Inquisitorial Agents

Models
M
T
SV
W
LD
OC
Agent
6"
3
5+
1
7+
1
Agent w/ plasma pistol
6"
3
5+
1
7+
1
Agent w/ eviscerator
6"
3
5+
1
7+
1
Agent w/ mystic stave
6"
3
5+
1
7+
1
Servitor w/ heavy bolter
6"
3
5+
1
7+
1
Servitor w/ multi-melta
6"
3
5+
1
7+
1
Servitor w/ plasma cannon
6"
3
5+
1
7+
1
Inquisitorial Agents
6"
3
5+
1
7+
1
Ranged Weapons
RNG
A
BS
S
AP
D
Agent firearm
Pistol
12"
1
3+
4
-1
1
Heavy bolter
Heavy
Sustained Hits 1
36"
3
4+
5
-1
2
Multi-melta
Heavy
Melta 2
18"
2
4+
9
-4
D6
➤ Plasma cannon - standard
Blast
Heavy
36"
D3
4+
7
-1
1
➤ Plasma cannon - supercharge
Blast
Hazardous
Heavy
36"
D3
4+
8
-2
2
➤ Plasma pistol - standard
Pistol
12"
1
3+
7
-1
1
➤ Plasma pistol - supercharge
Hazardous
Pistol
12"
1
3+
8
-2
2
Melee Weapons
RNG
A
BS
S
AP
D
Agent melee weapon
Melee
3
3+
3
0
1
Eviscerator
Devastating Wounds
Melee
2
3+
6
-2
2
Mystic stave
Anti-INFANTRY 4+
Psychic
Melee
2
3+
5
-1
D3
Costs
6 models
50 pts
12 models
100 pts
Keywords
Infantry
Grenades
Imperium
Retinue
Inquisitorial Agents
Abilities
Loyal Henchmen

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

Tome-skull

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

Inquisitorial Henchmen

If your Army Faction is not Agents of the Imperium, then for each INQUISITOR unit you include in your army, you can include one INQUISITORIAL AGENTS unit in your army that does not count towards the number of RETINUE units your army can include.

Game Version6 models12 models
PointsChangePointsChange
Version 1.13
50 pts
100 pts
Version 1.12
50 pts
100 pts