Inquisitors Retinue

Homebrew by Ging3r_Ninja_08

Inquisitor Antonius Khalarek and his retinue of Angels from the Covenant of Blood seek out heretical and xenos threats. Their ultimate goal is to seek out and destroy the fallen bretheren of the sons of Sanguinious

No votes yet
Composition
Common Abilities and Options

Special Issue Ammunition:
Once per turning point, when a friendly INQUISITOR RETINUE operative is performing the Shoot action, in the Select Weapon step, you can use this rule. If you do, select one of the following weapon rules for that operative’s ranged weapons to have until the end of the action. This rule cannot be used with explosive grenades (see universal equipment) or melta bombs.

Blast 1" (you cannot select this if the weapon profile being used has the Torrent weapon rule) Devastating 1 Lethal 5+ Piercing Crits 1 Saturate Severe

Veteran:
During each friendly INQUISITOR RETiNUE operative’s activation, it can perform either two Shoot actions or two Fight actions. If it’s two Shoot actions and an auxiliary grenade launcher, frag cannon, heavy plasma incinerator, infernus heavy bolter, plasma pistol or stalker bolt rifle is selected for both, or if a melta bomb is selected for either, 1 additional AP must be spent for the second action.

Each friendly INQUISITOR RETiNUE operative can counteract regardless of its order. Whenever it does, it can perform an additional 1AP action for free during that counteraction, but both actions must be different and you cannot perform a Fight and Shoot action during the same counteraction.

Inquisitor Antonius Khalarek
A 3
M 6"
S 3+
W 13
Weapons
ATK
HIT
DMG
Combi Weapon
Artificer Bolter (Lethal; 5+)
4
3+
3/4
Flamer (Rng 6", Sat, Tor 1")
4
2+
3/3
Force Staff (Brutal, Lethal 5+)
5
3+
4/6
Abilities
Special Issue AmmunitionVeteranZealot

Zealot: Whenever an attack dice inflicts damage of 3 or more on this operative, roll one D6: on a 5+, subtract 1 from that inflicted damage.

Imperium, Leader, Captain, Veteran, Inquisitor Retinue
Brother Ignis
A 3
M 4"
S 3+
W 25
Weapons
ATK
HIT
DMG
Plasma Cannon
Standard (Blast 2", Hvy(Repos), Prc 1)
4
3+
4/6
Supercharge (Blast 2", Hvy(Repos), Hot, Lethal 5+, Prc 1)
4
4+
5/6
Flamer (Rng8", Sat, Tor2)
5
2+
3/3
Power Fist (Brutal, Shock)
4
3+
6/8
Abilities
DreadnoughtExtra DefenceTowering SizeVeteran

Dreadnought: This operative cannot be placed on Vantage terrain higher than 2" from the killzone floor Whenever this operative would perform the Fight action, the distance requirements of its control range can be changed to 1" horizontally and 4" vertically until the end of that action This operative can move through other operatives (excluding NEMESIS operatives) Ignore all changes to this operative's APL and if it is a player operative, APL changes do not affect the 5AP you can spend per turning point.

Extra Defence: Whenever an operative is shooting this operative, collect and roll one additional defence die, unless this operative is injured.

Towering Size: In the Firefight phase, whenever you determine this operative's order, you cannot select Conceal This operative cannot be in cover or obscured by Light terrain, terrain parts less than 3" tall or terrain that is not wholly intervening Whenever another operative is performing the Shoot action, being within control range of other operatives does not prevent this operative from being selected as a valid target. In other words, this operative can be shot while within control range of friendly operatives This operative can move through terrain parts less than 2" tall. It cannot move through Accessible terrain (excluding hatchways) unless that terrain is also less than 2" tall Whenever this operative would finish a move in a terrain feature less than 2" tall, temporarily remove that terrain feature from the killzone, then return it when this operative leaves that location; if it is an equipment terrain feature, remove it from the battle instead

Dreadnought, Veteran, Inquisitor Retinue, Nemesis - Medium
Brother Zahal
A 3
M 6"
S 3+
W 14
Weapons
ATK
HIT
DMG
Angelus Boltgun (Rng8", Lethal 5+, Prc1)
4
3+
3/4
Encarmine Spear (Brutal, Lethal 5+)
5
3+
4/6
Abilities
BoostJump PackSpecial Issue AmmunitionVeteran

Boost: Some actions are known as BOOST actions. These are actions performed during other actions when a BOOST is used. Each operative cannot perform more than one BOOST action per activation/counteraction.

Most BOOST actions affect enemy operatives within a friendly SANGINARY GUARD operative’s BOOST ZONE. This is the horizontal area between a friendly SANGINARY GUARDoperative’s current location and the location from which it used BOOST. A marker the same size as the operative’s base can be temporarily placed to help determine this. Enemy operatives with any part of their base underneath Vantage terrain are not within friendly SANGINARY GUARD operatives’ BOOST ZONEs.

Jump Pack: Whenever a friendly SANGUINARY GUARD operative is performing the Charge, Fall Back or Reposition action during its activation, at the start of any straight-line increment, as long as no part of its base is underneath Vantage terrain, it can do a BOOST for that increment. If it does, don’t move it for that increment. Instead, remove it from the killzone and set it back up wholly within x" horizontally of its original location. X is a distance of your choice (rounded up to the nearest inch, as per the Reposition action), but it’s added to the total move distance used for that action (in other words, move plus BOOST cannot exceed the action’s move allowance). If it would BOOST during the Charge action, don’t add the additional 2" to its move allowance.

That operative must be set up in a location it can be placed and cannot be set up with any part of its base underneath Vantage terrain. In addition, unless it’s the Charge action, it cannot be set up within control range of an enemy operative. It can continue moving after a BOOST if it has any move distance remaining and the action allows it.

In a killzone that uses the close quarters rules, e.g. Killzone: Tomb World, the x" cannot be measured over or through Wall terrain, and that operative cannot be set up on the other side of an access point – in other words, it cannot BOOST through an open hatchway.

Sanguinary Guard, Imperium, Veteran, Inquisitor Retinue
Brother Malius
A 3
M 6"
S 3+
W 14
Weapons
ATK
HIT
DMG
Volkite Pistol (Rng6", Dev 4, Prc2)
4
4+
6/3
Encarmine Blade (Brutal, Lethal 5+)
5
3+
4/6
Abilities
*ShieldSpecial Issue AmmunitionStorm ShieldVeteran

*Shield: Whenever this operative is fighting or retaliating with this weapon, each of your blocks can be allocated to block two unresolved successes (instead of one).

Storm Shield: Whenever an operative is shooting this operative, worsen the x of the Piercing weapon rule by 1 (if any). Note that Piercing 1 would therefore be ignored.

Sanguinary Guard, Imperium, Veteran, Inquisitor Retinue
Equipment

Digital Weapons:
Digital Weapons Once per turning point, when a friendly INQUISITOR RETINUE operative performs the Fight action, at the start of the Roll Attack Dice step, you can use this rule. If you do, inflict 1 damage on the enemy operative in that sequence.


Ammunition Reserve:
Once per battle, you can use the Special Issue Ammunition faction rule for up to two Shoot actions during one turning point, but you must select different weapon rules for both uses. This takes precedence over the normal Special Issue Ammunition rules.


Sanctus-V Bioscryer Cuffs:
Once during each friendly INQUISITOR RETENUE operative’s activation, before or after it performs an action, if it’s not within control range of enemy operatives, you can use this rule. If you do, select one of the following:

That friendly operative regains up to D3 lost wounds. Remove any changes to that friendly operative’s APL stat. Remove one of the following tokens that friendly operative has (before that token’s activation effects are resolved, if relevant): Neutron Fragment, Poison, Terrorchem.


Ploys

Firefight - Purge the Unclean:
Use this firefight ploy after rolling your attack dice for a friendly INQUISITOR RETINUE operative, if it’s shooting against or fighting against an operative that doesn’t have the IMPERIUM keyword. You can re-roll any of your attack dice.


Firefight - Transhuman Physiology:
Use this firefight ploy when an operative is shooting a friendly DEATHWATCH operative, in the Roll Defence Dice step. You can retain one of your normal successes as a critical success instead.


Firefight - Advanced Auspex Scan:
Use this firefight ploy when a friendly INQUISITOR RETENUE operative performs the Shoot action. Until the end of the activation/counteraction, its ranged weapons have the Saturate weapon rule and enemy operatives cannot be obscured.


Strategic - Mission Tactics:
Select Conceal or Engage. Whenever a friendly INQUISITOR RETINUE operative is shooting against or fighting against an enemy operative that has that order, that friendly operative’s weapons have the Balanced weapon rule.


Strategic - Armour of Contempt:
Whenever a friendly INQUISITOR RETINUE operative is wholly within your opponent’s territory, Normal Dmg of 4 or more inflicts 1 less damage on it.


Strategic - And They Shall Know No Fear:
You can ignore any changes to the stats of friendly INQUISITOR RETINUE operatives from being injured (including their weapons’ stats)


TacOps
Seek And Destroy: Sweep & Clear

Reveal: The first time an enemy operative is incapacitated while contesting an objective marker, or the first time a friendly operative performs the Clear action (whichever comes first).

Additional Rules:

When an enemy operative that contests an objective marker is incapacitated, that objective marker gains one of your Swept tokens (if it doesn't already have one) until the Ready step of the next Strategy phase.

Mission Action: Clear (1 AP)

  • An objective marker the active operative controls is cleared for the turning point.
  • An operative cannot perform this action during the first turning point, or while within control range of an enemy operative.

Victory Points:

  • At the end of each turning point after the first, if at least one objective marker (excluding your objective marker) is cleared and enemy operatives do not contest that marker, you score 1VP. If that marker also has one of your Swept tokens, you score 2VP instead.
  • If friendly operatives control an objective marker that has one of your Swept tokens, you score 1 VP.

You cannot score more than 2VP from this op per turning point.


Seek And Destroy: Dominate

Reveal: The first time an enemy operative is incapacitated by a friendly operative.

Additional Rules:

Each time a friendly operative incapacitates an enemy operative, that friendly operative gains one of your or two of your Dominate tokens if that enemy operative had a Wounds stat of 12 or more.

Victory Points:

At the end of the third and fourth turning point, you can remove Dominate tokens from friendly operatives that aren't incapacitated. For each you remove, you score 1VP.

You cannot score more than 3VP from this op per turning point.


Seek And Destroy: Rout

Reveal: The first time you score VP from this op.

Victory Points:

Whenever a friendly operative incapacitates an enemy operative, if that friendly operative is within 6" of your opponent's drop zone, you score 1VP; if this is true and that enemy operative had a Wounds stat of 12 or more, you score 2VP instead.

You cannot score more than 2VP from this op per turning point.


Recon: Flank

Reveal: As a STRATEGIC GAMBIT.

Additional Rules:

Divide the killzone into two flanks (left and right) by drawing an imaginary line that's just like the centreline, except it runs from the centre of each player's killzone edge. An operative contests a flank while both wholly within it and wholly within their opponent's territory. Friendly operatives control a flank if the total APL stat of those contesting it is greater than that of enemy operatives.

Victory Points:

  • After you reveal this op, at the end of each turning point after the first, for each flank friendly operatives control, you score 1VP.
  • In the fourth turning point, ff friendly operatives also controlled that flank at the end of the third turning point, you score 2VP instead.

You cannot score more than 2VP from this op per turning point.


Recon: Retrieval

Reveal: The first time you score VP from this op.

Mission Action: Retrieve (1 AP)

  • If the active operative controls an objective marker that hasn't been searched by friendly operatives, that operative is now carrying one of your Retrieval mission markers and that objective marker has been searched by friendly operatives. Friendly operatives can perform the Pick Up Marker action on your Retrieval mission markers.
  • An operative cannot perform this action during the first turning point, while within control range of an enemy operative, or if it's already carrying a marker.

Victory Points:

  • The first time each objective marker is searched by friendly operatives, you score 1VP.
  • At the end of the battle, for each of your Retrieval mission markers friendly operatives are carrying, you score 1VP.

Recon: Scout Enemy Movement

Reveal: The first time a friendly operative performs the Scout action.

Mission Action: Scout (1 AP)

  • Select one ready enemy operative visible to and more than 6" from the active operative. That enemy operative is now monitored until the Ready step of the next Strategy phase.
  • An operative cannot perform this action while it has an Engage order, during the first turning point, or while within control range of an enemy operative.

Victory Points:

At the end of each turning point after the first, for each monitored enemy operative that's visible to friendly operatives, you score 1VP. Note that it doesn't have to be a friendly operative that performed the Scout action.

You cannot score more than 2VP from this op per turning point.