Inquisitor's Hand


Books

BookKindEditionVersionLast update
  Warhammer 40,000: The App
  Warhammer 40,000: The AppRulebook112.7.1October 2026

Keywords

AGENTS OF THE IMPERIUM (4);
BATTLELINE (1);
CHARACTER (2);
EPIC HERO (1);
EXPLOSIVES (3);
IMPERIUM (4);
INFANTRY (4);
INQUISITOR'S HAND (4);
RETINUE (2)


The keywords presented in this section have a number of special features:
  • CLICK on the link to open the tooltip.
  • The number in parentheses indicates the number of datasheets containing this keyword. This number represents the total number of datasheets in the faction, regardless of the filter.
  • The list does not include named keywords that match the datasheet’s name (unless there are other datasheets with such a keyword).

Army Rules

Assigned Agents

Throughout the Imperium there exist numerous martial organisations and shadowy institutions. Bodies of armed warriors or solitary agents from these groups possess specialist skills, unusual equipment and vested interests that lead them to be attached to larger Imperial armies. Some are requisitioned by the army’s commander for their particular abilities, others are assigned by their hidden masters to achieve singular agendas. The most powerful have the authority and reputation to enforce their presence on the field of battle.

If your Army Faction is AGENTS OF THE IMPERIUM, then in the Select Detachment Rules step, you can select one of the available Detachments from this book as normal.

If your Army Faction is not AGENTS OF THE IMPERIUM, but every model in your army has the IMPERIUM keyword, you can include AGENTS OF THE IMPERIUM units in your army even if they do not have the Faction keyword you selected in the Select Army Faction step. In this case, the maximum number of AGENTS OF THE IMPERIUM units you can include in your army depends on the battle size, as shown below.

BATTLE SIZERETINUE UNITSCHARACTER UNITSREQUISITIONED UNITS
Incursion111
Strike Force221
Onslaught332

Note that you can include AGENTS OF THE IMPERIUM DEDICATED TRANSPORT units in such an army as normal, but each unit must start the battle with one or more units embarked within it, or it cannot be deployed for that battle and will count as having been destroyed during the first battle round.

Primary Mission

INQUISITORIAL SANCTION
Inquisitor's Hand

The enemy force poses a threat to the Imperium's integrity. Press forward, drive them from their holdfasts and kill their leaders, lest their heretical plots come to fruition.

ANY BATTLE ROUND
WHEN: End of your turn.
For each enemy CHARACTER model destroyed in this or the previous turn.10VP
SECOND BATTLE ROUND ONWARDS
WHEN: End of your turn.
You control two or more objectives.5VP
You control one or more objectives.5VP
END OF THE BATTLE
All enemy CHARACTER models are destroyed.10VP

Inquisitor’s Hand1DP

Detachment Rules

Marked for Death

Priority targets pose a clear and present threat to Humanity’s continued existence. They must be hunted down and eliminated, no matter the cost.

In your Command phase, you can select one enemy unit. Friendly INQUISITOR’S HAND units’ attacks that target that enemy unit have:
  • [Ignores Cover].
  • [Lethal Hits].
  • [Precision].

Enhancements

Killer Reflexes

Assassins of the Eversor temples are living instruments of destruction who know no pain, no fear and no restraint. They are relentless in their drive to kill and will shrug off seemingly mortal wounds in the course of their rampages.

INQUISITOR’S HAND EVERSOR ASSASSIN model only. In the Fight phase, when this model is destroyed, if this unit has not been selected to fight this phase, roll one D6: on a 2+, do not remove this model from the battlefield. When this unit has fought, or at the end of the phase (whichever comes first), this model is removed from the battlefield.

Sanctic Slayers

Benefiting from Preacher Teguen’s blessings and empowered by the Inquisition’s specialist training, the warriors of the Inquisitor’s Hand are able to engage seemingly far more powerful enemies on an even footing.

INQUISITOR’S HAND MINISTORUM PRIEST model only. (Once per turn, per unit) When a friendly INQUISITOR’S HAND unit is selected to attack you can use this ability. If you do, that unit’s attacks that target a unit with a T greater than or equal to your attack’s S have +1 to wound rolls.


Stratagems

URBAN ENFORCERS
1CP
Inquisitor's Hand Stratagem
Many Inquisitorial agents are drawn from the depths of densely populated hives and other urban environments. Whether former hive gangers, enforcers, bounty hunters or agents of the law, these operatives are all experts in claustrophobic urban warfare.
WHEN: Your opponent’s Shooting phase or the Fight phase, when an enemy unit targets a friendly INQUISITOR’S HAND unit with every model within a terrain area.

TARGET: That INQUISITOR’S HAND unit.

EFFECT: Attacks that target your unit have -1 AP.
SUPERIOR WEAPONRY
1CP
Inquisitor's Hand Stratagem
Inquisitors are known to amass huge armouries full of esoteric weapons and wargear that may be, when necessary, dispensed to their agents in the field.
WHEN: Your Shooting phase or the Fight phase, when a friendly INQUISITOR’S HAND unit (excluding EVERSOR ASSASSIN units) is selected to attack.

TARGET: That INQUISITOR’S HAND unit.

EFFECT: Your unit’s attacks have +1 AP.
INQUISITORIAL MANDATE
1CP
Inquisitor's Hand Stratagem
Agents of the Inquisition have the authority to commandeer and claim as they see fit. The flashing of an inquisitorial seal is all it takes to stake their claim.
WHEN: End of your Movement phase.

TARGET: One friendly INQUISITOR’S HAND unit (excluding EVERSOR ASSASSIN units).

EFFECT: Select one objective your unit is controlling. That objective is secured.

Datasheets


Inquisitor's Hand Eversor Assassin
(⌀32mm)
M
9"
T
4
SV
6+
W
4
LD
6+
OC
1
INSV
4+
RANGED WEAPONS
RANGE
A
BS
S
AP
D
Executioner Pistol Anti-Infantry 3+ CLOSE-QUARTERS Precision Sustained Hits 3
Executioner Pistol Anti-Infantry 3+ CLOSE-QUARTERS Precision Sustained Hits 3
12"
4
2+
4
0
1
MELEE WEAPONS
RANGE
A
WS
S
AP
D
Power Sword and Neuro-Gauntlet Anti-Infantry 3+ Precision Sustained Hits 3
Power Sword and Neuro-Gauntlet Anti-Infantry 3+ Precision Sustained Hits 3
Melee
6
2+
5
-2
2
ARMY RULESAssigned Agents
ABILITIES
Overkill (Once per battle per unit): When this unit is selected to attack, you can use this ability. If you do, this unit’s melee attacks have -4 AP.
UNIT COMPOSITION
  • 1 Eversor Assassin model
This model is equipped with: 1 Executioner Pistol; 1 Power Sword and Neuro-Gauntlet.
KEYWORDS: EVERSOR ASSASSIN; EPIC HERO; EXPLOSIVES; CHARACTER; INFANTRY; IMPERIUM; OFFICIO ASSASSINORUM; INQUISITOR'S HAND
FACTION KEYWORDS:
AGENTS OF THE IMPERIUM
STRATAGEMS
COMMAND RE-ROLL
1CP
Core
C
INSANE BRAVERY
1CP
Core
C
FIRE OVERWATCH
1CP
Core
C
HEROIC INTERVENTION
1CP
Core
C
EPIC CHALLENGE
1CP
Core
C
COUNTEROFFENSIVE
2CP
Core
C
URBAN ENFORCERS
1CP
Inquisitor's Hand Stratagem
DETACHMENT ABILITY
Marked for Death
ENHANCEMENTS
Killer Reflexes


Preacher Teguen
(⌀32mm)
M
6"
T
3
SV
6+
W
3
LD
7+
OC
1
INSV
4+
RANGED WEAPONS
RANGE
A
BS
S
AP
D
Zealot's Vindictor Ignores Cover Torrent
Zealot's Vindictor Ignores Cover Torrent
12"
D6
-
5
0
1
MELEE WEAPONS
RANGE
A
WS
S
AP
D
Zealot's Vindictor
Zealot's Vindictor
Melee
3
4+
5
-1
2
ARMY RULESAssigned Agents
ABILITIES
Zealot (Once per battle per unit): When this unit is selected to fight, you can use this ability. If you do, this model’s melee attacks have +3 A and S.
Holy Hatred: If this is an Attached unit, this unit’s melee attacks have [Sustained Hits 1].
UNIT COMPOSITION
  • 1 Preacher Teguen model
This model is equipped with: 1 Zealot's Vindictor.
LEADER
This model can be attached to the following unit:
KEYWORDS: CHARACTER; INQUISITOR'S HAND; ORDO HERETICUS; MINISTORUM PRIEST; INFANTRY; IMPERIUM
FACTION KEYWORDS:
AGENTS OF THE IMPERIUM
STRATAGEMS
COMMAND RE-ROLL
1CP
Core
C
INSANE BRAVERY
1CP
Core
C
FIRE OVERWATCH
1CP
Core
C
HEROIC INTERVENTION
1CP
Core
C
EPIC CHALLENGE
1CP
Core
C
COUNTEROFFENSIVE
2CP
Core
C
INQUISITORIAL MANDATE
1CP
Inquisitor's Hand Stratagem
SUPERIOR WEAPONRY
1CP
Inquisitor's Hand Stratagem
URBAN ENFORCERS
1CP
Inquisitor's Hand Stratagem
DETACHMENT ABILITY
Marked for Death
ENHANCEMENTS
Sanctic Slayers


Inquisitor's Hand Inquisitorial Agents
M
6"
T
3
SV
5+
W
1
LD
7+
OC
1
Inquisitorial Agent with Agent’s Firearm, Agent’s Implement and Mystic Stave(⌀25mm)
6"
3
5+
1
7+
1
Inquisitorial Agent with Agent’s Firearm and Agent’s Implement(⌀25mm)
6"
3
5+
1
7+
1
Gun Servitor(⌀32mm)
6"
3
5+
1
7+
1
Inquisitorial Agent with Agent’s Firearm, Plasma Pistol and Agent’s Implement(⌀25mm)
RANGED WEAPONS
RANGE
A
BS
S
AP
D
Heavy Bolter Heavy Sustained Hits 1
Heavy Bolter Heavy Sustained Hits 1
36"
3
4+
5
-1
2
Agent’s Firearm CLOSE-QUARTERS
Agent’s Firearm CLOSE-QUARTERS
12"
1
3+
4
-1
1
Plasma Pistol - Standard CLOSE-QUARTERS
Plasma Pistol - Standard CLOSE-QUARTERS
12"
1
3+
7
-2
1
Plasma Pistol - Supercharge CLOSE-QUARTERS Hazardous
Plasma Pistol - Supercharge CLOSE-QUARTERS Hazardous
12"
1
3+
8
-3
2
MELEE WEAPONS
RANGE
A
WS
S
AP
D
Agent’s Implement
Agent’s Implement
Melee
3
3+
3
0
1
Mystic Stave anti-infantry 4+ PSYCHIC
Mystic Stave anti-infantry 4+ PSYCHIC
Melee
2
3+
5
-1
D3
ARMY RULESAssigned Agents
ABILITIES
Tome Skull (Once per battle per unit): At the start of any phase, you can select one friendly battle-shocked AGENTS OF THE IMPERIUM unit within 6" of this unit or one enemy within 6" of this unit. If you select a friendly unit, that unit is no longer battle-shocked. If you select an enemy unit, that unit must make a battle-shock roll.
Loyal To The Cause: When an enemy unit targets this unit, if this unit is within range of an objective, attacks that target this unit have -1 to wound rolls.
UNIT COMPOSITION
  • 1 Gun Servitor model
  • 1 Inquisitorial Agent with Agent’s Firearm, Agent’s Implement and Mystic Stave model
  • 1 Inquisitorial Agent with Agent’s Firearm, Plasma Pistol and Agent’s Implement model
  • 3 Inquisitorial Agent with Agent’s Firearm and Agent’s Implement models
The Gun Servitor is equipped with: 1 Agent’s Implement; 1 Heavy Bolter.

The Inquisitorial Agent with Agent’s Firearm, Agent’s Implement and Mystic Stave is equipped with: 1 Agent’s Firearm; 1 Agent’s Implement; 1 Mystic Stave; Tome Skull.

The Inquisitorial Agent with Agent’s Firearm, Plasma Pistol and Agent’s Implement is equipped with: 1 Agent’s Firearm; 1 Agent’s Implement; 1 Plasma Pistol - Standard.

Every Inquisitorial Agent with Agent’s Firearm and Agent’s Implement is equipped with: 1 Agent’s Firearm; 1 Agent’s Implement.
KEYWORDS: EXPLOSIVES; RETINUE; IMPERIUM; INQUISITOR'S HAND; INFANTRY
FACTION KEYWORDS:
AGENTS OF THE IMPERIUM
STRATAGEMS
COMMAND RE-ROLL
1CP
Core
C
INSANE BRAVERY
1CP
Core
C
FIRE OVERWATCH
1CP
Core
C
HEROIC INTERVENTION
1CP
Core
C
COUNTEROFFENSIVE
2CP
Core
C
INQUISITORIAL MANDATE
1CP
Inquisitor's Hand Stratagem
SUPERIOR WEAPONRY
1CP
Inquisitor's Hand Stratagem
URBAN ENFORCERS
1CP
Inquisitor's Hand Stratagem
LED BY
This unit can be led by the following unit:
DETACHMENT ABILITY
Marked for Death


Inquisitor's Hand Vigilant Squad
M
6"
T
3
SV
4+
W
1
LD
7+
OC
2
Cyber-Mastiff(⌀25mm)
6"
3
4+
1
7+
2
Proctor-Vigilant(⌀28.5mm)
6"
3
4+
1
7+
2
Vigilant with Combat Shotgun, Shotpistol and Gun Stocks(⌀28.5mm)
6"
3
4+
1
7+
2
Vigilant with Grenade Launcher, Shotpistol and Gun Stocks(⌀28.5mm)
6"
3
4+
1
7+
2
Vigilant with Shotpistol, Webber and Gun Stocks(⌀28.5mm)
RANGED WEAPONS
RANGE
A
BS
S
AP
D
Shotpistol CLOSE-QUARTERS
Shotpistol CLOSE-QUARTERS
12"
1
4+
4
0
1
Combat Shotgun
Combat Shotgun
18"
2
4+
4
0
1
Grenade Launcher - Krak
Grenade Launcher - Krak
24"
1
4+
9
-2
D3
Grenade Launcher - Frag BLAST 1
Grenade Launcher - Frag BLAST 1
24"
D3
4+
4
0
1
Webber ASSAULT Devastating Wounds
Webber ASSAULT Devastating Wounds
12"
D6
3+
2
0
1
MELEE WEAPONS
RANGE
A
WS
S
AP
D
Mechanical Bite
Mechanical Bite
Melee
3
4+
4
0
1
Gun Stocks
Gun Stocks
Melee
2
4+
3
0
1
ARMY RULESAssigned Agents
ABILITIES
Merciless Judgement: This unit’s ranged attacks that target a unit below half-strength have +1 to wound rolls.
Nuncio-Aquila: At the start of the Command phase, you can use this ability. If you do, select one objective within 6" of this model that has not been selected for this ability this turn. Enemy units (excluding MONSTER/VEHICLE units) within range of that objective must make a battle-shock roll.
UNIT COMPOSITION
  • 1 Cyber-Mastiff model
  • 1 Proctor-Vigilant model
  • 1 Vigilant with Grenade Launcher, Shotpistol and Gun Stocks model
  • 1 Vigilant with Shotpistol, Webber and Gun Stocks model
  • 6 Vigilant with Combat Shotgun, Shotpistol and Gun Stocks models
The Cyber-Mastiff is equipped with: 1 Mechanical Bite.

The Proctor-Vigilant is equipped with: 1 Combat Shotgun; 1 Gun Stocks; Nuncio-Aquila; 1 Shotpistol.

The Vigilant with Grenade Launcher, Shotpistol and Gun Stocks is equipped with: 1 Grenade Launcher - Frag; 1 Gun Stocks; 1 Shotpistol.

The Vigilant with Shotpistol, Webber and Gun Stocks is equipped with: 1 Gun Stocks; 1 Shotpistol; 1 Webber.

Every Vigilant with Combat Shotgun, Shotpistol and Gun Stocks is equipped with: 1 Combat Shotgun; 1 Gun Stocks; 1 Shotpistol.
KEYWORDS: INFANTRY; INQUISITOR'S HAND; RETINUE; ADEPTUS ARBITES; BATTLELINE; IMPERIUM; EXPLOSIVES
FACTION KEYWORDS:
AGENTS OF THE IMPERIUM
STRATAGEMS
COMMAND RE-ROLL
1CP
Core
C
INSANE BRAVERY
1CP
Core
C
FIRE OVERWATCH
1CP
Core
C
HEROIC INTERVENTION
1CP
Core
C
COUNTEROFFENSIVE
2CP
Core
C
INQUISITORIAL MANDATE
1CP
Inquisitor's Hand Stratagem
SUPERIOR WEAPONRY
1CP
Inquisitor's Hand Stratagem
URBAN ENFORCERS
1CP
Inquisitor's Hand Stratagem
DETACHMENT ABILITY
Marked for Death

The AGENTS OF THE IMPERIUM keyword is used in the following Inquisitor's Hand datasheets:

The BATTLELINE keyword is used in the following Inquisitor's Hand datasheets:

The CHARACTER keyword is used in the following Inquisitor's Hand datasheets:

The EPIC HERO keyword is used in the following Inquisitor's Hand datasheets:

The EXPLOSIVES keyword is used in the following Inquisitor's Hand datasheets:

The IMPERIUM keyword is used in the following Inquisitor's Hand datasheets:

The INFANTRY keyword is used in the following Inquisitor's Hand datasheets:

The INQUISITOR'S HAND keyword is used in the following Inquisitor's Hand datasheets:

The RETINUE keyword is used in the following Inquisitor's Hand datasheets:

02.05.01 Using Keywords & Mixed Keywords in Units
When using keywords, the following points apply:
  • A unit has all the keywords of all models in that unit. A model only has its own keywords.
  • If a rule specifies that it applies to a unit with a keyword, it applies to a unit which includes one or more models with that keyword.
  • If a rule specifies that it applies to a model with a keyword, it only applies to a model with that keyword.
  • If a rule specifies that it applies to ‘non-KEYWORD’ models/units, it only applies to models/units that do not have that keyword. For example, if a rule applies to non-VEHICLE units, it only applies to units that do not have the VEHICLE keyword.
  • Some units can contain models that have different keywords. While this is the case, such a unit is considered to have all of the keywords of all of its models, and so is affected by any rule that applies to units with any of those keywords. Remember that attacks are made against units, not models.
  • If a rule only applies to models with a specific keyword, then it instead only applies to models in such a unit that have the correct keyword.
  • A rule with a comma-separated list of keywords, or a series of keywords separated by slashes (‘/’), or two keywords separated by the word ‘or’ (e.g. ‘an IMMORTALS, DEATHMARKS or LYCHGUARD unit’) refers to a model/unit that has any one of those keywords.
  • A rule with multiple adjacent keywords (e.g. ‘an AELDARI GUARDIANS unit’) only refers to a model/unit that has all of those keywords.
  • Some older rules use keywords without specifying model or unit: for example, MONSTER/VEHICLE or TRANSPORT. These rules refer to units with those keywords.
  • Singular and plural instances of the same keyword function in the same way.
Keywords
Datasheets have a list of keywords, separated into faction keywords and other keywords. The former are used when deciding which models to include in your army, but otherwise both are functionally the same. Keywords appear in full capitals, in KEYWORD BOLD.

Some rules are linked to one or more keywords. For example, a rule might say that it applies to INFANTRY units. This means it only applies to units that have the INFANTRY keyword. Singular and plural instances of the same keyword function in the same way.

SEE ALSO
  • Using Keywords & Mixed Keywords in Units 02.05.01

FAQ

Q:Do rules that affect a keyword include multi-word keywords that contain that keyword? For example, would rules that affect COMMISSAR units affect a unit that has the COMMISSAR GRAVES keyword?
A:
No.
01.02.04 Not On The Battlefield
A unit that is embarked within a TRANSPORT or that is in strategic reserves is not on the battlefield. The following applies to such units:
  • That unit is not visible to any other units (units are visible to themselves).
  • Any other unit is not visible to that unit.
  • Players cannot measure distances to or from that unit (units are within range of their own abilities).

This means units not on the battlefield cannot be selected or targeted by any attack or rule that requires a unit to be visible or within a certain distance (other than their own abilities).

Such units can still use their other rules, and are still units in the controlling player’s army and so can be affected by rules that require a player to select a unit from an army, as well as rules that affect all units in an army.

The controlling player must make battle-shock rolls for units that are not on the battlefield in their Command phase if they are battle-shocked, or if they are at or below half-strength.
06.01 Visibility
Line of sight is used to determine visibility between models. For an observing model to have line of sight, it must be possible to draw an imaginary straight line, 1 mm wide, from any part of that model to any part of the model being observed. This line is the line of sight. While doing so, other models in the observing model’s unit and in the observed model’s unit are ignored.

Other models and units can be either visible or fully visible to the observing model, as shown below. Note that terrain applies additional rules to visibility (13.07).

Model Visible
If any part of another model is visible to the observing model, that model is visible.

Model Fully Visible
If every part of another model that is facing the observing model is visible to the observing model (so the only thing blocking visibility to any part of that other model is that model itself), that model is fully visible.

Unit Visible
If one or more models in a unit are visible to the observing model, that unit is visible.

Unit Fully Visible
If every model in a unit is fully visible to the observing model, that unit is fully visible. When determining this, the observing model can see through other models in that unit.

FAQ

Q:When checking line of sight from one model to another, is this drawn between the bases of those models, or between any part of them?
A:
Line of sight is drawn from any part of the observing model to any part of the model being observed.
05.04.04 Destroyed
Throughout a battle, models will suffer damage, lose wounds and be destroyed. When every model in a unit has been destroyed, that unit is destroyed.

When a model is destroyed, first resolve any rules that are triggered when it is destroyed, then it is removed from the battlefield. If any such rules apply, and if the model was destroyed as the result of an attack, unless otherwise stated, those rules are only resolved and that model is only removed after the attacking unit’s attacks have been resolved. Unless otherwise stated, destroyed models and units cannot use abilities or be selected or targeted by rules.

Some rules only trigger if an enemy model or unit was destroyed by you, or by a model or unit from your army. This means that the enemy model or unit was destroyed by an attack made by a model from your army, or by a player rule you have. Enemy models or units that are destroyed by any other means are not destroyed by you, or by a model or unit from your army.
[ONE SHOT]24.26

Some weapons are so rare, or so complex and slow to reload, that they can only be used once.

Each weapon with this ability can only be selected to make attacks with once per battle.

If a destroyed model is returned to a unit, all of its [ONE SHOT] weapons that have already been selected to make attacks with during the battle cannot be selected to make attacks with again.

If a new unit is added to an army, all [ONE SHOT] weapons in that unit can be selected to make attacks with once per battle.
FIRING DECK24.14

Some transports have dedicated platforms or firing ports from which embarked passengers can lay down a withering hail of munitions.

This ability always takes the form Firing Deck X. In your Shooting phase, each time this TRANSPORT is selected to shoot, if one or more units are embarked within it, resolve the following sequence:
  1. Select up to X models embarked within this TRANSPORT (excluding models whose units have already been selected to shoot this phase).
  2. For each selected model, select one of its ranged weapons (excluding [ONE SHOT] weapons).
  3. Until this TRANSPORT has resolved all of its attacks, it has all of those selected weapons in addition to its other weapons.
  4. Until the end of the turn, units embarked within this TRANSPORT are not eligible to shoot.
18.02 Embarking
Once the first battle round has started, a friendly unit can embark within a friendly TRANSPORT model after making a normal, advance or fall-back move, if all of the following conditions apply:
  • Each model in that unit is within 3" of that TRANSPORT.
  • That unit was not set up on the battlefield this turn.
  • That unit is eligible to embark within that TRANSPORT, as described on that TRANSPORT’s datasheet.
  • That TRANSPORT has sufficient remaining transport capacity for each model in that unit.

When a unit embarks, the active player removes that unit from the battlefield and places it to one side – it is now embarked within that TRANSPORT and is not on the battlefield.

SEE ALSO
  • Not on the Battlefield 01.02.04

FAQ

Q:Do a unit's abilities continue to function while they are embarked within a TRANSPORT?
A:
Yes, within the restrictions specified by the ability itself. Embarked units are Not On The Battlefield (01.02.04), so any ability requiring visibility or measurement to another unit will fail.

Example: %000035347Azrael% is attached to an Intercessor Squad unit and embarked within a TRANSPORT, and that TRANSPORT is making a shooting attack using the Firing Deck ability. While Azrael’s Supreme Grand Master ability is still technically active, it will have no effect, as the requirements of the ability are not met (the ability affects ‘weapons equipped by models’ in Azrael’s unit, and for the purposes of Firing Deck, the TRANSPORT itself is equipped with those weapons instead).
Q:If a rule says a unit can embark into a TRANSPORT in a turn that unit disembarked, does this ignore the core rules restriction on embarking in a turn that unit made a set up move (see 18.02)?
A:
Yes
13.01 Placing Terrain
Before the battle, place a selection of terrain features on the battlefield using one or more of the following methods:
  • Place a well-defined boundary (such as a base or mat) in each location you want to furnish with terrain, then place one or more terrain features wholly within that boundary.
  • Place one terrain feature directly on the battlefield.
  • Place two or more terrain features directly on the battlefield in such a way that together they define the boundary of an area.

In each case, the area of the battlefield occupied by that boundary or terrain feature is known as a terrain area. A mission’s deployment map may define the location and dimensions of each terrain area. Otherwise, players must agree on this before the battle.

FAQ

Q:Are models that are within the boundary of a terrain area, but not on the ground floor of a terrain area (e.g. overhanging parts of FRAME VEHICLES or models on terrain features that are within that terrain area) within that terrain area?
A:
Yes
13.08 Benefit of Cover
Each time a ranged attack targets a unit, if every model in that unit meets one or more of the following conditions, that unit has the benefit of cover against that attack:
  • That model has the INFANTRY/BEASTS/SWARM keyword and is within a terrain area.
  • That model is not fully visible to the attacking model due to one or more intervening terrain features and/or one or more intervening obscuring terrain areas (see below).

Each time a ranged attack targets a unit that has the benefit of cover against it, worsen the BS characteristic of that attack by 1.

FAQ

Q:When my unit shoots at another unit, how does it work if some models in the target unit are fully visible to some models in my unit, while others are within a terrain area/not fully visible?
A:
For each attacking model in your unit, determine whether the target unit has the benefit of cover, as described in Terrain and Visibility. In this scenario, the target unit will likely have the benefit of cover against some of the attacking models, but not all.

This means that, in an example unit where all attacking models are using the same weapon, when you get to the Resolve Attacks step of the Attack Sequence, you will collect dice for attacks made by models against which the target unit has the benefit of cover separately from the dice for attacks made by models against which the target unit does not have the benefit of cover.
STEALTH24.33

The stealthiest warriors can evade the attentions, and the bullets, of their foes.

If every model in a unit has this ability, each time a ranged attack targets that unit, that unit has the benefit of cover against that attack (13.08).
[IGNORES COVER]24.18

Some weapons are designed to root enemy formations out of entrenched positions.

Each time an attack is made with an [IGNORES COVER] weapon, the target cannot have the benefit of cover against that attack (13.08), including from rules that give a model or unit the benefit of cover (e.g. Stealth).
[LETHAL HITS]24.23

Many deadly weapons can inflict fatal injuries on any foe, no matter their resilience.

Each time an attack made with a [LETHAL HITS] weapon results in a critical hit, you can choose for that attack to automatically wound the target.

Designer’s Note: Choosing to automatically wound the target means that no wound roll is made for that attack. You may decide against this, as it means that attack cannot result in a critical wound and so cannot trigger other abilities such as [DEVASTATING WOUNDS].
Save Rolls
The opposing player resolves the following sequence:
  1. Create Groups: Divide all models in the target unit into the following groups, as many times as required:
    • One group for each CHARACTER model.
    • One group for all other models with the same W, Sv and InSv characteristics.
  2. Allocation Order: Declare the order in which those groups will have attacks allocated to them, applying all of the following:
    • If a non-CHARACTER group contains a model that has lost one or more wounds, that group must be first in the allocation order.
    • No CHARACTER group can be earlier in the allocation order than a non-CHARACTER group.
    • CHARACTER groups containing a model that has lost one or more wounds must be earlier in the allocation order than CHARACTER groups containing no wounded models.
  3. Make Save Rolls: The opposing player makes one save roll for each attack that wounded the target by rolling one D6.

FAQ

Q:When declaring the allocation order of groups in my unit I have more than one non-CHARACTER groups that contain a model with a missing wound, how must I select the order?
A:
Those groups can be selected in an order of your choosing but must be in an order that makes them come before any non-CHARACTER groups that do not contain a model with a missing wound.
Q:I have a unit being attacked with weapons that will modify some of their save rolls to be worse then 6 should I make those save rolls?
A:
Yes, because other models in your unit may have Sv’s that are better those models you’ve mentioned, this means that enough save rolls could be allocated to the those models that the rest of the results are not greater then the Sv’s of the other models in your unit.
Q:Can I group or allocate a wound to a destroyed model?
A:
No.
05.04.01 Current Allocation Group
The first group in the allocation order begins as the current group. Once all models in an allocation group are destroyed, the next group in the allocation order becomes the current one.
[PRECISION]24.28

Precision attacks can pick high-value targets out in a crowd.

While resolving attacks made with one or more [PRECISION] weapons, at the start of the Allocation Order step (05.03), if the target unit contains one or more CHARACTER models visible to one or more of the attacking models, the active player can select one allocation group that contains one of those visible CHARACTER models. If they do, until those attacks are resolved, or until that CHARACTER group is destroyed (whichever happens first), that CHARACTER group is the current allocation group.
04.01.05 Selected to Attack
Some rules use the term selected to attack. If a unit is selected to fight, selected to shoot or chosen to make attacks, that unit is selected to attack.
[DEVASTATING WOUNDS]24.10

The most potent weapons strike with such power that they make a mockery of armour and can cleave through several foes.

Each time an attack made with a [DEVASTATING WOUNDS] weapon results in a critical wound, the attack sequence for that attack ends and the target unit suffers a number of mortal wounds equal to the D characteristic of that weapon. These are inflicted after resolving any normal damage inflicted by those attacks.

Mortal wounds inflicted by [DEVASTATING WOUNDS] weapons can damage a maximum of one model for each critical wound; any remaining mortal wounds inflicted by that attack are lost.

Example: An attack made with a [DEVASTATING WOUNDS] weapon with a D characteristic of 3 results in a critical wound against an Intercessor Squad, so inflicts 3 mortal wounds. The first 2 mortal wounds are sufficient to destroy 1 Intercessor model, so the remaining mortal wound is lost.
05.02.01 Multiple Toughness Characteristics
When resolving attacks that target a unit in which the models have two or more different T characteristics, follow the first instruction that applies from below:
  • If the target unit is an attached unit, use the highest T characteristic amongst bodyguard models in that unit that are on the battlefield.
  • Use the highest T characteristic amongst models in that unit that are on the battlefield.
Wound Roll
Make one wound roll for each hit by rolling one D6. For each result, check if it fails or is a wound by matching the first condition below that applies:

Unmodified
FAILS
Unmodified
CRITICAL WOUND
Equal to or greater than the required result below:WOUND
ATTACK’S STRENGTH VS TARGET’S TOUGHNESSREQUIRED RESULT
Strength is TWICE (or more than twice) the Toughness
+
Strength is GREATER than the Toughness
+
Strength is EQUAL to the Toughness
+
Strength is LESS than the Toughness
+
Strength is HALF (or less than half) the Toughness
+
Any other resultFAILS

CRITICAL WOUNDS
Critical wounds are still wounds. In addition, other rules can be triggered by a critical wound, such as [DEVASTATING WOUNDS] (24).


SEE ALSO
  • Multiple Toughness Characteristics 05.02.01
14.02 Level of Control
At the start of the battle, no objective on the battlefield is controlled by either player. To gain control of an objective, a player will need one or more models with an OC characteristic of 1 or more within range of it. A model is within range of a terrain objective while it is within that terrain area.

At the end of each phase and turn, to determine a player’s level of control over an objective, add together the OC characteristics of all the models in that player’s army that are within range of that objective:
  • The player who has the highest level of control over that objective controls that objective.
  • If both players have the same level of control over that objective, unless that objective is secured (see below), that objective is not controlled by either player.

While one or more units from a player’s army are within range of an objective that player controls, for each of those units that contains one or more models with an OC characteristic of 1 or more, that unit is said to be controlling that objective.

HOLD AT ALL COSTS
Some units have abilities that are triggered when they control an objective, or when they secure an objective for your army.

FAQ

Q:Is being within range of a terrain objective the same as being within range of an objective marker?
A:
Yes.
14.03 Secured Objectives
Some rules allow an objective to be secured by a player’s army. When an objective is secured by a player’s army, that objective remains under their control – even once they no longer have any units within range of it – until their opponent’s level of control over that objective is greater than theirs at the end of a phase.

FAQ

Q:If my unit has taken control of an objective at the end of my movement phase and that unit has as an ability that secures an objective they control, can they secure that objective?
A:
Yes
Assigned Agents

Throughout the Imperium there exist numerous martial organisations and shadowy institutions. Bodies of armed warriors or solitary agents from these groups possess specialist skills, unusual equipment and vested interests that lead them to be attached to larger Imperial armies. Some are requisitioned by the army’s commander for their particular abilities, others are assigned by their hidden masters to achieve singular agendas. The most powerful have the authority and reputation to enforce their presence on the field of battle.

If your Army Faction is AGENTS OF THE IMPERIUM, then in the Select Detachment Rules step, you can select one of the available Detachments from this book as normal.

If your Army Faction is not AGENTS OF THE IMPERIUM, but every model in your army has the IMPERIUM keyword, you can include AGENTS OF THE IMPERIUM units in your army even if they do not have the Faction keyword you selected in the Select Army Faction step. In this case, the maximum number of AGENTS OF THE IMPERIUM units you can include in your army depends on the battle size, as shown below.

BATTLE SIZERETINUE UNITSCHARACTER UNITSREQUISITIONED UNITS
Incursion111
Strike Force221
Onslaught332

Note that you can include AGENTS OF THE IMPERIUM DEDICATED TRANSPORT units in such an army as normal, but each unit must start the battle with one or more units embarked within it, or it cannot be deployed for that battle and will count as having been destroyed during the first battle round.
Before selecting targets for this weapon, select one of its eligible profiles to make attacks with.
[ANTI]24.03

Certain weapons are the bane of particular foes.

This ability always takes the form [ANTI-X Y+]. Each time an attack is made with an [ANTI] weapon, if the target unit has the keyword denoted by X, an unmodified wound roll of Y+ is a critical wound.

Example: An attack made with an [ANTI-VEHICLE 4+] weapon against a VEHICLE unit will result in a critical wound on an unmodified wound roll of 4+, while an attack made with an [ANTI-PSYKER 2+] weapon against a PSYKER unit will result in a critical wound on an unmodified wound roll of 2+.
03.04 Engagement
A model’s engagement range is the area of the battlefield within 2" horizontally and 5" vertically of it.
  • While a friendly model is within engagement range of one or more enemy models, those models – and the units they belong to – are engaged with each other.
  • While a unit contains no engaged models, that unit is unengaged.

WHAT IS ENGAGEMENT?
While opposing models are within each other’s engagement range, they are able to fight in vicious melee, so unless they are seeking to make melee attacks, models should keep out of their foes’ reach.

ENGAGEMENT
These two units have at least one model within 2" of the opposing unit, and are therefore engaged with each other.

FAQ

Q:Does my model or unit become engaged while moving through a enemy units engagement range during a move?
A:
No
ADVANCE MOVE09.06
MAXIMUM DISTANCE: Advance roll + your unit’s M characteristic.
ELIGIBLE IF: Your unit is on the battlefield and unengaged.
EFFECT: Your unit moves as described in Moving (03).
BEFORE MOVING: Make an advance roll by rolling one D6.
AFTER MOVING:
SNAP SHOOTING15.09
ELIGIBLE IF: As stated in the rule allowing this shooting type.
EFFECT: Your unit shoots as described in Making Attacks (04).
WHILE SHOOTING:
  • You can only target one visible enemy unit within 24" of your unit (and only if it is an eligible target).
  • Each attack only hits on an unmodified hit roll of 6 (irrespective of the attacking weapon’s BS characteristic or any modifiers).
  • You cannot re-roll hit rolls.
AFTER SHOOTING: Until the end of the phase, your unit is not eligible to start an action.
Hit Roll
Make one hit roll for each attack dice by rolling one D6. For each result, check if it fails or is a hit by matching the first condition below that applies:

Unmodified
FAILS
Unmodified
CRITICAL HIT
Equal to or greater than that attack’s BS/WS characteristicHIT
Any other resultFAILS

CRITICAL HITS
Critical hits are still hits. In addition, other rules can be triggered by a critical hit, such as [LETHAL HITS] (24).

FAQ

Q:My attack has a rule that means it results in a critical hit on a hit roll of 4+. Does this work when snap shooting?
A:
Unless otherwise stated, no: when snap shooting, each attack only hits on a roll of 6.
Q:My attack has a rule that means it results in a critical hit on a hit roll of 4+, and I would otherwise need a 5+ to hit. Does a 4+ hit?
A:
Yes, except when snap shooting: when snap shooting, each attack only hits on a roll of 6.
[BLAST]24.05

High-explosive rounds can fell several warriors in a single blast, but firing them too close to comrades is unwise.

Each time you gather attack dice for a [BLAST] weapon, add one additional attack dice for every five models that were in the target unit in the Select Targets step (rounding down).

If this ability takes the form [BLAST X], each time you gather attack dice for such a weapon, add X additional attack dice for every five models that were in the target unit in the Select Targets step (rounding down) instead.

Example: If a [BLAST 2] weapon with an A characteristic of 3 targets a unit containing 12 models, you would gather four additional attack dice for that weapon (for a total of seven for that weapon).
CLOSE-QUARTERS SHOOTING10.06
ELIGIBLE IF: All of the following apply to your unit:
  • Engaged and did not make an advance move this turn.
  • Has one or more [CLOSE-QUARTERS] weapons or is a MONSTER/VEHICLE unit.
EFFECT: Your unit shoots as described in Making Attacks (04).
WHILE SHOOTING: Models in your unit can target enemy units your unit is engaged with.
  • MONSTER/VEHICLE Models: Each time a MONSTER/VEHICLE model in your unit makes an attack:
    • Unless that attack is made with a [CLOSE-QUARTERS] weapon and targets a unit your unit is engaged with, subtract 1 from the hit roll.
    • If that attack is made with a [BLAST] weapon, it still cannot target a unit your unit is engaged with.
  • Non-MONSTER/Non-VEHICLE Models: You can only select [CLOSE-QUARTERS] weapons to make attacks with and you can only select enemy units that are engaged with your unit as targets.
AFTER SHOOTING: Until the end of the phase, your unit is not eligible to start an action.
[CLOSE-QUARTERS]24.07

Weapons designed for close-quarters fighting can be wielded effectively even in the press of melee combat.

Units containing one or more models with a [CLOSE-QUARTERS] weapon can shoot using close-quarters shooting (10.06).

When using another shooting type, for each model in that unit (excluding MONSTER/VEHICLE models), you can only select one of the following to make attacks with:
  • One or more of its [CLOSE-QUARTERS] weapons.
  • One or more of its other ranged weapons.
[SUSTAINED HITS]24.36

Some weapons possess a punishing rate of fire, or can land devastating flurries of blows, tearing the foe apart with relentless ferocity.

This ability always takes the form [SUSTAINED HITS X]. Each time an attack made with a [SUSTAINED HITS] weapon results in a critical hit, that attack results in a number of additional hits on the target as denoted by X.

Example: An attack made with a [SUSTAINED HITS 2] weapon results in a critical hit. That attack therefore hits the target three times (once from the critical hit, and twice more from the [SUSTAINED HITS 2] ability).
02.02.03 Random Characteristics
Random Movement: When a unit with a random M characteristic is selected to move, determine the entire unit’s move distance by rolling the indicated number of dice.

Random Attacks: If a weapon has a random A characteristic, that characteristic is determined when generating attacks for that weapon at the Resolve Attacks step (04.03). If several weapons with random A characteristics are making identical attacks, generate the attacks for each of those weapons individually, and group them all together.

Random Damage: If a weapon has a random D characteristic, then each time an attack made with it inflicts damage, the controlling player determines that weapon’s characteristic when the opposing player has selected a model in the target unit to allocate that attack to.

When determining a random D characteristic, the dice roll made is called a damage roll.

Where a D characteristic includes an operator (e.g. a ‘+’, as in D6+1), the value after the operator is part of that D characteristic – it is not a modifier.

Other Random Characteristics: For all other characteristics, roll to determine the value on an individual, per-model or per-weapon basis each time that characteristic is required.
[HAZARDOUS]24.15

Weapons powered by unstable and dangerous energy sources pose a substantial risk to the wielder and those that stand beside them.

Each time a unit is selected to shoot or selected to fight, after that unit has resolved all of its attacks, make a number of hazard rolls (06.03) for that unit equal to the number of [HAZARDOUS] weapons you selected in the Select Weapons step.
06.02.01 Normal Damage
Normal Damage is damage that was inflicted on a model as a result of a weapon’s D characteristic, rather than by other means such as mortal wounds. Mortal wounds dealt in addition to normal damage from an attack are part of that same attack.
06.02 Mortal Wounds
Some attacks or rules inflict mortal wounds on units. Each time a unit suffers one or more mortal wounds, its controlling player must resolve the following sequence for each of those mortal wounds, until either all of them have been inflicted or that unit is destroyed:
  1. Select Model: Select one model in that unit by following the first instruction below that applies:

    If a non-CHARACTER model in that unit has lost one or more wounds, you must select that model.
    Otherwise, if that unit contains one or more non-CHARACTER models, you must select one of those models.
    Otherwise, if one or more CHARACTER models in that unit have lost one or more wounds, you must select one of those models.
    Otherwise, you must select one CHARACTER model in that unit.

  2. Resolve Damage: The selected model loses 1 wound. If this reduces that model’s remaining wounds to 0, it is destroyed.

MORTAL WOUNDS AND NORMAL DAMAGE
When resolving attack dice, if those attacks inflict a mixture of both mortal wounds and normal damage, resolve all of the normal damage first, then resolve all of the mortal wounds.

SEE ALSO
  • Normal Damage 06.02.01

FAQ

Q:I have a rule that triggers when a mortal wound is allocated to a model, when does this happen?
A:
When you select a model in the Select Model step of Mortal Wounds (06.02).
06.03 Hazard Rolls
To make a hazard roll for a unit, roll one D6: on a 1-2, that roll fails and that unit suffers 1 mortal wound, or 3 mortal wounds instead if each model in that unit is a MONSTER/VEHICLE model. If more than one hazard roll is required for a unit, make all of those rolls simultaneously.

FAQ

Q:I failed hazard rolls from [Hazardous] weapons, do those mortal wounds have to be allocated to the models with the [HAZARDOUS] weapons?
A:
No, you allocate the mortal wounds to the unit as per Mortal Wounds (06.02). (This represents Bob the guardsmen picking up his fallen squad mates plasma gun or that the twisting power of James the Chaos Sorcerer pulling his followers into the warp.)
Q:If a rule says my unit must make a hazard roll does every model in the unit make a hazard roll?
A:
No, the unit would make 1 single hazard roll.
COMMAND RE-ROLL15.02
1CP
Core Stratagem
A great commander can bend even the vagaries of fate and fortune to their will, the better to ensure victory.
WHEN: Any phase, just after you make one of the following rolls for a friendly unit or model:
  • Advance roll
  • Charge roll
  • Damage roll
  • Hazard roll
  • Hit roll
  • Save roll
  • Wound roll
  • A roll to determine the number of attacks generated with a weapon.

TARGET: That unit or model.

EFFECT: You re-roll that roll. If you are rolling more than one dice together, select one of those dice to re-roll (excluding charge rolls, which you must re-roll in full).
01.07.01 Battlefield Morale
The morale and organisation of troops can waver and break during battle. This is checked using battle-shock rolls, most commonly in the Command phase. Failing such a roll represents the unit’s courage faltering due to taking casualties or through other disruption, reducing its battlefield effectiveness. Similarly, some rules will require you to check a unit’s readiness by making a leadership roll.
01.07.02 Battle-shock Test
The term Battle-shock test is the same as battle-shock roll.
01.07 Battle-shock Rolls
To make a battle-shock roll for a unit, its controlling player makes a leadership roll for it (see above).
  • If that roll succeeds, that unit does not become battle-shocked.
  • If that roll fails, that unit, and each model in it, is battle-shocked.

While a unit is battle-shocked:
  • The Objective Control (OC) characteristic of all of its models is modified to ‘-’ (02.02).
  • Its controlling player cannot target that unit with stratagems (15).
  • It is not eligible to start an action (16), and any action it has started cannot be completed.

SEE ALSO
  • Battlefield Morale 01.07.01
  • Battle-shock Test 01.07.02

BATTLEFIELD MORALE
The morale and organisation of troops can waver and break during battle. This is checked using battle-shock rolls, most commonly in the Command phase. Failing such a roll represents the unit’s courage faltering due to taking casualties or through other disruption, reducing its battlefield effectiveness. Similarly, some rules will require you to check a unit’s readiness by making a leadership roll.

FAQ

Q:If a unit has a rule that allows it to start an action when it is battle-shocked can it also continue doing that action if it becomes battle-shocked after starting an action?
A:
Yes
Q:If a unit becomes battle-shocked after starting an action does it stop performing that action?
A:
Yes
01.05.01 Automatically Successful/Passes/Hits/Wounds
When a dice roll or test is automatically successful or automatically passes/hits/wounds, do not roll the dice and instead move to the next step of the sequence for that roll as if the required result had been rolled. Any rules that take effect on a particular dice result or roll result do not take effect.

Example: If a hit roll is automatically successful, move straight to the Wound Rolls step for that attack. Such a hit roll is not a critical hit.

Example: If a wound roll is automatically successful, move straight to the Save Rolls step for that attack. Such a wound roll is not a critical wound.
INSANE BRAVERY15.04
1CP
Core Stratagem
Indifferent to their own survival, these warriors hold their ground against seemingly impossible odds.
WHEN: Battle-shock step of your Command phase, just before you make a battle-shock roll for a friendly unit.

TARGET: That unit.

EFFECT: That battle-shock roll is automatically successful.

RESTRICTIONS: You cannot use this stratagem more than once per battle.
SNAP SHOOTING15.09
ELIGIBLE IF: As stated in the rule allowing this shooting type.
EFFECT: Your unit shoots as described in Making Attacks (04).
WHILE SHOOTING:
  • You can only target one visible enemy unit within 24" of your unit (and only if it is an eligible target).
  • Each attack only hits on an unmodified hit roll of 6 (irrespective of the attacking weapon’s BS characteristic or any modifiers).
  • You cannot re-roll hit rolls.
AFTER SHOOTING: Until the end of the phase, your unit is not eligible to start an action.
FIRE OVERWATCH15.08
1CP
Core Stratagem
A hail of fire can drive back advancing foes.
WHEN: End of your opponent’s Movement phase.

TARGET: One friendly unengaged unit (excluding TITANIC units).

EFFECT: Your unit shoots using snap shooting.
HEROIC INTERVENTION15.11
1CP
Core Stratagem
Voices raised in furious war cries, your warriors surge forth to meet the enemy’s onslaught head-on.
WHEN: End of your opponent’s Charge phase.

TARGET: One friendly unengaged unit within 12" of one or more enemy units. You can only select a VEHICLE unit if it is a CHARACTER/WALKER unit.

EFFECT: Resolve a charge with your unit (11.02). While doing so, before making the charge roll, you must select one of the following modes:

  • Leap to Defend: When selecting charge targets, you can only select enemy units that made a charge move this phase and are within the maximum distance.
+1CP
  • Into the Fray:
    • When making the charge roll, if the result is greater than 6 (after modifiers), change it to 6.
    • When selecting charge targets, you can select any enemy units that are within 6" of your unit and within the maximum distance.
EPIC CHALLENGE15.03
1CP
Core Stratagem
The legends of the 41st millennium are replete with deadly duels between mighty champions.
WHEN: Fight phase, just after a friendly CHARACTER unit is selected to fight.

TARGET: That CHARACTER unit.

EFFECT: Select one CHARACTER model in your unit. Until the end of the phase, that model’s melee weapons have the [PRECISION] ability.
FIGHTS FIRST24.13

Those possessed of lightning-fast reactions may strike before the opponent can react.

While every model in a unit has this ability, that unit is a Fights First unit.

See the Resolve Fights First Combats step in the Fight phase (12.04).
COUNTEROFFENSIVE15.12
2CP
Core Stratagem
In close-quarters combat, the slightest hesitation can leave an opening for a swift foe to exploit.
WHEN: Fight step of your opponent’s Fight phase, just after an enemy unit has resolved its attacks.

TARGET: One friendly unit that is eligible to fight.

EFFECT: Until the end of the phase, your unit has the Fights First ability and it must be the next unit you select to fight (12.04).
URBAN ENFORCERS
1CP
Inquisitor's Hand Stratagem
Many Inquisitorial agents are drawn from the depths of densely populated hives and other urban environments. Whether former hive gangers, enforcers, bounty hunters or agents of the law, these operatives are all experts in claustrophobic urban warfare.
WHEN: Your opponent’s Shooting phase or the Fight phase, when an enemy unit targets a friendly INQUISITOR’S HAND unit with every model within a terrain area.

TARGET: That INQUISITOR’S HAND unit.

EFFECT: Attacks that target your unit have -1 AP.
Marked for Death
Inquisitor’s Hand Detachment

Priority targets pose a clear and present threat to Humanity’s continued existence. They must be hunted down and eliminated, no matter the cost.

In your Command phase, you can select one enemy unit. Friendly INQUISITOR’S HAND units’ attacks that target that enemy unit have:
Killer Reflexes
Inquisitor’s Hand Detachment

Assassins of the Eversor temples are living instruments of destruction who know no pain, no fear and no restraint. They are relentless in their drive to kill and will shrug off seemingly mortal wounds in the course of their rampages.

INQUISITOR’S HAND EVERSOR ASSASSIN model only. In the Fight phase, when this model is destroyed, if this unit has not been selected to fight this phase, roll one D6: on a 2+, do not remove this model from the battlefield. When this unit has fought, or at the end of the phase (whichever comes first), this model is removed from the battlefield.

[TORRENT]24.37

Torrent weapons project clouds of fire, gas or other lethal substances that few foes can hope to evade.

Each time an attack is made with a [TORRENT] weapon, that attack automatically hits the target.
INQUISITORIAL MANDATE
1CP
Inquisitor's Hand Stratagem
Agents of the Inquisition have the authority to commandeer and claim as they see fit. The flashing of an inquisitorial seal is all it takes to stake their claim.
WHEN: End of your Movement phase.

TARGET: One friendly INQUISITOR’S HAND unit (excluding EVERSOR ASSASSIN units).

EFFECT: Select one objective your unit is controlling. That objective is secured.
SUPERIOR WEAPONRY
1CP
Inquisitor's Hand Stratagem
Inquisitors are known to amass huge armouries full of esoteric weapons and wargear that may be, when necessary, dispensed to their agents in the field.
WHEN: Your Shooting phase or the Fight phase, when a friendly INQUISITOR’S HAND unit (excluding EVERSOR ASSASSIN units) is selected to attack.

TARGET: That INQUISITOR’S HAND unit.

EFFECT: Your unit’s attacks have +1 AP.
Sanctic Slayers
Inquisitor’s Hand Detachment

Benefiting from Preacher Teguen’s blessings and empowered by the Inquisition’s specialist training, the warriors of the Inquisitor’s Hand are able to engage seemingly far more powerful enemies on an even footing.

INQUISITOR’S HAND MINISTORUM PRIEST model only. (Once per turn, per unit) When a friendly INQUISITOR’S HAND unit is selected to attack you can use this ability. If you do, that unit’s attacks that target a unit with a T greater than or equal to your attack’s S have +1 to wound rolls.

[HEAVY]24.16

Heavy weapons are amongst the biggest guns on the battlefield, but require bracing to fire at full effect.

In your Shooting phase, each time an attack is made with a [HEAVY] weapon, add 1 to the hit roll if all of the following apply to the attacking unit:
  • That unit is unengaged.
  • That unit was not set up on the battlefield this turn.
  • No model in that unit has moved more than 3" this turn.
[HAZARDOUS]24.15

Weapons powered by unstable and dangerous energy sources pose a substantial risk to the wielder and those that stand beside them.

Each time a unit is selected to shoot or selected to fight, after that unit has resolved all of its attacks, make a number of hazard rolls (06.03) for that unit equal to the number of [HAZARDOUS] weapons you selected in the Select Weapons step.
22.03.01 Psychic Abilities with a Psychic Level
When using psychic abilities with a psychic level, a PSYKER unit cannot use the same psychic ability more than once per phase.
22.03 Psychic Abilities
Abilities tagged with the word ‘Psychic’ are psychic abilities. If a psychic ability causes a model to lose one or more wounds, each of those wounds is said to be inflicted by a psychic attack (this can be important for the triggering of other rules).

SEE ALSO
  • Psychic Abilities with a Psychic Level (22.03.01)
[PSYCHIC]24.29

Some weapons can channel the bearer’s psychic might to empower their blows.

Each time an attack is made with a [PSYCHIC] weapon, you can ignore any or all modifiers to that attack’s BS or WS characteristic and any or all modifiers to the hit roll. Attacks made with [PSYCHIC] weapons are known as psychic attacks (this can be important for the triggering of other rules).
01.02.01 Starting Strength and Half-Strength
The number of models a unit contains at the start of the first battle round is its starting strength. The starting strength of an attached unit is the number of models that unit contains at the start of the first battle round.

Some rules refer to units being below starting strength, or at – or below – half-strength. The meaning of these terms varies depending on a unit’s starting strength, as shown below.

UNIT STRENGTH
STARTING STRENGTH OF 1STARTING STRENGTH OF 2 OR MORE
BELOW STARTING STRENGTHModel’s remaining wounds are less than its W characteristic.Number of remaining models in the unit is less than its starting strength.
AT HALF-STRENGTHModel’s remaining wounds are half of its W characteristic.Number of remaining models in the unit is half of its starting strength.
BELOW HALF-STRENGTHModel’s remaining wounds are less than half of its W characteristic.Number of remaining models in the unit is less than half of its starting strength.

Example: A Captain (1 model) is attached to a unit of Intercessors (5 models). This attached unit has a starting strength of 6. If three Intercessors were destroyed, the unit would be at half-strength. If four Intercessors were destroyed, the unit would be below half-strength. If all of the Intercessors were destroyed, the remaining Captain would be below half-strength, despite having his full wounds remaining.

SOME UNITS CANNOT BE AT HALF-STRENGTH
If a model’s W characteristic or a unit’s starting strength cannot be evenly divided in half, that model or unit cannot be at half-strength (but can be below half-strength as described above).
ASSAULT SHOOTING10.05
ELIGIBLE IF: All of the following apply to your unit:
  • Unengaged and made an advance move this turn.
  • Has one or more [ASSAULT] weapons.
EFFECT: Your unit shoots as described in Making Attacks (04).
WHILE SHOOTING: You can only select [ASSAULT] weapons to make attacks with.
AFTER SHOOTING: Until the end of the phase, your unit is not eligible to start an action.
[ASSAULT]24.04

Folding stocks, shortened barrels or lightweight construction enable some weapons to be easily fired on the move.

Units containing one or more models with an [ASSAULT] weapon can shoot using assault shooting (10.05).

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