You are on page 1of 50

These rules are unofficial and are not authorized or endorsed by Games Workshop Ltd.

Ioldanach – Final Version 1.1 – 2020/07/19

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.

A highly secretive organization, the Holy Orders of the


Emperor’s Inquisition, more commonly known simply as the
Inquisition, is the most powerful organization within the
Imperium. Its agents, the Inquisitors, are the ultimate defenders
of the Emperor and Mankind. Their authority is second only to
the Emperor himself, and no one is above their scrutiny. It is
their duty to scour the Imperium, seeking out any threat from
without and within, and they are empowered to take any action
necessary to combat any menace they encounter. Mutation,
heresy, genetic deviation, rebellion, corruption, treason,
incompetence, and alien attack are all within their jurisdiction,
and their attention encompasses all from the lowliest underhive
ganger to the High Lords of Terra.

In theory, an Inquisitor has the whole of Humanity to command


to his cause. They can requisition Adeptus Astartes and soldiers
of the Astra Militarum, call upon specialist warriors such as
Grey Knights and the Adepta Sororitas. Every Imperial citizen,
from the mightiest planetary governor to the lowliest scribe,
must heed an Inquisitor’s summons. Often, these will be trusted
comrades and companions that the Inquisitor has gathered about
him on his ceaseless task of defending Humanity, while others
will be locally requisitioned forces assembled for a particular
mission. Particularly useful or courageous individuals may be
permanently attached to the Inquisitor’s staff and find
themselves accompanying him across the galaxy to purge
heretics and mutants wherever they may be found.

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.

With much appreciation to the other hobbyists that assisted in the


development of these rules (in alphabetical order):
apologist, Brother Tyler, Dosjetka, Inquisitor Eisenhorn, N1SB,
Sandalphon, ThePenitentOne, TPS, and war009
Their input and feedback were essential in turning my rough ideas
into the product you see before you.

1
These rules are unofficial and are not authorized or endorsed by Games Workshop Ltd. Ioldanach – Final Version 1.1 – 2020/07/19

D6 BACKGROUND: IN SERVICE TO THE INQUISITION


1 Merciless: Even amongst the Inquisition, the disgust of these henchmen for the mutant, the alien, and the heretic is violent in the extreme.
2 Sworn to an Oath: A quest of dire import must be completed in the name of the Emperor.
3 The Long Hunt: Retinue members have come and gone, but the hunt has endured for decades. Now, at last, this kill team nears its prey.
4 Alone Against the Shadows: This warband trusts no one in their never-ending crusade against the horrors of the galaxy.
5 The Shadowed Hand: These henchmen travel in secrecy, their mission classified at the highest level.
6 They Hunt the Beast: This band of henchmen pursues a singularly monstrous quarry across the stars.

D6 MISSION: DUTY TO THE THRONE


1 The Hand of the Emperor: A dangerous demagogue or enemy leader must be made an example of by the servants of the Emperor.
2 Burn the Witch: A dangerous psychic abomination is deep in the enemy’s counsel. Root the psyker out and destroy it.
3 Cut off the Head: A powerful heretic must be slain before they disrupt the order of the Imperium.
4 For Mankind Alone: The Inquisitor and his warband seek a relic or knowledge that will aid them in their ordained quest.
5 Scorched Earth: Nothing may escape the final judgment of the Immortal Emperor of Mankind. Nothing and no one.
6 Annihilation: Those who post a threat to the Imperium must be utterly destroyed.

D6 SQUAD QUIRK: AGENTS OF THE INQUISITION


1 Fanatical: These zealous henchmen never retreat, never back down, and never concede defeat.
2 Shield of Humanity: This warband is willing to perform any deed, no matter the cost, in order to protect the Imperium of Man.
3 Bellicose: With strident oaths and raking blasts of gunfire, these henchmen storm into every battle with unstoppable fervor.
4 Bane of Heretics: These henchmen detest their quarry with a particular fervor, and specialize in their annihilation.
5 Enforcers: These henchmen see themselves as the enforcers of the Emperor’s will, and are accordingly grim and merciless in their conduct.
The Bigger Picture: Knowing full well the wider price of failure, these henchmen are willing to commit unconscionable deeds in the name of
6
victory.

D10 SPECIALISTS’ DEMEANORS


1 Repentant: Once a foe of the Inquisitor, this henchman now seeks redemption through service to the Imperium.
2 Dour: Nothing surprises or shocks this henchman, but neither does anything give him joy.
3 Pious: This servant’s hymns spill out across the battlefield as he fights.
4 Ferocious: This henchman’s wrathful cries and strident oaths ring across the battlefield.
5 Courageous: A true example of heroism in the face of unimaginable terrors.
6 Expert: This henchman hasn’t survived as long as he has by chance alone. He’s the best of the best.
7 Unmerciful: This henchman channels all his hatred and fury into destroying his heretic foes.
8 Nerves of Steel: This henchman is implacably calm and focused no matter the circumstances.
9 Ebullient: This henchman delights in doing the Emperor’s work for the good of all Mankind.
10 Haunted: This henchman can never truly escape the voices of lost comrades. He starts and mutters constantly.

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.

2
These rules are unofficial and are not authorized or endorsed by Games Workshop Ltd. Ioldanach – Final Version 1.1 – 2020/07/19

INQUISITION KILL TEAMS


Many Inquisition models are highly loyal to the Inquisitors they serve and use the Loyal Henchman and/or Loyal
Servant ability below. Many servants of the Inquisition make use of cyber-linked familiars and these familiars use the
Handler ability below. If every model in your kill team has the Inquisition Faction keyword, you can use Inquisition
Tactics. In addition, if your kill team includes an INQUISITOR, you can use the Beacon of Resoluteness, Punish the
Impure, or Righteous Fury Tactics.
Loyal Henchman: Add 1 to the Leadership characteristic of this
model whilst it is within 6” of a friendly INQUISITOR. SUPPRESSIVE FIRE

Loyal Servant: When a friendly INQUISITOR model within 3” of Inquisition Tactic


this model would lose any wounds as a result of an attack made Use this Tactic when an opponent chooses a model from
against that model, this model can attempt to intercept that your kill team that is not shaken as a target of a charge.
attack. Roll one D6; on a 2+, that model does not lose those When that model fires Overwatch in this phase, they
wounds and this model suffers the wounds instead. Only one successfully hit on a roll of 5 or 6.
model can attempt to intercept each attack against the Inquisitor
model. 1 COMMAND POINT

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.

2 COMMAND POINTS 1 COMMAND POINT

GLORY OF THE EMPEROR


BEACON OF RESOLUTENESS
Inquisition Tactic
Inquisition Tactic
Use this Tactic at the beginning of the Morale phase. Inquisitor Aura Tactic
Choose a model from your kill team that is not
shaken. Opponents must add 1 to Nerve tests taken Use this Tactic at the start of the Movement phase if your
for enemy models within 3” of that model in this kill team includes an INQUISITOR. That model gains the
phase. following aura ability until the end of the battle round:
As long as this model is not shaken, friendly models
1 COMMAND POINT within 6” of this model can use this model’s Leadership
characteristic instead of their own.

1 COMMAND POINT

3
These rules are unofficial and are not authorized or endorsed by Games Workshop Ltd. Ioldanach – Final Version 1.1 – 2020/07/19

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.

ORDO MINORIS: AGENTS OF THE INQUISITION


Though the Ordos Majoris face ever-present threats, there are
many scores of Ordos Minoris as well, lesser branches
dedicated to more transient or less pervasive dangers.
You can re-roll failed wound rolls for this model for attacks that
target enemy models with the COMMANDER or LEADER
keyword.

When the Senatorum Imperialis was convened on the


first anniversary of the Emperor’s Ascension, none dared
question the grim-faced man who joined them for the
first time. None were brave enough to ask what exactly
were these ‘Holy Orders of the Emperor’s Inquisitors’ he
represented. It was enough that the Primarchs avowed he
had the Emperor’s blessings.

OF RADICALS AND PURITANS


Some Inquisitors believe that the enemy can only be fought with his own weapons, such as by employing sorcery against daemons.
For others, such compromises are anathema, inviting corruption of the ordo’s work for questionable gain. Such disagreements are
often presented as a conflict between radical and puritan philosophies, but the truth is more complex. The distinction between the
two positions is not absolute, but relative, formed solely around the observer’s subjective opinions. Few Inquisitors consider
themselves either radical or puritan, though they are swift to label others as such. Such disagreements occasionally lead to conflict
within the Inquisition, but seldom to outright war.
The ideological struggle between radical and puritan is not a
battle between right and wrong, for such facile definitions
seldom apply to an Inquisitor’s work. Radical methods can serve
as the salvation for millions, just as the close-mindedness of
puritans can doom them. In either case, extremism of one type
or another can turn to self-destructive obsession.

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.

4
These rules are unofficial and are not authorized or endorsed by Games Workshop Ltd. Ioldanach – Final Version 1.1 – 2020/07/19

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.

IMPERIAL BATTLE MASTER QUICK DRAW


10 Pts
Inquisitor Trait 5 Pts
Inquisitor Trait
If your kill team is Battle-forged, you start the This model can shoot each turn as if it was
battle with 1 additional Command Point (this Readied.
can only be spent to use an Inquisition Tactic).

5
These rules are unofficial and are not authorized or endorsed by Games Workshop Ltd. Ioldanach – Final Version 1.1 – 2020/07/19

PATH OF THE INQUISITOR


While many prospective Inquisitors are drawn from the Progena of the Schola Progenium, it is possible for Inquisitors to
ascend to that role from most walks of life within the Imperium.
When an Inquisitor considers a Throne Agent worthy, the Throne Agent • The model’s Leadership ability is improved by +1, to a maximum of 9.
may be nominated for promotion to full Inquisitor. If approved by a group • If the model was not a PSYKER as a THRONE AGENT, it may not
of Inquisitors or by an Inquisitor Lord, the nominee will be ordained as an become a PSYKER as an INQUISITOR and may not be a Psyker
Inquisitor and authorized to carry their own Inquisitorial rosette. specialist.
• If the model was a PSYKER as a THRONE AGENT, it must remain a
This rule allows you to create more exotic Inquisitors, better representing
PSYKER as an INQUISITOR and becomes a level 1 PSYKER and has
the diversity of characters that serve as Agents of the Inquisition.
access to one power from the Telethesia discipline.
• An INQUISITOR created in this way may start their career as an • The model may retain any weapons and wargear it had as a THRONE
ACOLYTE. Recruit the model using the options in the ACOLYTE AGENT, or it may adjust its weapons and wargear based on the options
datasheet, and then give it a level 2 advance. Then use the Ascension of the Inquisitor/Inquisitor Lord entry.
rule below to promote the ACOLYTE to a THRONE AGENT. • The model may also adjust its weapons and wargear to take any options
• Alternately, the character may start as a Throne Agent. provided in the entry for the Inquisitor/Inquisitor Lord in the appendix
• Whether they started as an ACOLYTE or a Throne Agent, give the for the ordo to which the Inquisitor belongs.
THRONE AGENT level 2 and 3 advances. • The exception to the above is that a model that takes a refractor field
• The cost of the model counts as the last level reached as a THRONE and/or carapace armor will pay the points that a Throne Agent would
AGENT, plus 4 points. pay.
• The promoted INQUISITOR retains any level advances it previously
The INQUISITOR follows the following additional rules: earned. The INQUISITOR will no longer advance as a THRONE AGENT,
though, and will instead take a Commander specialism at level 1 or, if a
• The model retains all keywords, but replaces the THRONE AGENT
PSYKER, may advance from a level 1 Psyker to a level 2 Psyker.
keyword with the INQUISITOR keyword, and it gains all keywords from
the Inquisitor/Lord Inquisitor entry. • The promoted INQUISITOR may make up to three level advances (up to
level 4). For each level advance they may improve their Commander
• The model loses the Agent of the Throne, Loyal Henchman, and
specialism one rank or they may improve one characteristic from their
Loyal Servant abilities, but retains any other abilities it may have had
Weapon Skill, Ballistic Skill, Wounds, Attacks, or Leadership by +1 if
from its previous ACOLYTE and THRONE AGENT entries.
that characteristic is lower than that of the Inquisitor/Inquisitor Lord
• The model gains the In the Name of the Emperor, Iron Will, and
entry.
Unquestionable Wisdom abilities.

KILL TEAM COMMANDERS INQUISITOR MELEE WEAPONS


MODEL POINTS PER MODEL WEAPON POINTS PER WEAPON
Inquisitor (Level 1) 25 Chainsword 1
Inquisitor (Level 2) 31 Close combat weapon 0
Inquisitor (Level 3) 43 Force axe 4
Inquisitor (Level 4) 61 Force rod 4
Inquisitor Lord (Level 1) 40 Force stave 4
Inquisitor Lord (Level 2) 46 Force sword 4
Inquisitor Lord (Level 3) 58 Power axe 3
Inquisitor Lord (Level 4) 76 Power fist 5
PSYKER LEVEL POINTS PER LEVEL Power maul 3
1 10 Power sword 3
2 25 Thunder hammer 7

INQUISITOR RANGED WEAPONS INQUISITOR WARGEAR


WEAPON POINTS PER WEAPON WARGEAR POINTS PER ITEM
Bolt pistol 1 Artificer armor 10
Boltgun 2 Carapace armor 0
Combat shotgun 2 Conversion field 4
Combi-flamer 5 Digital weapons 1
Combi-melta 5 Mind impulse unit 1
Combi-plasma 6 Null rod 3
Flamer 3 Power armor 5
Frag grenades 0 Psycannon bolts 1
Hand flamer 2 Psychic hood 3
Hot-shot lasgun 1 Refractor field 0
Hot-shot laspistol 1
Incinerator 4
Inferno pistol 4
Krak grenades 0
Laspistol 0
Meltagun 5
Needle pistol 1
Plasma pistol 4
Plasmagun 5
Psyk-out grenades 1
Shotgun 1
Storm bolter 4

6
These rules are unofficial and are not authorized or endorsed by Games Workshop Ltd. Ioldanach – Final Version 1.1 – 2020/07/19

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.

Castigation has a warp charge value of 6. If manifested, select


one enemy model within 18” of and visible to this psyker and roll
3D6; if the total exceeds the Leadership characteristic of that
model, that model suffers D3 mortal wounds.

7
These rules are unofficial and are not authorized or endorsed by Games Workshop Ltd. Ioldanach – Final Version 1.1 – 2020/07/19

ADAPTATIONS & MUTATIONS


There is an almost limitless variety of lifeforms in the universe, ranging from basic humanoids to those that defy any classification
of form. The effects of the Warp, too, can create an endless variety of mutations. Science, too, has the potential to create
adaptations in creatures, better suiting those creatures to serve their creators’ needs.

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.

8
These rules are unofficial and are not authorized or endorsed by Games Workshop Ltd. Ioldanach – Final Version 1.1 – 2020/07/19

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:

9
These rules are unofficial and are not authorized or endorsed by Games Workshop Ltd. Ioldanach – Final Version 1.1 – 2020/07/19

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

10
These rules are unofficial and are not authorized or endorsed by Games Workshop Ltd. Ioldanach – Final Version 1.1 – 2020/07/19

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

11
These rules are unofficial and are not authorized or endorsed by Games Workshop Ltd. Ioldanach – Final Version 1.1 – 2020/07/19

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

12
These rules are unofficial and are not authorized or endorsed by Games Workshop Ltd. Ioldanach – Final Version 1.1 – 2020/07/19

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

13
These rules are unofficial and are not authorized or endorsed by Games Workshop Ltd. Ioldanach – Final Version 1.1 – 2020/07/19

DEATH CULT ASSASSIN


M WS BS S T W A Ld Sv Max
Death Cult Assassin 7” 3+ 4+ 4 3 1 4 7 5+ 2
This model is armed with a Death Cult power blade and frag grenades.
WARGEAR OPTIONS • This model may replace its Death Cult power blade with a pair of Death Cult power stilettos.
ABILITIES Ecclesiarchy Battle Conclave: If your kill team is Battle-forged and includes any MINISTORUM PRIESTS, the maximum
number of Death Cult Assassins you may include in your kill team is 6.
Uncanny Reflexes: This model has a 5+ invulnerable save.
Zealous: You can re-roll failed hit rolls for this model in a battle round in which it charged or was charged by an enemy
model.
SPECIALISTS Combat
FACTION KEYWORD INQUISITION
KEYWORDS IMPERIUM, ADEPTUS MINISTORUM, INFANTRY, DEATH CULT ASSASSIN

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

14
These rules are unofficial and are not authorized or endorsed by Games Workshop Ltd. Ioldanach – Final Version 1.1 – 2020/07/19

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

15
These rules are unofficial and are not authorized or endorsed by Games Workshop Ltd. Ioldanach – Final Version 1.1 – 2020/07/19

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

16
These rules are unofficial and are not authorized or endorsed by Games Workshop Ltd. Ioldanach – Final Version 1.1 – 2020/07/19

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.

• Barbed/Spiked Tail • Horns/Spikes • Poison


• Breath Weapon • Hulking • Quadruped
• Brutish • Lithe • Rending Claws
• Extra Limbs • Natural Armor, Heavy • Swift
• Fangs • Natural Armor, Light • Talons
• Hazardous Blood • Natural Camouflage • Wings
WARGEAR OPTIONS • This model may replace its laspistol with a close combat weapon, hand flamer, plasma pistol, or xenotech pistol.
• A model with the Hulking adaptation may replace its laspistol with a boltgun or shotgun
• This model may replace its close combat weapon with a chainsword, laspistol, power axe, power maul, power sword.
• A model with the Hulking adaptation may replace its close combat weapon with a great weapon.
• This model may replace its laspistol and close combat weapon with a shotgun, great weapon, lasgun, or xenotech rifle.
• A Sanctioned Xenos Gunner may replace its laspistol and close combat weapon with a flamer, grenade launcher,
heavy stubber, meltagun, sniper rifle, or xenotech blaster.
• This model may take flak armor or carapace armor.
ABILITIES Carapace Armor: Model with carapace armor only. This model has a 4+ save.
Flak Armor: Model with flak armor only. This model has a 5+ save.
SPECIALISTS Combat, Scout, Sniper, Veteran, Zealot
FACTION KEYWORD INQUISITION
KEYWORDS SANCTIONED, XENOS, INFANTRY, SANCTIONED XENOS

17
These rules are unofficial and are not authorized or endorsed by Games Workshop Ltd. Ioldanach – Final Version 1.1 – 2020/07/19

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

18
These rules are unofficial and are not authorized or endorsed by Games Workshop Ltd. Ioldanach – Final Version 1.1 – 2020/07/19

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

19
These rules are unofficial and are not authorized or endorsed by Games Workshop Ltd. Ioldanach – Final Version 1.1 – 2020/07/19

INQUISITION CHAMBERS MILITANT


Although Inquisitors can employ the services of any of the myriad forces of the Imperium, they most often call upon their trusted
Throne Agents and a cadre of Inquisitorial Storm Troopers that are inured to the dangers that threaten Humanity. Each of the
Ordos also maintains a dedicated Chamber Militant of warriors specially trained to combat the forces of the Ordo’s focus.
An Inquisition faction kill team may include up to 6 Inquisitorial Storm Trooper or up to 2 Space Marines or Primaris Space Marines
CHAMBER MILITANT models. Alternately, an Inquisitor of one of the Ordos Majoris may call upon the Chamber Militant of their Ordo.
Alternate CHAMBER MILITANT options for each of the Ordos are presented in the appendices. All CHAMBER MILITANT models in a kill
team must be of the same type. For example, you may only take Inquisitorial Storm Troopers or Space Marines, not a mix of the two.

INQUISITORIAL STORM TROOPER


M WS BS S T W A Ld Sv Max
Storm Trooper 6” 4+ 3+ 3 3 1 1 6 4+ -
Storm Trooper Gunner 6” 4+ 3+ 3 3 1 1 6 4+ 2
Storm Trooper Sergeant 6” 3+ 3+ 3 3 1 2 7 4+ 1
This model is armed with a hot-shot lasgun, frag grenades, and krak grenades.
Up to two Storm Troopers in your kill team can be Storm Trooper Gunners, and one Storm Trooper in your kill team can be a Storm Trooper Sergeant. A
Storm Trooper Sergeant is instead armed with a hot-shot laspistol, chainsword, and frag and krak grenades.
WARGEAR OPTIONS • One Storm Trooper in your kill team may take a vox-caster.
• A Storm Trooper Gunner may replace their hot-shot lasgun with a flamer, meltagun, plasma gun, or hot-shot volley
gun.
• A Storm Trooper Sergeant may replace their hot-shot laspistol with a bolt pistol or plasma pistol.
• A Storm Trooper Sergeant may replace their chainsword with a power sword or power fist.
ABILITIES Loyal Henchman, Loyal Servant: See pg 3. Quarry: See pg 4.
Voice of Command: You can re-roll failed Nerve tests for Vox-caster: You can re-roll failed Nerve tests for Storm
this model. Trooper models while a friendly model with a vox-caster
is on the battlefield and not shaken.
SPECIALISTS Leader (Storm Trooper Sergeant only), Demolitions (Gunner only), Heavy (Gunner only), Comms, Medic, Scout,
Sniper, Veteran
FACTION KEYWORD INQUISITION
KEYWORDS IMPERIUM, INFANTRY, CHAMBER MILITANT, INQUISITORIAL STORM TROOPER

PRIMARIS SPACE MARINE


M WS BS S T W A Ld Sv Max
Primaris Space Marine 6” 3+ 3+ 4 4 2 2 7 3+ 2
This model is armed with a bolt rifle, bolt pistol, frag grenades, and krak grenades.
WARGEAR OPTIONS • This model may replace its bolt rifle with an auto bolt rifle or stalker bolt rifle.
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 Combat, Comms, Sniper, Veteran
FACTION KEYWORD INQUISITION, ADEPTUS ASTARTES
KEYWORDS IMPERIUM, INFANTRY, CHAMBER MILITANT, SPACE MARINE, PRIMARIS SPACE MARINE

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

20
These rules are unofficial and are not authorized or endorsed by Games Workshop Ltd. Ioldanach – Final Version 1.1 – 2020/07/19

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.

21
These rules are unofficial and are not authorized or endorsed by Games Workshop Ltd. Ioldanach – Final Version 1.1 – 2020/07/19

RANGED WEAPONS (CONTINUED)


WEAPON RANGE TYPE S AP D ABILITIES
Jokaero weapons When you choose this weapon to shoot with, select one of the profiles below.
- Focused strike 24” Heavy 1 8 -3 3 -
- Scattershot 12” Assault 6 4 -1 1 -
Krak grenade 6” Grenade 1 6 -1 D3 -
Kroot pistol 12” Pistol 1 4 0 1 -
Kroot rifle (shooting) 24” Rapid Fire 1 4 0 1 -
Lasblaster 24” Assault 3 3 0 1 -
Lasgun 24” Rapid Fire 1 3 0 1 -
Laspistol 12” Pistol 1 3 0 1 -
Melta bomb 4” Grenade 1 8 -4 D6 -
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.
If the target is within half range of this weapon, roll two dice
Multi-melta 24” Heavy 1 8 -4 D6
when inflicting damage with it and discard the lowest result.
When resolving an attack made with this weapon, a wound roll
Needle pistol 12” Pistol 1 1 0 1
of 2+ is successful.
Plasma cannon When attacking with this weapon, choose one of the profiles below.
- Standard 36” Heavy D3 7 -3 1 -
On an unmodified hit roll of 1, the bearer is taken out of action
- Supercharge 36” Heavy D3 8 -3 2
after all of this weapon’s shots have been resolved.
Plasma grenade 6” Grenade D6 4 -1 1 -
Plasma pistol When attacking with this weapon, choose one of the profiles below:
- Standard 12” Pistol 1 7 -3 1 -
- Supercharge 12” Pistol 1 8 -3 2 On an unmodified hit roll of 1, the bearer is taken out of action.
Plasmagun When attacking with this weapon, choose one of the profiles below.
- Standard 24” Rapid Fire 1 7 -3 1 -
On an unmodified hit roll of 1, the bearer is taken out of action
- Supercharge 24” Rapid Fire 1 8 -3 2
after all of this weapon’s shots have been resolved.
Each time you roll a hit roll of 6+ for this weapon when
Psyk-out grenade 6” Grenade D3 2 0 1 targeting a PSYKER or DAEMON, the target suffers a mortal
wound instead of the normal damage.
Rotor cannon 24” Heavy 4 4 -1 2 -
If the target is within half range, add 1 to this weapon’s
Shotgun 12” Assault 2 3 0 1
Strength.
Each time you make a wound roll of 6+ for this weapon, that
Shuriken catapult 12” Assault 2 4 0 1
hit is resolved with an AP of -3.
Each time you make a wound roll of 6+ for this weapon, that
Shuriken pistol 12” Pistol 1 4 0 1
hit is resolved with an AP of -3.
A model firing a sniper rifle does not suffer the penalty to hit
rolls for the target being at long range. If you roll a wound roll
Sniper rifle 36” Heavy 1 4 0 1
of 6+ for this weapon, it inflicts a mortal wound in addition to
its normal damage.
Stalker bolt rifle 36” Heavy 2 4 -2 1 -
Storm bolter 24” Rapid Fire 2 4 0 1 -
When making a shooting attack with a web weapon, you can
Web pistol 12” Pistol D3 3 0 1 use either the Strength or Toughness characteristic of the target
to determine the wound roll – whichever is lowest.
Xenotech blaster 18” Assault 2 5 -1 1 -
Xenotech pistol 8” Pistol 1 5 -1 1 -
Xenotech rifle 24” Rapid Fire 1 5 -1 1 -

22
These rules are unofficial and are not authorized or endorsed by Games Workshop Ltd. Ioldanach – Final Version 1.1 – 2020/07/19

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.

23
These rules are unofficial and are not authorized or endorsed by Games Workshop Ltd. Ioldanach – Final Version 1.1 – 2020/07/19

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

24
These rules are unofficial and are not authorized or endorsed by Games Workshop Ltd. Ioldanach – Final Version 1.1 – 2020/07/19

MELEE WEAPONS RANGED WEAPONS


WEAPON POINTS PER WEAPON WEAPON POINTS PER WEAPON
Aeldari blade 0 Aeldari long rifle 1
Arco-flail 1 Arbites shotgun 2
Chainsword 0 Auto bolt rifle 1
Chirurgeon’s tools 0 Bolt pistol 1
Close combat weapon 0 Bolt rifle 1
Club hand 0 Boltgun 1
Death Cult power blade 0 Brace of pistols 1
Death Cult power stiletto 0 Breath weapon 1
Decapitator 1 Combat shotgun 1
Dialogus staff 0 Combi-flamer 4
Eviscerator 6 Combi-melta 4
Executioner greatblade 4 Combi-plasma 5
Force axe 4 Flamer 3
Force-orb cane 3 Frag grenades 0
Force rod 4 Grenade launcher 3
Force stave 4 Hand flamer 1
Force sword 4 Heavy bolter 4
Gore 0 Heavy stubber 2
Great weapon 1 Hot-shot lasgun 1
Power axe 3 Hot-shot laspistol 1
Power fist 5 Hot-shot volley gun 4
Power maul 3 Incinerator 5
Power sword 3 Inferno pistol 3
Rending claws 0 Jokaero weapons 0
Servo-arm 1 Krak grenades 0
Servo-claw 1 Kroot pistol 0
Talon/claw 0 Kroot rifle 0
Thunder hammer 6 Lasblaster 0
Vicious bite 0 Lasgun 0
Laspistol 0
ADAPTATIONS/MUTATIONS Melta bomb 2
ADAPTATION/MUTATION POINTS PER ADAPTATION Meltagun 3
Atrophied arm -2 Multi-melta 5
Atrophied leg -2 Needle pistol 1
Barbed/spiked tail 1 Plasma cannon 5
Breath weapon 1 Plasma grenades 0
Brutish 1 Plasma pistol 2
Club hand -1 Plasmagun 4
Cosmetic 0 Psyk-out grenades 1
Cyclopean -1 Rotor cannon 4
Diminutive -2 Shotgun 0
Extra arm 1 Shuriken catapult 1
Extra limbs 2 Shuriken pistol 0
Fangs 1 Sniper rifle 2
Hazardous blood 1 Stalker bolt rifle 0
Horns/spikes 1 Storm bolter 2
Hulking 3 Web pistol 1
Lithe 2 Xenotech blaster 2
Natural armor, heavy 3 Xenotech pistol 1
Natural armor, light 1 Xenotech rifle 1
Natural camouflage 1
Poison 2 OTHER WARGEAR
Quadruped 1 WARGEAR POINTS PER ITEM
Rending claws 3 Carapace armor 3
Rotting flesh -1 Digital weapons 1
Small Target 1 Defense orbs 2
Swift 1 Flak armor 1
Talons 1 Holy relic 1
Wings 2 Icon of the Ecclesiarchy 1
Mind impulse unit 1
Power armor 6
Psychic hood 2
Refractor field 2
Rosarius 3
Storm shield 4
Suppression shield 1
Vox-caster 5

25
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 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.

ORDO HERETICUS: WITCH HUNTERS


It is a brave man who crosses the path of a Witch Hunter, as simply by opposing a member of the Ordo Hereticus an individual may be
damned and declared Heretic or Extremis Diabolus.
You can re-roll failed wound rolls for this model for attacks that target enemy models with the CHAOS or PSYKER keyword.

ORDO HERETICUS PSYKERS


A PSYKER in an Ordo Hereticus kill team may take the Ascertainment psychic power below instead of a psychic power from the Telethesia
discipline.
ORDO HERETICUS: ASCERTAINMENT
The psyker ravages the minds of the foe in their search for the truth.

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.

ORDO HERETICUS KILL TEAMS


When building your Ordo Hereticus Inquisition kill team, use the standard Inquisition model choices.

ORDO HERETICUS INQUISITOR/INQUISITOR LORD


An Ordo Hereticus Inquisitor follows all of the normal rules for an Inquisitor/Inquisitor Lord, but has the following additions.
WARGEAR OPTIONS • This model may replace its close combat weapon with an eviscerator.
• This model may replace its laspistol with a condemnor boltgun.

ORDO HERETICUS INQUISITOR WEAPONS


WEAPON POINTS PER WEAPON
Condemnor boltgun 2
Eviscerator 5

26
These rules are unofficial and are not authorized or endorsed by Games Workshop Ltd. Ioldanach – Final Version 1.1 – 2020/07/19

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

27
These rules are unofficial and are not authorized or endorsed by Games Workshop Ltd. Ioldanach – Final Version 1.1 – 2020/07/19

ORDO HERETICUS CHAMBER MILITANT


The duties exercised by the Adepta Sororitas make them the ideal Chamber Militant for the Ordo Hereticus, which values their fervor
and dedication above the services of any other organization. The ancient charters established at the conclusion of the Age of Apostasy,
at the very founding of the Adepta Sororitas, allow the Ordo Hereticus to demand the services of the Adepta Sororitas at any time.
You may include ADEPTA SORORITAS models in your kill team as your CHAMBER MILITANT instead of Inquisitorial Storm Troopers,
Space Marines, or Primaris Space Marines.

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

ORDO HERETICUS RANGED WEAPONS


WEAPON RANGE TYPE S AP D ABILITIES
When resolving an attack made with this weapon against a
Condemnor boltgun 24” Rapid Fire 1 4 0 1 PSYKER, this weapon has a Damage characteristic of D3 for
that attack.
When resolving an attack made with this weapon, subtract 1
Penitent Eviscerator Melee Melee x2 -3 2
from the hit roll.

ORDO HERETICUS WEAPONS ORDO HERETICUS KILL TEAM


WEAPON POINTS PER WEAPON POINTS PER MODEL
MODEL
Penitent eviscerator 0 (Does not include wargear)
Battle Sister 7
Celestian 8
Cyber-berserker – Endurant 11
Hospitaller 11
Sister Repentia 13

28
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 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.

ORDO MALLEUS: DAEMON HUNTERS


Inquisitors of the Ordo Malleus have pledged their every waking hour to the discovery and scourging of daemons. Though members of
the Ordo Malleus are often battle-hardened warriors, knowledge is their chief weapon.
You can re-roll failed wound rolls for this model for attacks that target enemy models with the CHAOS or DAEMON keyword.

ORDO MALLEUS PSYKERS


A PSYKER in an Ordo Malleus kill team may take the Power Through Knowledge psychic power below instead of a psychic power from
the Telethesia discipline.
ORDO MALLEUS: POWER THROUGH KNOWLEDGE
The psyker instills learned truths into the minds of their allies to better fight the servants of Chaos.

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.

ORDO MALLEUS KILL TEAMS


When building your Ordo Malleus Inquisition kill team, use the standard Inquisition model choices.

ORDO MALLEUS INQUISITOR/INQUISITOR LORD


An Ordo Malleus Inquisitor follows all of the normal rules for an Inquisitor/Inquisitor Lord, but has the following additions.
WARGEAR OPTIONS • A RADICAL ORDO MALLEUS Inquisitor may replace its close combat weapon with a daemonblade.
• This model may replace its close combat weapon with a daemonhammer.
ABILITIES Daemonblade: A model with a daemonblade may not be included in a kill team that includes GREY KNIGHTS.

29
These rules are unofficial and are not authorized or endorsed by Games Workshop Ltd. Ioldanach – Final Version 1.1 – 2020/07/19

The following model choices are exclusive to Ordo Malleus kill teams.

ORDO MALLEUS INQUISITOR/INQUISITOR LORD


IN TERMINATOR ARMOR
M WS BS S T W A Ld Sv Max
Ordo Malleus Inquisitor in
6” 3+ 3+ 3 3 3 3 9 2+ 1
Terminator Armor
Ordo Malleus Inquisitor Lord in
6” 3+ 3+ 3 3 4 3 10 2+ 1
Terminator Armor
This model is armed with a power sword and storm bolter.
OPTIONS • 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.
• If this model is a PURITAN, it gains the GREY KNIGHTS keyword.
WARGEAR OPTIONS • This model may replace its power sword with a daemonhammer or power fist.
• A PSYKER model may replace its power sword with a force axe, force rod, force stave, or a force sword.
• A RADICAL model may replace its power sword with a daemonblade.
• This model may replace its storm bolter with a combi-flamer, combi-melta, combi-plasma, psycannon, or storm shield.
• This model may take any of the following: digital weapons, mind impulse unit, psycannon bolts, psyk-out grenades.
• If this model has a mind impulse unit, it must take one of the following additional weapons that are slaved to the mind
impulse unit: psycannon 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).
Psycannon Bolts: Model with psycannon bolts only. A
Quarry: See pg 4. bolt weapon (bolt pistol, boltgun, combi-melta, or storm
bolter) fired by this model has an AP of -1.
Unquestionable Wisdom: Friendly IMPERIUM models
within 6” of this model can use this model’s Leadership Psychic Hood: Model with psychic hood only. A model
characteristic instead of their own. with a psychic hood can add 1 to Deny the Witch tests you
take for this model against enemy PSYKERS within 12”.
Daemonblade: A model with a daemonblade may not be
included in a kill team that includes GREY KNIGHTS. Storm Shield: Model with storm shield only. A model
with a storm shield has a 3+ invulnerable save.
Digital Weapons: Model with digital weapons only. Once
per battle, at the start of the Fight phase, pick an enemy Terminator Armor: This model has a 2+ save and a 5+
model within 1” of this model and roll a dice; on a 4+ the invulnerable save.
enemy model suffers D3 mortal wounds.
PATH OF THE INQUISITOR You may recruit a non-standard Ordo Malleus Inquisitor/Inquisitor Lord by promoting a level 3 THRONE AGENT for 10
additional points, additionally exchanging their existing armor for Terminator armor. Any ranged weapons the model has
are automatically replaced with a storm bolter unless they are available above, and any melee weapons they have are
automatically replaced with a power sword unless they are available above. The promoted INQUISITOR otherwise
follows the rules for the Path of the Inquisitor on page 6.
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 pg. 6).
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, ORDO MALLEUS, INQUISITOR, TERMINATOR

ORDO MALLEUS INQUISITOR WEAPONS ORDO MALLEUS INQUISITOR WARGEAR


WEAPON POINTS PER WEAPON WEAPON POINTS PER WEAPON
Daemonblade 4 Storm shield 5
Daemonhammer 7
Psycannon 3

30
These rules are unofficial and are not authorized or endorsed by Games Workshop Ltd. Ioldanach – Final Version 1.1 – 2020/07/19

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

ORDO MALLEUS CHAMBER MILITANT


Early in the Imperium’s history, the Grey Knights were permanently attached to the Ordo Malleus, becoming the hammer with which
these servants of the Emperor would smite the forces of Chaos.
You may include two GREY KNIGHTS in your kill team as your CHAMBER MILITANT instead of Inquisitorial Storm Troopers, Space
Marines, or Primaris Space Marines.

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

31
These rules are unofficial and are not authorized or endorsed by Games Workshop Ltd. Ioldanach – Final Version 1.1 – 2020/07/19

GREY KNIGHT TERMINATOR


M WS BS S T W A Ld Sv Max
Grey Knight Terminator 5” 3+ 3+ 4 4 2 2 7 2+ 1
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 Daemon Hunter: If this model attacks any Daemon in the
Nerve tests for this model. Fight phase, you can re-roll failed wound rolls for those
attacks.
Quarry: See pg 4.
Rites of Banishment: When this model manifests the
Transhuman Physiology: Ignore the penalty to this Psybolt psychic power it has a range of 12”. If Psybolt is
model’s hit rolls from one flesh wound it has suffered. successfully manifested and the target model is a Daemon,
Crux Terminatus: This model has a 5+ invulnerable the target suffers D3 mortal wounds even if the result of
save. the Psychic test was not 11+.
Suffer Not the Alien to Live: This model may not be
included in a kill team that includes any XENOS models.
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 TERMINATOR

ORDO MALLEUS WEAPONS


WEAPON RANGE TYPE S AP D ABILITIES
When attacking with this weapon, you must subtract 1 from the
hit roll. When this model is added to the Command Roster,
Daemonblade Melee Melee User -3 1
generate 2 daemonic powers from the chart below, re-rolling
duplicates:
1d6 Daemonic Power
1 Attacks made with the Daemonblade are resolved at +3
Strength.
2 The wielder has +3 Attacks.
3 The Daemonblade has an AP of -4.
4 When the Daemonblade inflicts an unsaved wound, its
wielder immediately gains +1 Wound (to a maximum
of 10).
5 The Daemonblade always wounds on a 2+.
6 The wielder generates one additional Warp Charge
point each turn. In addition, the Daemonblade inflicts
D3 damage.
When attacking with this weapon, you must subtract 1 from the
Daemonhammer Melee Melee x2 -3 3 hit roll. Each time you wound a DAEMON with this weapon, the
target suffers a mortal wound instead of the normal damage.
When attacking with this weapon, you must subtract 1 from the
Nemesis Daemon hammer Melee Melee x2 -3 3
hit roll.
If a model is armed with two Nemesis falchions, each time it
Nemesis falchion Melee Melee User -2 D3
fights it can make 1 additional attack with them.
Nemesis force halberd Melee Melee +1 -2 D3 -
Nemesis force sword Melee Melee User -3 D3 -
A model armed with this weapon has a 5+ invulnerable save
against attacks made in the Fight phase. If it already has an
Nemesis warding stave Melee Melee +2 -1 D3
invulnerable save, add 1 to invulnerable saving throws you
make for it in the Fight phase instead.
Psycannon 24” Heavy 4 7 -1 1 -
When resolving an attack made with this weapon, on a wound
Unholy gaze 12” Assault 1 8 -1 1 roll of 6+ this weapon has a Damage characteristic of 3 for that
attack.
Warp grasp Melee Melee User -3 1 -

32
These rules are unofficial and are not authorized or endorsed by Games Workshop Ltd. Ioldanach – Final Version 1.1 – 2020/07/19

ORDO MALLEUS WEAPONS ORDO MALLEUS KILL TEAM COMMANDERS


WEAPON POINTS PER WEAPON POINTS PER MODEL
MODEL
Nemesis Daemon hammer 2 (Does not include wargear)
Nemesis falchion 1 Ordo Malleus Inquisitor in Terminator
35
Nemesis force halberd 0 Armor (Level 1)
Nemesis force sword 0 Ordo Malleus Inquisitor in Terminator
42
Nemesis warding stave 0 Armor (Level 2)
Unholy gaze 0 Ordo Malleus Inquisitor in Terminator
59
Warp grasp 0 Armor (Level 3)
Ordo Malleus Inquisitor in Terminator
81
ORDO MALLEUS KILL TEAM Armor (Level 4)
POINTS PER MODEL Ordo Malleus Inquisitor Lord in
MODEL Terminator Armor (Level 1)
50
(Does not include wargear)
Daemonhost 12 Ordo Malleus Inquisitor Lord in
57
Grey Knight 15 Terminator Armor (Level 2)
Grey Knight Terminator 34 Ordo Malleus Inquisitor Lord in
74
Terminator Armor (Level 3)
Ordo Malleus Inquisitor Lord in
96
Terminator Armor (Level 4)
PSYKER LEVEL POINTS PER LEVEL
1 10
2 25

33
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 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.

ORDO XENOS: ALIEN HUNTERS


Agents of the Ordo Xenos spend years – even decades – travelling and living in nonhuman space, learning everything they can that will
facilitate the exploitation or elimination of the alien races they encounter.
You can re-roll failed wound rolls for this model for attacks that target enemy models with the AELDARI, NECRON, ORK, T’AU EMPIRE, or
TYRANIDS keyword or faction keyword.

ORDO XENOS PSYKERS


A PSYKER in an Ordo Xenos kill team may take the Psychic Veil psychic power below instead of a psychic power from the Telethesia
discipline.
ORDO XENOS: PSYCHIC VEIL
The psyker veils their allies from the eyes of the enemy.

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.

ORDO XENOS KILL TEAMS


When building your Ordo Xenos Inquisition kill team, use the standard Inquisition model choices.

ORDO XENOS INQUISITOR/INQUISITOR LORD


An Ordo Xenos Inquisitor follows all of the normal rules for an Inquisitor/Inquisitor Lord, but has the following additions.
WARGEAR OPTIONS • This model may replace its close combat weapon with a xenophase blade.
• A RADICAL model may replace its laspistol with a kroot pistol, kroot rifle, shuriken catapult, or shuriken pistol.

ORDO XENOS INQUISITOR WEAPONS


WEAPON POINTS PER WEAPON
Kroot pistol 1
Kroot rifle 2
Shuriken catapult 2
Shuriken pistol 1
Xenophase blade 4

• An Ordo Xenos kill team may only include models with the XENOS keyword if the INQUISITOR is a RADICAL.

34
These rules are unofficial and are not authorized or endorsed by Games Workshop Ltd. Ioldanach – Final Version 1.1 – 2020/07/19

ORDO XENOS CHAMBER MILITANT


Formed long ago by accord between a conclave of Inquisitor Lords and an esteemed assemblage of Space Marine Chapter Masters, the
Deathwatch is composed entirely of veteran Space Marines that are trained and equipped to repel the alien tide that threatens to
overwhelm Humanity.
If your kill team does not include any XENOS models, you may include up to two DEATHWATCH models on your kill team as your
CHAMBER MILITANT instead of Inquisitorial Storm Troopers, Space Marines, or Primaris Space Marines.

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

35
These rules are unofficial and are not authorized or endorsed by Games Workshop Ltd. Ioldanach – Final Version 1.1 – 2020/07/19

ORDO XENOS WEAPONS


WEAPON RANGE TYPE S AP D ABILITIES
When attacking with this weapon, you must subtract 1 from the
Chainfist Melee Melee x2 -4 2
hit roll.
Deathwatch shotgun When attacking with this weapon, choose one of the profiles below.
- Cryptclearer round 16” Assault 2 4 0 1 You can re-roll failed wound rolls for this weapon.
If the target is within half range of this weapon, its attacks are
- Xenopurge slug 16” Assault 2 4 -1 1
resolved with a Damage of 2.
- Wyrmsbreath shell 7” Assault D6 3 0 1 This weapon automatically hits its target.
When attacking with this weapon, you must subtract 1 from the
Heavy thunder hammer Melee Melee x2 -3 D6 hit roll. Each time you make a wound roll of 6+ with this
weapon, that hit is resolved with a Damage of 6.
You can re-roll failed wound rolls for this weapon. If a model
Lightning claw Melee Melee User -2 1 is armed with two lightning claws, each time it fights it can
make 1 additional attack with them.
Stalker pattern boltgun 30” Heavy 2 4 -1 1 -
Your opponent must re-roll successful invulnerable saves for
Xenophase blade Melee Melee User -3 1
wounds caused by this weapon.

ORDO XENOS WEAPONS ORDO XENOS KILL TEAM


WEAPON POINTS PER WEAPON POINTS PER MODEL
Chainfist 7 MODEL
(Does not include wargear)
Deathwatch shotgun 2 Deathwatch Veteran 13
Heavy thunder hammer 6 Deathwatch Terminator 25
Lightning claw (single/pair) 4/8
Stalker pattern boltgun 1
Xenophase blade 4

36
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 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.

ORDO ASTARTES: ASTARTES PREFECT


Only the bravest take up the mantle of the Astartes Prefect, for their duty is to watch over, and sometimes fight against, the Emperor’s
Angels of Death.
You can re-roll failed wound rolls for this model for attacks that target enemy models with the ADEPTUS ASTARTES or HERETIC ASTARTES
keyword.

ORDO ASTARTES PSYKERS


A PSYKER in an Ordo Astartes kill team may take the Light of the Emperor psychic power below instead of a psychic power from the
Telethesia discipline.
ORDO ASTARTES: LIGHT OF THE EMPEROR
The psyker draws upon his connection with the Emperor to create awe and fear in those that have turned from His Light.

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.

ORDO ASTARTES KILL TEAMS


When building your Ordo Astartes Inquisition kill team, use the standard Inquisition model choices.

ORDO ASTARTES INQUISITOR/INQUISITOR LORD


An Ordo Astartes Inquisitor follows all of the normal rules for an Inquisitor/Inquisitor Lord, but has the following additions.
WARGEAR OPTIONS • This model may replace its laspistol with a combi-grav or grav-pistol.

37
These rules are unofficial and are not authorized or endorsed by Games Workshop Ltd. Ioldanach – Final Version 1.1 – 2020/07/19

The following model choices are exclusive to Ordo Astartes kill teams.

ORDO ASTARTES INQUISITOR/INQUISITOR LORD


IN TERMINATOR ARMOR
M WS BS S T W A Ld Sv Max
Ordo Astartes Inquisitor in
6” 3+ 3+ 3 3 3 3 9 2+ 1
Terminator Armor
Ordo Astartes Inquisitor Lord
6” 3+ 3+ 3 3 4 3 10 2+ 1
in Terminator Armor
This model is armed with a power sword and storm bolter.
OPTIONS • 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 power sword with a lightning claw, power axe, power fist or thunder hammer.
• A PSYKER model may replace its power sword with a force axe, force rod, force stave, or a force sword.
• This model may replace its storm bolter with a combi-flamer, combi-melta, combi-plasma, lightning claw, or storm
shield.
• This model may take any of the following: digital weapons, mind impulse unit.
• If this model has a mind impulse unit, it must take one of the following additional weapons that are slaved to the mind
impulse unit: plasmagun 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).
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”.
Unquestionable Wisdom: Friendly IMPERIUM models
within 6” of this model can use this model’s Leadership Storm Shield: Model with storm shield only. A model
characteristic instead of their own. with a storm shield has a 3+ invulnerable save.
Digital Weapons: Model with digital weapons only. Once Terminator Armor: This model has a 2+ save and a 5+
per battle, at the start of the Fight phase, pick an enemy invulnerable save.
model within 1” of this model and roll a dice; on a 4+ the
enemy model suffers D3 mortal wounds.
PATH OF THE INQUISITOR You may recruit a non-standard Ordo Astartes Inquisitor/Inquisitor Lord by promoting a level 3 THRONE AGENT for 10
additional points, additionally exchanging their existing armor for Terminator armor. Any ranged weapons the model has
are automatically replaced with a storm bolter unless they are available above, and any melee weapons they have are
automatically replaced with a power sword unless they are available above. The promoted INQUISITOR otherwise
follows the rules for the Path of the Inquisitor on page 6.
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 pg 6).
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, ORDO ASTARTES, INQUISITOR, TERMINATOR

ORDO ASTARTES INQUISITOR WEAPONS ORDO ASTARTES INQUISITOR WARGEAR


WEAPON POINTS PER WEAPON WEAPON POINTS PER WEAPON
Combi-grav 5 Storm Shield 5
Grav Pistol 3
Lightning claw (single/pair) 4/8

38
These rules are unofficial and are not authorized or endorsed by Games Workshop Ltd. Ioldanach – Final Version 1.1 – 2020/07/19

ORDO ASTARTES KILL TEAM COMMANDERS


POINTS PER MODEL
MODEL
(Does not include wargear)
Ordo Astartes Inquisitor in Terminator
35
Armor (Level 1)
Ordo Astartes Inquisitor in Terminator
41
Armor (Level 2)
Ordo Astartes Inquisitor in Terminator
53
Armor (Level 3)
Ordo Astartes Inquisitor in Terminator
71
Armor (Level 4)
Ordo Malleus Inquisitor Lord in
50
Terminator Armor (Level 1)
Ordo Malleus Inquisitor Lord in
57
Terminator Armor (Level 2)
Ordo Malleus Inquisitor Lord in
74
Terminator Armor (Level 3)
Ordo Malleus Inquisitor Lord in
96
Terminator Armor (Level 4)
PSYKER LEVEL POINTS PER LEVEL
1 10
2 25

PRIMARIS SPACE MARINE


M WS BS S T W A Ld Sv Max
Primaris Space Marine 6” 3+ 3+ 4 4 2 2 7 3+ 2
This model is armed with a bolt rifle, bolt pistol, frag grenades, and krak grenades.
WARGEAR OPTIONS • This model may replace its bolt rifle with an auto bolt rifle or stalker bolt rifle.
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 Combat, Comms, Sniper, Veteran
FACTION KEYWORD INQUISITION, ADEPTUS ASTARTES
KEYWORDS IMPERIUM, INFANTRY, SPACE MARINE, PRIMARIS SPACE MARINE

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

39
These rules are unofficial and are not authorized or endorsed by Games Workshop Ltd. Ioldanach – Final Version 1.1 – 2020/07/19

ORDO ASTARTES CHAMBER MILITANT


Few warriors among the many military arms of the Imperium are able to stand up against the Adeptus Astartes and hope to win. The
Ordo Astartes maintains pacts with a number of Chapters of the Adeptus Astartes, and it is these Chapters that the Inquisitors of the
Ordo Astartes will call upon when force is needed.
You may include up to two Primaris Space Marine Veterans, Space Marine Veterans, or Terminators in your kill team as your CHAMBER
MILITANT instead of Inquisitorial Storm Troopers, Space Marines, or Primaris Space Marines.

PRIMARIS SPACE MARINE VETERAN


M WS BS S T W A Ld Sv Max
Primaris Space Marine Veteran 6” 3+ 3+ 4 4 2 3 8 3+ 2
This model is armed with a bolt rifle, bolt pistol, frag grenades, and krak grenades.
WARGEAR OPTIONS • This model may replace its bolt rifle with an auto bolt rifle, chainsword, hand flamer, or stalker bolt rifle.
• If this model is not equipped with a chainsword, he can be equipped with a chainsword, power fist, power sword, or
thunder hammer.
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 Combat, Comms, Sniper, Veteran
FACTION KEYWORD INQUISITION, ADEPTUS ASTARTES
KEYWORDS IMPERIUM, INFANTRY, PRIMARIS SPACE MARINE VETERAN

SPACE MARINE VETERAN


M WS BS S T W A Ld Sv Max
Space Marine Veteran 6” 3+ 3+ 4 4 1 2 8 3+ 2
This model is armed with a bolt pistol, chainsword, frag grenades, and krak grenades.
WARGEAR OPTIONS • This model may replace its bolt pistol with a grav-pistol, plasma pistol, lightning claw, or storm shield.
• This model may replace its chainsword with a boltgun, combi-flamer, combi-grav, combi-melta, combi-plasma,
lightning claw, power axe, power fist, power sword, special issue boltgun, or storm bolter.
• One Space Marine Veteran in your kill team may replace its chainsword 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.
Storm Shield: Model with storm shield only. A model
with a storm shield has a 3+ invulnerable save.
SPECIALISTS Combat, Comms, Demolitions, Sniper, Veteran, Zealot
FACTION KEYWORD INQUISITION, ADEPTUS ASTARTES
KEYWORDS IMPERIUM, INFANTRY, CHAMBER MILITANT, SPACE MARINE VETERAN

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

40
These rules are unofficial and are not authorized or endorsed by Games Workshop Ltd. Ioldanach – Final Version 1.1 – 2020/07/19

ORDO ASTARTES WEAPONS


WEAPON RANGE TYPE S AP D ABILITIES
When attacking with this weapon, you must subtract 1 from the
Chainfist Melee Melee x2 -4 2
hit roll.
When attacking with this weapon, choose one or both of the profiles below. If you choose both, subtract 1 from all hit rolls
Combi-grav
made for this weapon.
- Boltgun 24” Rapid Fire 1 4 0 1 -
If the target has a Save characteristic of 3+ or better, this
- Grav-gun 18” Rapid Fire 1 5 -3 1
weapon has a Damage of D3.
If the target has a Save characteristic of 3+ or better, this
Grav-pistol 12” Pistol 1 5 -3 1
weapon has a Damage of D3.
You can re-roll failed wound rolls for this weapon. If a model
Lightning claw Melee Melee User -2 1 is armed with two lightning claws, each time it fights it can
make 1 additional attack with them.
Special issue boltgun 30” Rapid Fire 1 4 -2 1 -

ORDO ASTARTES WEAPONS ORDO ASTARTES KILL TEAM


WEAPON POINTS PER WEAPON POINTS PER MODEL
Chainfist 7 MODEL
(Does not include wargear)
Combi-grav 2 Primaris Space Marine Veteran 14
Grav-pistol 1 Space Marine Veteran 13
Lightning claw (single/pair) 1/3 Terminator 24
Special issue boltgun 1

41
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 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.

ORDO MACHINUM: JUDICATORS OF THE FORGE


The followers of the Omnissiah are not immune to corruption, and the Ordo Machinum of the Inquisition and the leaders of the
Adeptus Mechanicus have formed numerous secretive pacts to ensure orthodoxy and to eradicate hereteks.
You can re-roll failed wound rolls for this model for attacks that target enemy models with the ADEPTUS MECHANICUS, CULT
MECHANICUS, DARK MECHANICUS, NEGAVOLT CULTIST, or ROBOTICA IMPERIALIS keyword.

ORDO MACHINUM PSYKERS


An ORDO MACHINUM INQUISITOR that is a PSYKER may take the Data Disruption psychic power below instead of a psychic power from
the Telethesia discipline.
ORDO MACHINUM: DATA DISRUPTION
The psyker disrupts binaric code in the nearby vicinity, sowing havoc in the coordination of the followers of the Omnissiah.

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.

ORDO MACHINUM KILL TEAMS


When building your Ordo Machinum Inquisition kill team, use the standard Inquisition model choices.

ORDO MACHINUM INQUISITOR/INQUISITOR LORD


An Ordo Machinum Inquisitor follows all of the normal rules for an Inquisitor/Inquisitor Lord, but has the following additions.
WARGEAR OPTIONS • This model may replace its close combat weapon with an Omnissian axe.
• This model may replace its laspistol with an archeo revolver.
• This model may take either a mind impulse unit or servo-arm.
• This model may take extensive bionics.
ABILITIES Extensive bionics: Model with extensive bionics only. At the beginning of each battle round, this model regains 1 lost
wound.

ORDO MACHINUM INQUISITOR WEAPONS


WEAPON POINTS PER WEAPON
Archeo revolver 4
Extensive bionics 15
Omnissian axe 3
Servo-arm 2

42
These rules are unofficial and are not authorized or endorsed by Games Workshop Ltd. Ioldanach – Final Version 1.1 – 2020/07/19

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

ORDO MACHINUM CHAMBER MILITANT


Squads of Skitarii Vanguard with special obedience programming will often be dispatched to accompany Ordo Machinum Inquisitors,
a symbol of the Adeptus Mechanicus’ interest in the mission of the Ordo Machinum. Alternately, when an Ordo Machinum Inquisitor
is overseeing an expedition to a world likely to have been under xenos control, a team of Deathwatch Veterans may provide much-
needed expertise.
You may include up to six Skitarii Vanguard of the Adeptus Mechanicus or one Deathwatch Veteran on your kill team as your CHAMBER
MILITANT instead of Inquisitorial Storm Troopers, Space Marines, or Primaris Space Marines.

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

43
These rules are unofficial and are not authorized or endorsed by Games Workshop Ltd. Ioldanach – Final Version 1.1 – 2020/07/19

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

ORDO MACHINUM WEAPONS


WEAPON RANGE TYPE S AP D ABILITIES
Arc rifle 24” Rapid Fire 1 6 -1 1 -
Archeotech revolver 12” Pistol 1 5 -2 2 -
Each time the bearer fights, it may make 1 attack with this
Dataspike Melee Melee User 0 1 weapon in addition to any other attacks. When a model attacks
with this weapon, you must subtract 1 from the hit roll.
Deathwatch shotgun When attacking with this weapon, choose one of the profiles below.
- Cryptclearer round 16” Assault 2 4 0 1 You can re-roll failed wound rolls for this weapon.
If the target is within half range of this weapon, its attacks are
- Xenopurge slug 16” Assault 2 4 -1 1
resolved with a Damage of 2.
- Wyrmsbreath shell 7” Assault D6 3 0 1 This weapon automatically hits its target.
Gamma pistol 12” Pistol 1 6 +3 1 -
Omnissian axe Melee Melee +1 -2 2 -
Each time you make a wound roll of 6+ for this weapon, that
Radium carbine 18” Assault D3 3 0 1
hit is resolved with a Damage of 3.
Stalker pattern boltgun 30” Heavy 2 4 -1 1 -

44
These rules are unofficial and are not authorized or endorsed by Games Workshop Ltd. Ioldanach – Final Version 1.1 – 2020/07/19

ORDO MACHINUM WEAPONS ORDO MACHINUM WARGEAR


WEAPON POINTS PER WEAPON WEAPON POINTS PER ITEM
Arc rifle 0 Artificer armor 11
Archeo revolver 3 Enhanced data-tether 5
Dataspike 1 Omnispex 1
Deathwatch shotgun 2 Ornate bionics 2
Gamma pistol 3
Omnissian axe 3
Ornate bionics 2 ORDO MACHINUM KILL TEAM
POINTS PER MODEL
Radium carbine 0 MODEL
Stalker pattern boltgun 1 (Does not include wargear)
Deathwatch Veteran 13
Skitarii Vanguard 9
- Vanguard Gunner 10
Tech-Priest Prefect 10

45
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.

ORDO MILITARUM: MILITARUM PREFECTS


Weak officers and seditious troopers tremble under the gimlet gaze of one of the Militarum Prefects, for to be found wanting is
punishable by death.
You can re-roll failed wound rolls for this model for attacks that target enemy models with the ASTRA MILITARUM, CHAOS CULTIST,
CHAOS OGRYN, TRAITOR COMMISSAR, or TRAITOR GUARDSMAN keyword.

ORDO MILITARUM PSYKERS


A PSYKER in an Ordo Militarum kill team may take the Judgment of the Emperor psychic power below instead of a psychic power from the
Telethesia discipline.
ORDO MILITARUM: JUDGMENT OF THE EMPEROR
The psyker invokes the will of the Emperor in laying low all those who have failed in His eyes.

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.

ORDO MILITARUM KILL TEAMS


When building your Ordo Militarum Inquisition kill team, use the standard Inquisition model choices.

ORDO MILITARUM INQUISITOR/INQUISITOR LORD


An Ordo Militarum Inquisitor follows all of the normal rules for an Inquisitor/Inquisitor Lord, but has the following additions.
WARGEAR OPTIONS • This model may replace its close combat weapon or laspistol with a hot-shot laspistol.
ABILITIES Stand Down!: Once per game, if your Inquisitor is on the battlefield and not shaken, they can cancel a Voice of
Command order (see the Kill Team Core Manual) to all enemy models within 12”.

46
These rules are unofficial and are not authorized or endorsed by Games Workshop Ltd. Ioldanach – Final Version 1.1 – 2020/07/19

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

ORDO MILITARUM CHAMBER MILITANT


Specially trained Inquisitorial Storm Troopers will form the backbone of an Ordo Militarum Inquisitor’s warband.
An ORDO MILITARUM INQUISITOR will most often make use of Inquisitorial Storm Troopers as their CHAMBER MILITANT, though it is not
unknown for Ordo Militarum Inquisitors to petition the Adeptus Astartes for aid.

ORDO MILITARUM WEAPONS


WEAPON RANGE TYPE S AP D ABILITIES
Bullgryn maul Melee Melee +2 -1 2 -
Frag bomb 6” Grenade D6 4 0 1 -
Grenadier gauntlet 12” Assault D6 4 0 1 -
This weapon can be used as a ranged weapon and a melee weapon. When making shooting attacks or firing Overwatch
Ripper gun
with this weapon, use the ranged profile; when making close combat attacks, use the melee profile.
- Ranged 12” Assault 3 5 0 1 -
- Melee Melee Melee User -1 1 -

ORDO MILITARUM WEAPONS ORDO MILITARUM WARGEAR


WEAPON POINTS PER WEAPON ITEM POINTS PER ITEM
Bullgryn maul 2 Brute shield 0
Frag bombs 0 Slabshield 3
Grenadier gauntlet 0
Ripper gun 0
ORDO MILITARUM KILL TEAM
POINTS PER MODEL
MODEL
(Does not include wargear)
Ogryn enforcer 26
Ratling sniper 9

47
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 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.

ORDO SANCTORUM: BLACK PRIESTS


Clothed in black robes that pronounce their piety and loyalty to the Emperor, the Black Priests shine the Emperor’s Light upon heresy
and blasphemy.
You can re-roll failed wound rolls for this model for attacks that target enemy models with the ADEPTA SORORITAS, ADEPTUS
MINISTORUM, CULTIST OF THE ABYSS, or CULTIST FIREBRAND keyword.

ORDO SANCTORUM KILL TEAMS


When building your Ordo Sanctorum Inquisition kill team, use the standard Inquisition model choices.

ORDO SANCTORUM INQUISITOR/INQUISITOR LORD


An Ordo Sanctorum Inquisitor follows all of the normal rules for an Inquisitor/Inquisitor Lord, but has the following additions.
WARGEAR OPTIONS • This model may replace its laspistol with a storm shield.
ABILITIES Black Priest: This model gains the MINISTORUM PRIEST keyword.
Storm Shield: Model with a storm shield only. This model has a 3+ invulnerable save.

ORDO SANCTORUM INQUISITOR WARGEAR


WEAPON POINTS PER WEAPON
Storm shield 5

• 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.

48
These rules are unofficial and are not authorized or endorsed by Games Workshop Ltd. Ioldanach – Final Version 1.1 – 2020/07/19

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.

49
These rules are unofficial and are not authorized or endorsed by Games Workshop Ltd. Ioldanach – Final Version 1.1 – 2020/07/19

ORDO SANCTORUM CHAMBER MILITANT


Serving as the primary means by which the Ecclesiarchy regulates itself and its followers, the Orders Militant of the Adepta Sororitas
have strong ties with the Inquisition. The Inquisitors of the Ordo Sanctorum are often aided by Celestians of the Adepta Sororitas.
You may include up to two CELESTIANS on your kill team as your CHAMBER MILITANT instead of Inquisitorial Storm Troopers, Space
Marines, or Primaris Space Marines.

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

ORDO SANCTORUM KILL TEAM


POINTS PER MODEL
MODEL
(Does not include wargear)
Battle Sister 7
Celestian 8
Cyber-berserker – Endurant 11
Hospitaller 11

50

You might also like