Inquisitorial Conclave
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.).
Operatives
1. 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 |
| Eq: Psycout Grenades (rng 8",Lethal 5+,stun) | 5 | 3+ | 2/4 |
| Eq: Krak Grenade (Rng 6", Piercing 1, Sat) | 4 | 4+ | 4/5 |
Abilities
Lord InquisitorBanishment2. 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 |
| Eq: Psycout Grenades (rng 8",Lethal 5+,stun) | 5 | 3+ | 2/4 |
| Eq: Krak Grenade (Rng 6", Piercing 1, Sat) | 4 | 4+ | 4/5 |
Abilities
Xenos petXenohunter3. 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 |
| Eq: Psycout Grenades (rng 8",Lethal 5+,stun) | 5 | 3+ | 2/4 |
| Eq: Krak Grenade (Rng 6", Piercing 1, Sat) | 4 | 4+ | 4/5 |
Abilities
Witchhunter1AP: Focus of the Inquisition4. Inquisitor (Psyker)
A 3
M 6"
S 4+
W 12
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Bolt Pisol (Rng 8") | 4 | 3+ | 3/4 |
| Force Sword (Psychic, Lethal 5+, shock) | 4 | 3+ | 4/5 |
| Eq: Psycout Grenades (rng 8",Lethal 5+,stun) | 5 | 3+ | 2/4 |
| Eq: Krak Grenade (Rng 6", Piercing 1, Sat) | 4 | 4+ | 4/5 |
Abilities
1AP: Canalize1AP: Psychic Order5. 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 |
| Eq: Psycout Grenades (rng 8",Lethal 5+,stun) | 5 | 3+ | 2/4 |
| Eq: Krak Grenade (Rng 6", Piercing 1, Sat) | 4 | 4+ | 4/5 |
Abilities
1AP: Warding Devices6. Cyber Eagle
A 2
M 7"
S 5+
W 8
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Beak and Claws (Ceaseless) | 4 | 4+ | 3/4 |
| Eq: Psycout Grenades (rng 8",Lethal 5+,stun) | 5 | 3+ | 2/4 |
| Eq: Krak Grenade (Rng 6", Piercing 1, Sat) | 4 | 4+ | 4/5 |
Abilities
FlyRetrieveSilent Hunter7. Recording Servoskull
A 2
M 6"
S 5+
W 5
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Eq: Psycout Grenades (rng 8",Lethal 5+,stun) | 5 | 3+ | 2/4 |
| Eq: Krak Grenade (Rng 6", Piercing 1, Sat) | 4 | 4+ | 4/5 |
Abilities
RecordingExpandableMachine8. 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 |
| Eq: Psycout Grenades (rng 8",Lethal 5+,stun) | 5 | 3+ | 2/4 |
| Eq: Krak Grenade (Rng 6", Piercing 1, Sat) | 4 | 4+ | 4/5 |
Abilities
1AP: Vox- ScreamExpandableEquipment
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
Only the Emperor can judge us
Firefight PloyWhen activating an friendly operative ignore any changes to this friendly operatives stats.
Fast Judgement
Firefight PloyWhen fighting, after rolling your attack dice, if you have two failed dice you can retain one as success.
Zealoty Warrior
Firefight PloyAfter 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.
Emperor guide my shooting
Firefight PloyWhen shooting, the ranged weapon gains seek light and enemy operatives can not be obscured.
Emperor Protects
Strategy PloyIf 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.
Person of Intrest
Strategy PloySelect one enemy Operative, this Operative cannot be obscured. And friendly operatives weapons have the severe weapon rule if attacking this operative.
Not Accountable
Strategy PloyFriendly 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.
There is no escape of the Emperors Judgement
Strategy PloyFriendly operatives ranged weapons gain accurate 1 and balanced.
Tac Ops
Sweep & Clear
Seek And DestroyReveal: 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.
Dominate
Seek And DestroyReveal: 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.
Rout
Seek And DestroyReveal: 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.
Track Enemy
InfiltrationReveal: 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.
Plant Devices
InfiltrationReveal: 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.
Steal Intelligence
InfiltrationReveal: 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.