those friendly models.
Icon of the Ecclesiarchy: Model with icon of the Ecclesiarchy only. Whilst this model is within 6” of any enemy
CHAOS models, subtract 1 from the Leadership characteristic of those enemy models.
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CELESTIAN
M WS BS S T W A Ld Sv Max
Celestian 6” 3+ 3+ 3 3 1 2 8 3+ 2
This model is armed with a boltgun, bolt pistol, frag grenades, and krak grenades.
WARGEAR OPTIONS • One Celestian in your kill team may replace its boltgun with a flamer or storm bolter.
ABILITIES Quarry: See pg 4.
Shield of Faith: Models with this ability have a 6+ invulnerable save.
In addition, models with this ability can attempt to deny one psychic power in each Psychic phase in the same manner as
a PSYKER. When making this attempt, roll one D6 instead of 2D6; the psychic power is resisted if the roll is greater than
the result of the Psychic test that manifested the power.
Suffer Not the Alien to Live: This model may not be included in a kill team that includes any XENOS models.
SPECIALISTS Comms, Demolitions, Medic, Sniper, Veteran, Zealot
FACTION KEYWORD INQUISITION, ADEPTA SORORITAS
KEYWORDS IMPERIUM, ADEPTUS MINISTORUM, INFANTRY, CHAMBER MILITANT, CELESTIAN
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