Inquisitors Mulder and Scully

Inquisitors Mulder and Scully are among the most effective of all researchers and investigators into daemons, withccraft, cults and mutations. As a cell they work together well, complementing each other's strength's and weaknesses.

Inquisitor Mulder

MWS BSSTW IALd
466 4426 29

Inquisitor Scully

MWS BSSTW IALd
466 4426 29

Weapons: Mulder and Scully both carry autopistols and shotguns.
Armour: Mulder and Scully both wear Mesh Armour (5+ save)
Wargear: Both inquisitors carry GI searchlights and cellphones (see below). Agent Scully carries a Medipack.

Special Rules

Inquisitors: Agents Mulder and Scully are inquisitors and follow the normal rules- they are immune to psychology, never break and automatically pass all leadership tests they may be required to make.
Believer: Agent Mulder is in search of 'the truth'. As such, if he is involved in a battle against alien (ie non-IG, spacemarine or Sisters) forces then he must always move towards them and always use his follow-up move to engage or get closer to other aliens.
Autopsy: Agent Scully has strong medical training and scientific belief. Should she take out an alien in close combat then roll a D6- on a result of 1-3 then she must perform an autopsy on the creature. Whilst doing this she may not shoot or move, although she can still fight HTH if charged. Roll a D6 at the start of each turn- on a 1-3 she carries on the autopsy, on a 4 or 5 she has finished and can move normally, on a 6 she has finished and made an important discovery- gain 1 VP.
GI Searchlights: Both Agents carry searchlights. Instead of shooting in a turn either or both agents may use their searchlights: Any hidden model within their front 90' arc and upto 24" away is automatically revealed.
GI Cellphones: Both Agents carry Cellphones. These function as Commlinks if Mulder and Scully are fighting for an Imperial Guard Army. Otherwise, they have no effect.