the eleven

Homebrew by henry
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Composition

1 kaibor jago operative 1 kogg-13 operative 1 Greynthal krom operative 1 iven kovachek 1 ramiel horket 1 erismos valker 1 theodora kreln 1 Yakovich Mordenkov 1 val frox 1 helbrand ghorst 1hark mooren

Common Abilities and Options

shield:
whenever it is fighting or retaliating, each of your blocks can be allocated to block two unresolved successes (instead of one)

holy martyrdom:
if this operative dies whilst within engagement range of 2 or more enemies and/or whilst not within 1" of terrain and not within control range of an enemy operative your opponent cannot score killpoints for killing this operative

kaibor jago
A 3
M 6"
S 3+
W 10
Weapons
ATK
HIT
DMG
New Weaponmaster crafted revolver
AP round (pr1, range 10")
4
3+
4/4
HE round (blast 1", range 10")
4
3+
4/4
illumination (lethal 5+, brutal, psychic, blazing)
5
3+
4/6
Abilities
1AP: auto sanguineblazing1AP: force domei order thee in the name of the inquisition1AP: inquisitorial target

auto sanguine (1AP): this operative regains d3+1 wounds

blazing: enemy models hit by a critical with a weapon with this ability are set ablaze (enemy operatives that are set ablaze take d3 damage at the start of their activation if 3 damage is dealt place another blaze marker on that operative if 1 damage is dealt remove a blaze marker from that operative, an enemy operative may move 0 on a reposition or dash action to remove all blaze markers)

force dome (1AP): psychic, select a point on the killzone within 3" of this operative then place a marker there all operatives within 3" of that marker are obscured and can retain a critical save or can retain 2 normal saves before they roll. at the start of this models activation remove the marker.

i order thee in the name of the inquisition: stratagy ploy: select a throne agent operative and/or a friendly operative within 6" that operative gains an apl till the end of the turningpoint

inquisitorial target (1AP): select a visable enemy operative and/or an enemy operative within 8" your operatives get ceasless against that enemy operative.

leader, inquisitor, imperium, psyker, inquisition
iven korvachek
A 3
M 6"
S 3+
W 10
Weapons
ATK
HIT
DMG
inquisition patten shotgun
incindiary rounds (range 8, blast 1", dev 1)
5
3+
4/3
slug rounds (pc 1)
4
3+
3/4
gun butt
3
3+
2/3
Abilities
1AP: hyper scrutinyi order thee in the name of the inquisistionsanctioned killer

hyper scrutiny (1AP): select a visable enemy operative and/or an enemy operative within 8" your opatives gut acc1 against that operative with ranged weapons or severe against that enemy operative in melee. this effect lasts until that operative is dead or the action is used again.

i order thee in the name of the inquisistion: stratagy ploy: select a throne agent operative and/or a friendly operative within 6" that operative gains an apl till the end of the turningpoint

sanctioned killer: this operative can preform 2 shoot actions an activation

inquisition, imperium, interrogator
ramiel horket
A 2
M 6"
S 5+
W 8
Weapons
ATK
HIT
DMG
inquisitorial autogun (dev1, acc 1)
4
3+
2/2
blade limb
4
3+
3/5
Abilities
1AP: attach silencer and take aim1AP: fire and movesilent killer

attach silencer and take aim (1AP): this operatives inquisitorial autogun gains heavy, silent and lethal 5+

fire and move (1AP): this operatives can preform a shoot action then preofrm a reposition action

silent killer: this operative can charge on conceal

inquisition, explicator, imperium
kogg-13
A 2
M 6"
S 3+
W 16
Weapons
ATK
HIT
DMG
shock maul (shock)
4
3+
4/6
slab shield
4
4+
3/4
Abilities
bruteloyalty above allshieldslow-witted

brute: Whenever your opponent is selecting a valid target, if this operative has a Conceal order, it cannot use Light terrain for cover. Whilst this can allow this operative to be targeted (assuming it is visible), it does not remove its cover save (if any)

loyalty above all: if a friendly operative is being targeted for a ranged attack and is within 3" of this operative change the target of the attack to this operative, this operative is only in cover and/or obscured if the targeted fridnly model was in cover or obscured. this cannot be done is the weapon targeting that friendly operative has torent or blast. this can be done once a turningpoint

slow-witted: You must spend 1 additional AP for this operative to perform the Pick Up Marker and Mission actions (excluding Operate Hatch).

imperium, inquisition, bulgryn
greynthal krom
A 2
M 6"
S 5+
W 8
Weapons
ATK
HIT
DMG
inquisitorial autogun (dev1, acc1)
4
3+
2/2
force stave (psychic, shock)
4
3+
4/6
Abilities
1AP: force barriersholy martyrdom

force barriers (1AP): psychic, select 3 friendly operative swithin 3" those operatives have 3+ saves and take 1 less damage from attacks that deal 4 or more damage

inquisition, imperium, psyker, throne agent
erismos valker
A 2
M 6"
S 2+
W 9
Weapons
ATK
HIT
DMG
power axe (lethal 5+, brutal, dev 2)
5
3+
4/3
Abilities
knight guardianshieldzealot

knight guardian: f a friendly operative is being targeted for a ranged attack or a melee and is within 2" of this operative change the target of the attack to this operative, this operative is only in cover and/or obscured if the targeted fridnly model was in cover or obscured. this cannot be done is the weapon targeting that friendly operative has torent or blast. this can be done once a turningpoint

zealot: when this operative would take damage of 3 or more roll a d6 on a 4+ reduce the damage by 1

imperium, crusade, inquisition
Theodora Kreln
A 2
M 6"
S 5+
W 8
Weapons
ATK
HIT
DMG
revolver (range 10")
4
3+
3/4
force stave (psychic, shock)
4
3+
4/6
Abilities
1AP: flaming gazeholy martyrdomillumination

flaming gaze (1AP): psychic, place down a marker within 8" of this operative then draw an imaginary line as wide as the marker between the marker and this opative every operative on that line takes d3+3 damage and is ablaze

illumination: stratagy ploy: psychic, all enemy operatives with blaze markers eithe rgain a blaze marker or friendly operatives have saturate when shooting enemy opertaives with blaze markers.

imperium, inquisition, throne agent, psyker
Yakovich Mordenkov
A 2
M 6"
S 5+
W 8
Weapons
ATK
HIT
DMG
inquisitorial autogun (dev 1, acc1)
4
3+
2/2
force stave (psychic, shock)
4
3+
4/6
Abilities
2AP: burning vortexholy martyrdomNew Abilitytechnomancer

burning vortex (2AP): psychic, place your burning vortex marker on the killzone on vantage terrain and/or within this operatives line of sight all operatives within 3" of the marker take d6 damage and gain a blaze marker. the burning vortex marker stays on the killzone until the action is taken again or this operative dies. operative sthyat activate when within the buring vortex take d3 damage.

New Ability:

technomancer: psychic, this operative may preform mission actions for 0ap

psyker, inquisition, imperium, throne agent
val frox
A 2
M 6"
S 4+
W 8
Weapons
ATK
HIT
DMG
hotshot lasgun
4
3+
3/4
gun butt
3
3+
2/3
Abilities
medicmedical kil

medic: The first time during each turning point that another friendly inquistion operative would be incapacitated while visible to and within 3" of this operative, you can use this rule, providing neither this nor that operative is within control range of an enemy operative. If you do, that friendly operative isn’t incapacitated, has 1 wound remaining, and cannot be incapacitated for the remainder of that action. After that action, that friendly operative can immediately perform a free Dash action, but must end that move within this operative's control range. Subtract 1 from this and that operative's APL stats until the end of their next activations respectively, and if this rule was used during that friendly operative's activation, that activation ends.

You cannot use this rule if this operative is incapacitated, or if it is a Shoot action and this operative would be a primary or secondary target.

medical kil: Select one friendly Inquisistion operative within this operative's control range to regain up to 2D3 lost wounds. It cannot be an operative that the Medic! rule was used on during this turning point.

This operative cannot perform this action while within control range of an enemy operative.

imperium, inquisition, inquisitorial stormtrooper
helbrand ghorst
A 2
M 6"
S 5+
W 8
Weapons
ATK
HIT
DMG
revolver (range 10")
4
3+
3/4
force sword (psychic, lethal 5+)
4
3+
4/6
Abilities
holy martyrdom1AP: inflict pain1AP: quicken1AP: stitch flesh

inflict pain (1AP): psychic select an enemy operative within 6" thay take d3 damage

quicken (1AP): psychic, select a visible friendly operative and/or a friendly operative within 8" they can dash

stitch flesh (1AP): psychic, select a visible and/ or friendly operative within 8" they regain d3+1 wounds

imperium, inquisition, psyker, throne agent
hark mooren
A 2
M 6"
S 5+
W 8
Weapons
ATK
HIT
DMG
melta gun (range 8", dev4, pc2)
4
3+
6/4
gun butt
3
3+
2/3
Abilities
holy martyrdom
imperium, inquisition, throne agent
Equipment

armoured undersuits:
when a friendly operative is rolling defence dice they may discard a fail to turn a failier into a successful save


frenzon:
activate when a friendly operative is selected to activate they ignore penalties from being injured to movment and thei hit stat in melee and gain punishing on their melee weapons. only once per turningpoint


flaming rounds:
your throne agents ranged weapons gain blazing


faithful talismans:
once per game your inquisitor can ignore 1 dace of damage once per game one friendly operative (excluding your inquisitor operative) may ignore one instance of normal damage


Ploys

Firefight - loyalty above all:
when a friendly operative dies within control range of one or more enemy operatives it may deal d3+1 damage if it becomes incapacitated but if a throne agent preforms this it loses its holy martyrdom rule but does d3+2 damage instead to all enemy operative swithin control range of this operative


Firefight - psychic guidance:
when the chosen operative activated they have the psychic guidence action (1ap, psychic, this operative has ceasless on its weapons and may preform a psychic action for 1 less ap)


Firefight - data transferred:
this operative gains a data marker and for the rest of the game whenever this operative attacks an enemy operative their weapon gains acc1 or if it has that rule lethal 5+, when a friendly operative is within control range of this operative that friendly operative gains a data marker.


Firefight - mandated target:
when this friendly operative activates it gains brutal, severe and pc 1 against the enemy leader with its weapons.


Strategic - covert operations:
you may swap the order of any friendly operatives as a stratagy ploy


Strategic - new vector of assault:
during an operatives activation they may reposition as a free action


Strategic - inquisition's finest:
throne agents no longer a range on their weapons


Strategic - fighting in his light:
all operatives gain severe, balanced or rending on their weapons and expulcators gain an apl


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 friendly operatives control any objective markers that have one of your Swept tokens, you score 1VP.
  • If this is true and any of those objective markers are also cleared, you score 2VP instead.

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 Dominate tokens.

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.


Security: Plant Banner

Reveal: When you perform the Plant Banner action.

Mission Action: Plant Banner (1 AP)

  • Place your Banner mission marker within the active operative's control range, wholly within your opponent's territory and more than 5" from a neutral killzone edge. Operatives can perform the Pick Up Marker action on your Banner mission marker.
  • An operative cannot perform this action during the first turning point, while within control range of an enemy operative, or if a friendly operative has already performed this action during the battle.

Victory Points:

At the end of each turning point after the first, if your Banner mission marker is wholly within your opponent's territory and friendly operatives control it, you score 1VP; if that's true and no enemy operatives contest it, you score 2VP instead. Note your Banner mission marker must be in the killzone (not being carried) to score.


Security: Martyrs

Reveal: The first time a friendly operative is incapacitated while contesting an objective marker.

Additional Rules:

Whenever a friendly operative is incapacitated while contesting an objective marker, that marker gains one of your Martyr tokens.
Note that this is only the first time each operative is incapacitated, so if an operative is incapacitated, set back up (e.g. HIEROTEK CIRCLE Reanimation Protocols) and then subsequently incapacitated again, a second Martyr token cannot be gained as a result.

Victory Points:

At the end of each turning point after the first, if friendly operatives contest an objective marker that has one or more of your Martyr tokens, you can remove any of those tokens. For each token you remove, you score 1VP; if friendly operatives also control that marker, you score 2VP instead.

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


Security: Envoy

Reveal: The first time you select an envoy.

Additional Rules:

As a STRATEGIC GAMBIT in each turning point after the first, select one friendly operative to be your envoy until the Ready step of the next Strategy phase. You cannot select an operative you selected during a previous turning point or an operative that's ignored for the kill op.

Victory Points:

At the end of each turning point after the first, if your envoy is wholly within enemy territory and not within control range of enemy operatives, you score 1VP; if this is true and your envoy has not lost any wounds during that turning point, you score 2VP instead.


Infiltration: Track Enemy

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

Additional Rules:

An enemy operative is being tracked if it's a valid target for a friendly operative within 6" of it. That friendly operative must have a Conceal order, cannot be a valid target for the enemy operative it's attempting to track, and cannot be within control range of enemy operatives.

Victory Points:

At the end of each turning point after the first:

  • If one enemy operative is being tracked, you score 1VP, or 2VP instead if it's the fourth turning point.
  • If two or more enemy operatives are being tracked, you score 2VP.

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


Infiltration: Plant Devices

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

Mission Action: Plant Device (1 AP)

  • One objective marker the active operative controls gains one of your Device tokens.
  • An operative cannot perform this action during the first turning point, while within control range of an enemy operative, or if that objective marker already has one of your Device tokens.

Victory Points:

At the end of each turning point after the first:

  • If your opponent's objective marker has one of your Device tokens, you score 1VP.
  • For each other objective marker enemy operatives contest that has one of your Device tokens, you score 1VP.

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


Infiltration: Steal Intelligence

Reveal: The first time an enemy operative is incapacitated.

Additional Rules:

Whenever an enemy operative is incapacitated, before it's removed from the killzone, place one of your Intelligence mission markers within its control range.

Friendly operatives can perform the Pick Up Marker action on your Intelligence mission markers, and for the purposes of that action's conditions, ignore the first Intelligence mission marker the active operative is carrying. In other words, each friendly operative can carry up to two Intelligence mission markers, or one and one other marker.

Victory Points:

At the end of each turning point after the first, if any friendly operatives are carrying any of your Intelligence mission markers, you score 1VP.

At the end of the battle, for each of your Intelligence mission markers friendly operatives are carrying, you score 1VP.