Operatives

Your Acolyte Retinue consists of three types of operatives: Acolytes, Followers and Auxiliaries:

  • You are an Acolyte. Acolytes are persistent operatives who gain experience and skills, and may accrue injuries or be killed.
  • Followers are persistent operatives who may be recruited between scenarios. Followers gain experience and learn skills, though at a slower rate than Acolytes, and may accrue injuries or be killed. Followers may be dismissed at any time, at which point they are removed from your roster.
  • Auxiliaries are operatives and support assets temporarily seconded to the cause. they are available on a per-scenario basis and gain no experience.

ACOLYTE RETINUE

Your starting ACOLYTE RETINUE consists of the following:

Acolytes begin with a Follower Capacity of 3 which increases as they level up, allowing the recruitment of additional Followers.

Each Acolyte must select one Background from the Acolyte Backgrounds list, gaining the corresponding starting Ability and Primary Battle Honour Specialism. Hiver followers similarly select a background from the Hiver list. Serviceman followers select a background from the Serviceman list. Off-Worlders select Battle Honour Specialisms and a starting Battle Honour.

All followers gain one Stat increase of choice on recruitment: Move, Hit or Wounds.

WARGEAR AND EQUIPMENT

the Inquisition may have limitless resources, but they are granted only to those who prove themselves worthy. As Acolytes progress, they will earn the trust of their Master and with it greater access to the resources necessary to complete their tasks.

Each persistent operative has a given Wargear Capacity, noted on their datacard, and increasing as the operative gains in experience. Unless otherwise specified, on recruitment and ahead of each adventure, you may always equip your operatives with items from the Basic Wargear List at the WP cost specified, up to each operative's Wargear Capacity.

Unless otherwise specified, ahead of each scenario you may always equip your operatives with items from the Basic Equipment List at the EP cost specified, up to the EP limit specified. Some scenarios will also feature scenario-specific equipment choices.

Persistent operatives with free wargear capacity may carry additional equipment beyond this limit, at a cost of 1 WP per 1 EP of additional equipment.

You may at times gain access to advanced or rare weapons or equipment. Sometimes these may be added to your Stash and freely chosen at the WP/EP cost specified ahead of each scenario. At other times they may be assigned permanently to specific operatives, in which case they have no cost but are lost if that operative is killed or otherwise released from service.

DEPLOYMENT VALUE

Deployment Value (DV) is the sum of your Acolyte Retinue and Auxiliaries and reflects the resources your Master is willing to assign to a given objective. Each operative has a DV specified either on their datacard or in the scenario instructions. Scenarios are either balanced for a given DV, or scale in difficulty relative to the ACOLYTE RETINUE's total DV, as specified in the scenario instructions.

OPERATIVE BACKGROUNDS

On recruitment, Acolytes, Hiver and Serviceman followers must select a background from the tables below.

Acolyte Backgrounds
Background Primary Specialism Ability
Criminal Scout Slippery: this operative can perform the Fall Back action for one fewer AP (to a minimum of 1).
Frateris Militia Combat Zealous: Each time normal Dmg is inflicted on this operative, roll a D6. On a 6, reduce that Dmg by 1.
Latent Psyker Psyker Prescient: Once per scenario, when you draw a card from any scenario deck, you may draw a second card and shuffle the original back into the deck. You may determine the location or target of a card's effect prior to deciding, but may not resolve its impact.
Pariah Any except Psyker

Creeping Dread: While any other operative without the MACHINE keyword is within 3" of this operative, worsen the Hit stat of that operative (or its weapons, if they have fixed Hit stat) as if it were injured, regardless of any other rules.

Psychic Abomination: While an operative is within 6" of this operative, it cannot perform psychic actions. this operative cannot be targeted or affected by psychic actions.

Untouchable: Followers without the MACHINE keyword require one additional Follower Cap.

Military Marksman Commanding: Each time this operative is activated you can select one other ready friendly ACOLYTE RETINUE operative within 6" of and Visible to it. After this operative's activation ends, activate that operative. After that friendly operative is activated, enemy operative is activated as normal.
Tech-Adept Staunch Curious: Once per turning point this operative may perform a mission action for one fewer AP, to a minimum of 0 AP.

Hiver Backgrounds
Background Primary Specialism Ability
Enforcer Staunch I am the Law!: this operative can ignore negative modifiers to its APL.
Hive Ganger Scout Nimble: Each time this operative climbs, drops or traverses, you can ignore the first distance of 2” it travels for that climb, drop or traverse.
Imperial Cultist Combat Ardent: Each time this operative fights in combat, its melee weapons gain Severe weapon rule.
Planetary Militia Marksman Well-drilled: this operative can perform two Shoot actions during its activation if an Autogun or Lasgun is selected for both of those shooting attacks.

Serviceman Backgrounds
Background Primary Specialism Ability
Navy Staunch, Imperial Navy Breacher Brace: First time during turning point, normal Dmg is inflicted on this operative, halve that Dmg rounding up.
Militarum Stormtrooper Marksman, Kasrkin Lit em up: When this operative is equipped with Las-weapon, improve that weapon's Hit modifier by 1, to a maximum of +2
Militarum Sapper Scout, Death Korps Careful movement: When this moves through traps or Proximity weapons range, that traps or weapons' activation conditions are never triggered.
Arbites Combat, Exaction Squad Arrest: After this operatives performs Fight action, or Fight action is performed against this operative, if enemy operative, that was target or initiator of that action, has 1 wound left, it is immediately incapacitated.

ACOLYTE RETINUE DATACARDS

BASE SIZES

It is strongly recommended to use the following guide for operative base sizes:

  • OGRYN operative: 40mm round base.
  • SERVITOR operative: 32mm round base.
  • Other operatives with Save stat of 4+: 28.5mm round base.
  • Any other operatives: 25mm round base.

However, you may use your operatives with bases they were packaged with.

ACOLYTE

ACOLYTE APL MOVE HIT SAVE WOUNDS
Raised from obscurity by your master, you serve their interests above all others, for the interests of the Inquisitor are the interests of the Imperium 2 6" 4+ 6+ 8
SEE BACKGROUND
Specialisms See Background
Wargear capacity 4
Deployment value 2
ACOLYTE RETINUE, IMPERIUM, ACOLYTE, LEADER, <BACKGROUND>

FOLLOWERS

CANID APL MOVE HIT SAVE WOUNDS
Bred - or engineered - for aggression and loyalty, Canids often accompany Acolytes on their tasks. 2 7" 4+ 6+ 6
  NAME ATK HIT DMG WR
  Vicious Bite 4 - 3/4 -
Canid: This operative cannot perform mission actions and cannot be equipped with equipment or wargear unless otherwise specified
Loyal Companion: Each time an enemy operative performs the Fight action, if this operative is a valid target, you can select this operative as the target instead. Each time an enemy operative finishes the Charge action within control range of another friendly ACOLYTE RETINUE operative within 3" of this operative, if this operative is not within Engagement Range of an enemy operative, this operative can perform a free Charge action, but must finish that move within Engagement Range of that enemy operative.
Gather 1AP
Perform a free Dash, Fall Back or Reposition action with this operative. At any point during that move, you can perform the Pick Up Marker action for free with this operative, and any remaining increments of movement can be used after it does so.
Specialisms Combat, Scout
Wargear capacity 0
Deployment value 1
ACOLYTE RETINUE, IMPERIUM, FOLLOWER, CANID
GYRINX APL MOVE HIT SAVE WOUNDS
Xenos felinide species famous for its psychic capabilities 2 7" 4+ 6+ 6
  NAME ATK HIT DMG WR
  Vicious bite 4 +1 3/4 Balanced
  Rending Claws 4 - 4/5 Lethal 5+, Rending

Gyrinx: This operative cannot be equipped with any wargear except of armour, but can carry and use equipment.

Feline Agility: Whenever this operative fights or retailiates, after it strikes it can immediately perform the free Fall Back action, and the attack sequence ends (all unresolved dice are then discarded). This operative must end that action within 3" of the operative it was fighting or retailiating against.

Specialisms Combat, Psyker
Wargear capacity 1
Deployment value 2
ACOLYTE RETINUE, IMPERIUM, FOLLOWER, PSYKER, GYRINX
HIVER APL MOVE HIT SAVE WOUNDS
Most hivers live out their lives never seeing sun or sky. Given the horrors beyond, they are the lucky ones. 2 6" 5+ 6+ 7
SEE BACKGROUND
Specialisms See background
Wargear capacity 3
Deployment value 1
ACOLYTE RETINUE, IMPERIUM, FOLLOWER, HIVER
OGRYN APL MOVE HIT SAVE WOUNDS
Ogryns may not be bright, but their brute strength and unwavering faith makes valuable servants to the cause. 2 6" 5+ 6+ 12
Strong, Not Smart: Each time this operative would perform a mission action, you must subtract one additional AP to do so. This operative can only be equipped with wargear from the Ogryn wargear list, and unless otherwise specified cannot be equipped with equipment.
Avalanche of Muscle: Each time this operative finishes a Charge action, select one enemy operative within control range of it to inflict D3 damage.
Specialisms Combat, Staunch
Wargear capacity 2
Deployment value 2
ACOLYTE RETINUE, IMPERIUM, FOLLOWER, OGRYN
OFF-WORLDER APL MOVE HIT SAVE WOUNDS
Whether promising initiates, seasoned veterans or cynical mercenaries, Inquisitors can find a use for seasoned fighters. 2 6" 5+ 6+ 7
Specialist: On recruitment, this operative may select:
  • One Normal (e.g. Marksman) and one Faction (e.g. Kasrkin) Battle Honour specialism.
  • One Battle Honour from these specialisms.
  • A second different stat advancement.
  • A third different stat advancement if the fourth stat is reduced.
Specialisms See abilities
Wargear capacity 3
Deployment value 2
ACOLYTE RETINUE, IMPERIUM, FOLLOWER, OFF-WORLDER, <FACTION>
SERVICEMAN APL MOVE HIT SAVE WOUNDS
Retired ex-military are often serving along Inquisitors, preferring to end life KIA rather then struggle reintegrating into civil life of Imperium. 2 6" 5+ 6+ 7
Arch-Militant: On recruitment, select a weapon this opeative is specialized on. It gains Balanced weapon rule when used by this operative. If that weapon already has Balanced weapon rule, it gains Ceaseless weapon rule instead.
Specialisms See Background
Wargear capacity 4
Deployment value 2
ACOLYTE RETINUE, IMPERIUM, FOLLOWER, SERVICEMAN
SERVITOR APL MOVE HIT SAVE WOUNDS
Mindless drones of flesh and metal, servitors are engineered to carry out simple, manual tasks, and occasionally equipped with weapons. 2 5" 5+ 6+ 8
Mindless: This operative's APL cannot be modified.
Weapons Platform:Servitors may Dual-Wield pairs of any weapon except Fists and Gun Butts. Servitors treat the Heavy weapon rule as if it were Heavy (Dash only), the Heavy (dash only) weapon rule as if it were Heavy (Reposition only), and ignore Heavy (Reposition only) weapon rule.
Specialisms See abilities
Wargear capacity 3
Deployment value 1
ACOLYTE RETINUE, IMPERIUM, FOLLOWER, SERVITOR, BIONIC, MACHINE
SERVO-SKULL APL MOVE HIT SAVE WOUNDS
Devoted Acolytes may serve the Inquisition beyond death, their skulls augmented with a rudimentary machine spirit and a range of tools. 2 6" - 5+ 5
Support Unit: This operative cannot:
  • Have its APL modified.
  • Perform the Pick Up Marker action.
  • Fight in combat or provide combat support.
  • Be equipped with wargear or grenades.
Machine: This operative cannot earn experience points and automatically passes Casualty tests.
Specialisms N/A
Wargear capacity 2
Deployment value 1
ACOLYTE RETINUE, IMPERIUM, FOLLOWER, SERVO-SKULL, FLY, MACHINE

AUXILIARY DATACARDS

PLANETARY MILITIA APL MOVE SAVE WOUNDS
Local militia keep the Emperor's peace across a million human worlds, and are easily commandeered by anyone carrying Inquisitorial authority. 2 6" 5+ 5
  NAME ATK HIT DMG WR
  Autogun 4 4+ 2/3 -
  Boltgun 4 4+ 3/4 -
  Flamer 5 2+ 3/3 Range 8", Saturate, Torrent 2"
  Grenade launcher (Frag) 4 4+ 2/4 Blast 2"
  Grenade launcher (Krak) 4 4+ 4/5 Piercing 1
  Heavy stubber (focused) 5 4+ 3/4 Heavy (Dash only), Ceaseless
  Heavy stubber (sweeping) 4 4+ 3/4 Heavy (Dash only), Torrent 1"
  Shotgun 4 3+ 3/3 Range 8"
  Autopistol 4 3+ 2/3 Range 8"
  Combat blade 4 4+ 3/4 -
  Gun butt 3 5+ 2/3 -
 
ACOLYTE RETINUE, IMPERIUM, AUXILIARY, MILITIA
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