Inquisitional agents

Homebrew (Unpublished) by Pastelghst
Composition
Deathwatch Veteran
A 3
M 6”
S 4+
W 14
Weapons
ATK
HIT
DMG
Marksmen bolt carbine (Lethal+5, relentless)
4
3+
3/4
Combat knive
5
3+
4/5
Melta mine (Stun, lethal +5, limited 1)
6
4+
6/8
Abilities
Veteran astartes

Veteran astartes: During each friendly DEATHWATCH operative’s activation, it can perform either two Shoot actions or two Fight actions.

32
Servo skull
A 2
M 8”
S 5+
W 4
Weapons
ATK
HIT
DMG
Ram (Relentless)
2
6+
1/1
Abilities
Mono task skull

Mono task skull: In the deployment phase. Select one role from the following options for this operative to have for the battle:

  • COMBAT: Whenever a friendly INQUISITION operative within control range of this operative is shooting, fighting or retaliating against an enemy operative, add 2 to the Atk stat of that friendly operative’s weapons.
  • RECON: Whenever an enemy operative is visible to and within 8 inches of this operative,it cannot be concealed or obscured.
  • MEDIC: Whenever a friendly INQUISITION operative that is within control range of this operative becomes wounded, that operative can immediately regain up to 1D3 lost wounds at the end of the sequance in which that operative lost its wounds.
  • VOX: Whenever a friendly INQUISITON operative is within 6 inches of this operative, add 1 to that operative’s APL stat.
32
VINDICARE
A 3
M 8”
S 5+
W 7
Weapons
ATK
HIT
DMG
Exitus Rifle (Dev3,Lethal +4, silent, shock,)
4
2+
4/6
Exitus Pistol (Dev4, shock, relentless)
6
3+
3/4
Abilities
Quick drawSpy maskStealth suit

Quick draw: draw your exitus pistol before you oponent hits you

Spy mask: this gift from the highlords grants you the weapon rules, seek , torrent 3" and balanced

Stealth suit: When conceled you become invisible unless a enemy operative gets within 3"

32
CULEXUS
A 3
M 7"
S 4+
W 12
Weapons
ATK
HIT
DMG
Animus Speculum (Blast 2”, dev1, saturate, piercing1)
5
3+
2/3
Fist (Relentless)
4
3+
3/4
Psyk-out nade (Rng 6", Blast 1", Seek, 1" Dev1, Lim1, *Psyk-Out)
4
2+
1/2
Abilities
BLANKpsyk-out nadeTHE CULEXUS DOCTRINE

BLANK: Against enemy PSYKERS or DEMONS you cannot take damage and when they attack you or are in your 6" radius you deal 1D6

psyk-out nade: *Psyk-Out: Whenever you inflict damage on an operative using this weapon, change that operative’s order (if it has a Conceal order, change it to an Engage order and vice versa. If that operative has the PSYKER or DAEMON keyword, the X in the Devastating X weapon rule of this weapon is 3 (instead of 1) and ignore the distance X” of that weapon rule for that operative only.

THE CULEXUS DOCTRINE: You can use each of the following rules and Unique action for this operative during the battle:

  • NEGATIVE AURA This operative can never be targeted or affected by Psychic ranged weapons and Psychic actions. Whenever an operative is within 6 inches of this operative, it cannot perform Psychic actions. Whenever an operative that has PSYKER or DAEMON keyword is within 3 inches of this operative, inflict 1D6 damage on that operative and nullifys all pysker magic.
  • ETHERIUM Whenever an operative is more than 5 inches of this operative, that operative treats this operative as if it is with a Conceal order
  • LIFE DRAIN Whenever this operative is fighting, retaliating or performing a shooting attack; if it incapacitates an enemy operative during that sequence, it regains 2D3 lost Wounds.
  • SOUL HORROR (1 AP) Whenever an operative is within 6 inches of this operative, subtract 1 from its APL stat and battle shock test then 4+
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EVASOR
A 2
M 10”
S 4+
W 10
Weapons
ATK
HIT
DMG
Executioner pistol (Bal, dev4, lethal 5)
5
3+
3/4
Neuro-Gauntlet (Relentless, *Neurotoxins)
4
4+
1/1
Powersword (Lethal+5, balanced)
4
3+
5/6
Melta bomb (Rng 3", Blast 2", Prc2, Dev4, Saturate, Lim1)
4
2+
4/6
Abilities
I can’t stop, I can’t stop.Neruo toxinsSTIM OVERLOADTHE EVERSOR DOCTRINE

I can’t stop, I can’t stop.: if this INQUISTORIAL operative incacpaties someone he gains a reset to his apl and gains a free charge

Neruo toxins: Each time a friendly operative fights with this weapon, in the Roll Attack Dice step of that combat, for each critical success retained, roll a number of D6 equal to the number of wounds the target has. On each 5+, inflict 1 wound on the enemy operative.

STIM OVERLOAD: this operative has a 3+ feel no pain after killing 5 people

THE EVERSOR DOCTRINE: You can use each of the following rules and Unique action for this operative during the battle: DRUG--FUELED FURY STRATEGIC GAMBIT if this operative isn’t incapacitated. Roll a 1D6, if the result is: A) 1 or 2: inflict 1D3 damage on this operative equal to the result. B) 3 to 5: add 2 inches to the Move stat of this operative until the end of the turning point. C) 6: This operative regains 1D3 lost wounds, If the result exceeds the Wound stat of this operative, add the excess to that stat until the end of the turning point. BIO-MELTDOWN If this operative is incapacitated, roll a 1D6 for each operative within 2 inches of this operative. On 3+, that operative suffers 2D3 damage. KILLING RAMPAGE (1 AP) Select one enemy operative that is visible to this operative. Until the end of the turning point, each time this operative fights or retaliates against that enemy operative, add 1D3 to the number of your attack dice for that combat. If the enemy operative is incapacitated as a result of that combat, this combat modifier is kept and this action can’t be used again until the end of the battle.

32
CALLIDUS
A 3
M 7”
S 4+
W 8
Weapons
ATK
HIT
DMG
Neural Shredder (Range”6, neural, brutal)
4
3+
0/0
Phase sword (Relentless, torrent 2”,)
4
3+
4/6
Abilities
NeuralTHE CALLIDUS DOCTRINEVeil of shadows

Neural: Each time this operative makes a shooting attack with this weapon, in the Roll Attack Dice step of that attack, for each success retained, roll a number of D6 equal to the APL stat of the target. On each 4+, inflict 3 damage on that enemy operative.

THE CALLIDUS DOCTRINE: ACROBATIC Each time this operative is activated, it can perform a free Dash action during that activation. POLYMORPHINE (1 AP) Once per battle; until the start of this operative’s next activation, remove its model from the killzone and set up the last enemy operative’s model it has incapacitated as centered as possible of where this operative's base was (use a base as a reference) and in a location where it can be placed. Once placed, it cannot be a valid target by enemy operatives (except for it being a secondary target during a shooting attack) nor benefits from anything your opponent uses (e.g. ploys, equipment etc.) and remains an operative controlled by you. While being Polymorphed, this operative cannot perform any action other than Reposition, Charge, Dash, Fall Back and Mission actions. Once Polymorphed; if it is a target of a shooting attack, or if it is the start of this operative’s next activation (whichever comes first); this operative must revert to its original model and it can do so while within control range of an enemy operative. Upon reverting to the original model, its base has to be set up as centered as possible on the Polymorphed model base's location where it can be placed (use a base as a reference). This operative cannot perform this action while being visible to and within 8 inches of an enemy operative. REIGN OF CONFUSION (1 AP) Whenever an enemy operative is activated within 6 inches of a CALLIDUS operative during this turning point and performs any action other than Reposition and Dash, roll a 1D6: on 5+, that action cannot be performed (any AP spent is not refunded). That enemy operative may try to perform another action. In addition; whenever an enemy operative performs a Fight action and selects this operative to fight against; in the Resolve Attack Dice step of that sequence, you resolve the first attack dice (i.e, defender instead of attacker). This operative cannot perform this action while within control range of an enemy operative.

Veil of shadows: once per battle, you can remove this operative from the killzone. Then, place it anywhere in the killzone, but it must be more than 6 inches away from the closest enemy operative.

32
VENENUM
A 3
M 7”
S 4+
W 10
Weapons
ATK
HIT
DMG
Toxin injector
4
2+
Poison globe (Rng 6", Saturate, Blast 2", Lim 1, *Neurotoxins, *Poison))
4
3+
1/1
Toxic ((Rng 3", PrcCrit1, Tor 1", *Toxic))
4
2
2/2
Poison ((Rng 3", PrcCrit1, Seek Light, *Poison))
4
2+
2/2
Gas (Rng 3", Blast 2", *Gas))
4
2+
Hook fang (Ceaseless, *Neurotoxins, *Poison)
4
3+
3/4
Abilities
THE VENENUM DOCTRINETOXINS

THE VENENUM DOCTRINE: You can use each of the following rules and Unique action for this operative during the battle: SUBTELTY AND SUBTERFUGE This operative is obsecured (except when it is within 2 inches of an enemy operative). Whenever this operative performs a Fall Back action, you can change its order to Conceal (if possible). A TASTE OF THEIR OWN Ignore the effects of Poison, Toxic and Gas rules on this operative. Ignore any changes to this operative’s stats from being injured. ARTISAN ALCHEMY (1 AP) Select a weapon rule from the following options for one of this operative’s ranged weapons to have until the end of the turning point: A) Poison Synth: A ranged weapon which has the Poison weapon rule has the Ceasless weapon rule. Add 1 Atk die to that weapon. B) Toxic Synth: A ranged weapons which has the Toxic weapon rule has the Ceasless weapon rule. Add 1 Atk die to that weapon. C) Exotic Synth: A ranged weapon has the Paralyze* weapon rule. *Paralyze: In the Resolve Attack Dice step, if you inflict damage with any critical success using this weapon, the operative this weapon is being used against is expended if it was ready, or subtract a number equal to its APL stat until the end of its next activation if it was expended (this takes precedence over the APL stat reduction restrection).

TOXINS: •POISON,Whenever an enemy operative is inflicted with poison their movement slows down by -1 APL and -2” and gets damage chip for 2 turns of 1 dmg per action taken •GAS, Whenever an enemy operative moves and has an affliction it’ll damage everyone around him including the host within 4” for 2 dmg per action •TOXIC, Whenever this weapon is used for a Shoot action, do not roll for attack dice. Instead, roll 1D6 and add 2 damage

32
VANUS
A 3
M 4”
S 4+
W 10
Weapons
ATK
HIT
DMG
Cyber eagle ((Seek Light, Saturate, Rending, Stun, Silent))
4
2+
1/2
Netfly-swarm ((Rng 9", Saturate, Silent, *Netfly))
6
4+
2/2
Servo arms (Relentless)
6
5+
4/5
Abilities
Net-flySkull horderTHE VANUS DOCTRINE

Net-fly: Whenever this operative is using this weapon against an enemy operative; that operative is a valid target even if it is not visible to this operative (this takes precedence over any restrictions) and if you retained a critical success, that operative gains netfly infliction (if it does not have already). Whenever an enemy operative that has been afflicted with netfly, when they perform a Shoot action, its target is obsecured (except if it is within 2 inches of that enemy operative). (Netfly affliction last 2 turns)

Skull horder: this operatives servo skull can obtain 2 skills instead of one

THE VANUS DOCTRINE: * VOX HACK (1 AP) Select an enemy operative that a servo skull or vanus can see, they can infect vox Comms and not allow communication and reveals the locations of each box carrying operative to the INQUISITION team

  • BLACK MAIL ( 2 AP ). This is a once per game hack, Choose a enemy operative that’s NOT their leader and black mail them, the one who receives a black mail, they have 2 options, kill themselves or fight their squad mates , roll a d6 if 1-4 they commit suicide but if 5-6 they attack their battle brothers and become an enemy to their squad

  • DATA MANIPULATOR (1 AP) Roll a 1D6 and apply the following affect to a chosen enemy operative 1-2) Your opponent hears gunshots and movement behind them, forcing them to use the fall back action 3-4) Your opponent will believe you are a friendly operative 5-6) Your opponent see their friendlies as foes for 1 turn and will turn on each other until they waste all their APL

32
Equipment

Last hope:
if the servo skull is the last INQUISTION operative alive it can attempt to shoot out a single to call upon the highlords fo send another operative 2D6 4+


Officio Assassinorum:
At the start of the game you must roll 1D6 to get your operative 1- Callidus 2- vanus 3- vindicare 4- culexus 5- venum 6- evasor


Ploys

Firefight - SPECIAL ISSUE AMMUNITION:
Once per turning point, when a friendly INQUSITON 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 • Devastating 2 • Lethal 5+ • Piercing Crits 1 • Saturate • Severe • Blast 1"


Firefight - ADVANCED ACROBATICS:
Use this firefight ploy when a friendly INQUISTION operative is fighting, after you strike with a critical success. End that sequence (any remaining attack dice are discarded) and immediately perform a free Dash or Fall Back action up to 3 inches


Firefight - AN ARMY OF ONE:
When a friendly ASSASSIN operative has achieved 4 kills or higher, that operative can gain overhealth at a max of 15 wounds due to stim injection, but this operative will lose invisiblity if they have invisibilty


Strategic - SANCTUS-V BIOSCRYER CUFFS:
Once during each friendly inquisiton 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


Strategic - EMPEROR’S PROTECTION:
Whenever a friendly inquisiton operative is wholly within your opponent’s territory, Normal Dmg of 4 or more inflicts 1 less damage on it


Strategic - TRANS-HUMAN PHYSIOLOGY:
Use this strategy ploy when an operative is shooting a friendly inquisiton operative, in the Roll Defence Dice step. You can retain one of your normal successes as a critical success instead


TacOps