Inquisitorial Conclave

Homebrew by McNixo

Elite Inquisitor Killteam containing 8 operatives, 5 Inquisitors, 1 Cyber Eagle, and two expandable operatives (servo skull and servitor)

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Composition

An Inquisitorial Conclave Kill Team consists of following operatives:

-Ordo Malleus -Ordo Xenos -Ordo Hereticus -Inquisitor (Psyker) -Inquisitor (Warden) -Cyber Eagle -Recording Servoskull -Vox Servitor

Common Abilities and Options

Expandable:
This operative is ignored for your opponent's kill/elimination op (when it is incapacitated, and when determining your starting number of operatives). It is also ignored for victory conditions and scoring VPs if either require operatives to "escape", "survive", or be incapacitated by enemy operatives (if it escapes/survives/is incapacitated, determining how many operatives must escape/survive/be incapacitated, etc.).

Ordo Malleus
A 3
M 6"
S 3+
W 13
Weapons
ATK
HIT
DMG
Bolt Pistol (Rng 8")
4
4+
3/4
Deamonhammer (Brutal, Shock, Stun)
4
4+
6/7
Abilities
BanishmentLord Inquisitor

Banishment: Every time this operative is fighting or retaliating against enemy operatives with the chaos keyword add +1 to the Atk stats, and you can re-roll one of your Atk dice

Lord Inquisitor: You can ignore any changes to the stats. Whenever this operative is fighting or retaliating, if this operative take crit dmg of 4+ or more, it takes one less dmg.

Inquisition, Malleus, Imperium
Ordo Xenos
A 3
M 6"
S 3+
W 13
Weapons
ATK
HIT
DMG
Eldar Shuriken Catapult (Rending)
4
3+
3/4
Power Fist (Brutal)
4
4+
5/6
Abilities
XenohunterXenos pet

Xenohunter: Every time this operative is shooting, fighting or retaliating against enemy operatives with the Xenos keyword add +1 to the Atk stats, and you can re-roll one of your Atk dice

Xenos pet: Ones per turnig point this operative can make the pick up marker action for -1 AP

Inquisition, Xenos, Imperium
Ordo Hereticus
A 3
M 6"
S 4+
W 13
Weapons
ATK
HIT
DMG
Condemnor Boltgun (Piercing Crits 1)
4
3+
3/4
Condemnor Boltgun (Stake) (Lim1, Lethal 5+, silent, Piercing 1)
4
3+
2/3
Power Sword (Lethal 5+)
4
3+
4/6
Abilities
1AP: Focus of the InquisitionWitchhunter

Focus of the Inquisition (1AP): Choose one enemy operative, visible and within 8" of this operative, everytime a friendly operative is shooting or fighting this enemy operative until the end of the turning point, this friendly operatives weapons gains the punishing weapon rule.

Witchhunter: Every time this operative is shooting, fighting or retaliating against enemy operatives with the psyker keyword add +1 to the Atk stats, and you can re-roll one of your Atk dice.

Inquisition, Hereticus, Imperium
Inquisitor (Psyker)
A 3
M 6"
S 4+
W 12
Weapons
ATK
HIT
DMG
Bolt Pisol (Rng 8")
4
3+
3/4
Smite (Psychic, Tor 2")
4
2+
3/4
Force Sword (Psychic, Lethal 5+, shock)
4
3+
4/5
Abilities
1AP: Canalize1AP: Psychic Order
Options
New Option

Canalize (1AP): Psychic the Warp in his Force Sword, until the end of this activation, +1 to both Dmg characteristics

Psychic Order (1AP): PsychicSelect one enemy operative within 6", roll a D6, if the diceroll is higher than the enemy operatives APL, the enemy has to dash in a direction of your choice.

New Option:

Inquisition, Imperium, Psyker
Inquisitor (Warden)
A 3
M 6"
S 4+
W 12
Weapons
ATK
HIT
DMG
Inferno Pistol (Rng 3", Piercing 2, devestating 3)
4
3+
5/3
Power Sword (Lethal 5+)
4
3+
4/6
Abilities
1AP: Warding Devices

Warding Devices (1AP): Friendly Operatives in 4" to this Operative, can re-roll one of thier defence dice, further ignore 1 of the piercing weaponrule.

Inquisition, Imperium, Warden
Recording Servoskull
A 2
M 6"
S 5+
W 5
Weapons
ATK
HIT
DMG
No Weapon
0
0
0/0
Abilities
ExpandableMachineRecording

Machine: This operative cannot perform any actions other than Charge, Dash, Fall Back and Reposition. It cannot retaliate or assist in a fight. Whenever determining control of a marker, treat this operative’s APL stat as 1 lower. Note this isn’t a change to its APL stat, so any changes are cumulative with this. Whenever this operative has a Conceal order and is in cover, it cannot be selected as a valid target, taking precedence over all other rules (e.g. Seek, Vantage terrain) except being within 2".

Recording: Every time your oponent , spents one CP (excl. Command Reroll) you gain one CP, you cannot gain more than 2 CP each turning point with this ability.

Imperium, Inquisition, Servo Skull
Cyber Eagle
A 2
M 7"
S 5+
W 8
Weapons
ATK
HIT
DMG
Beak and Claws (Ceaseless)
4
4+
3/4
Abilities
FlyRetrieveSilent Hunter

Fly: Whenever this operative performs an action in which it moves, it can FLY. If it does so, do not move it. Instead, remove it from the killzone and set it back up wholly within a distance equal to its Move stat (or 3" if it was a Dash) of its original location, measuring horizontal distance only. Note that it gains no additional distance when performing the Charge action.

It must be set up in a location it can be placed, and unless it was the Charge action, it cannot be set up within control range of an enemy operative. In a killzone that uses the Close Quarters rules (e.g. killzone Gallowdark), you cannot measure the distance 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 FLY through an open hatchway).

Retrieve: This operative can use the Pick up Marker action, when it does so the Ordo Malleus operative gets the Marker.

Silent Hunter: This operative can charge with a conceal order.

Imperium, Inquisition, Cyber Eagle
Vox- Servitor
A 2
M 6"
S 4+
W 7
Weapons
ATK
HIT
DMG
Ultrasonic Blast (Rng 6", Tor 2", Stun)
5
4+
2/2
Fists
3
4+
2/3
Abilities
Expandable1AP: Vox- Scream

Vox- Scream (1AP): Coose one enemy Operative, visible an within 6" of this Operative, roll one D3, this enemy operative cannot activate as long a number of enemy operatives has been activated equal th dice roll, or it is the last enemy operative to be activated.

Imperium, Inquisition, Vox- Servitor
Equipment

Inquisitorial Rosette:
Once per battle when your oponent would use a strategy ploy or a firefight ploy you can choose to reject this ploy and your oponent can not use this ploy again during this turning point, CPs spent are refunded.


Warding Runes:
Once per turning point, you can ignore normal dmg of 3 or less.


Psycout Grenades:
Your Team gets two Psycout Grenades with the stats: 5 Atks, 3+, Dmg 2/4, rng 8", lethal 5+, stun


Inquisitorial Requisition:
When choosing this equipment you can choose two additional unversal equipments.


Ploys

Firefight - Only the Emperor can judge us:
When activating an friendly operative ignore any changes to this friendly operatives stats.


Firefight - Fast Judgement:
When fighting, after rolling your attack dice, if you have two failed dice you can retain one as success.


Firefight - Zealoty Warrior:
After fighting an enemy operative you can perform an additional fight action ( note it is not a free fight action, so you have to spent 1AP to do so), you can make a free charge action of 3" to do so, but only if there is no enemy operative in engagement range after the first fight action.


Firefight - Emperor guide my shooting:
When shooting, the ranged weapon gains seek light and enemy operatives can not be obscured.


Strategic - Emperor Protects:
If an enemy operative is shooting a friendly operative, dmg of 4 or more inflicts -1 dmg, this Ploy is not cumulative with the Ability "Lord Inquisitor" of the Ordo Malleus operative.


Strategic - Person of Intrest:
Select one enemy Operative, this Operative cannot be obscured. And friendly operatives weapons have the severe weapon rule if attacking this operative.


Strategic - Not Accountable:
Friendly operatives can shoot enemy operatives which are in engagement range of friendly operatives, when they do so, roll one D6, on a 5+ the friendly operative in engagement range of the enemy operative gains D3 dmg.


Strategic - There is no escape of the Emperors Judgement:
Friendly operatives ranged weapons gain accurate 1 and balanced.


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.


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.