Inquisitors for Space Hulk


spearheading through the home brewed Grey Knights rules for Space Hulk,
i decided to go back and do the Inquisitors.

with the Inquisitors i wanted to create some kind of life into these characters.
by not going into great details and making them complicated,
i wanted to have the three different types of agents from the Inquisition:
  • Ordo Hereticus (Witch Hunters, Order of the Heretics, the Enemy Within)
  • Ordo Xenos (Alien Hunters, Order of the Aliens, the Enemy Without)
  • Ordo Malleus (Daemon Hunters, Order of the Hammer, the Enemy Beyond)
the one thing i wanted was to have the Inquisitor to work just like the Librarian is in the rulebook,
with just a few minor changes.
 but with these added changes will go along with the future homebrew rules i want to create.
i want to do Chaos Cultist faction, similar to what the Genestealer Cult is that
was featured in the White Dwarf Dec. 2017 issue.

Ordo Hereticus
The Ordo Hereticus is one of the three major orders of the secretive organization known as the Imperial Inquisition. They are tasked with protecting Mankind from itself, by combating such internal threats to the Imperium as treason, mutation, heresy, apostate members of the Ecclesiarchy and unsanctioned psykers, colloquially known as "witches" across much of the Imperium.

Inquisitorial Mandate: add +1 to the dice roll for close assault in the same manner
as a Space Marine Sergeant. the +1 is added in the close assault data profile below.

Witchhunter: add +1 dice for shooting and close assault when attacking or
being attacked by Cultists.
After rolling the dice, pick the highest dice result after applying modifiers, according to the weapon's dice value and use these results for your attacks.
(example: if a Inquisitor of the Ordo Hereticus is shooting at a cultist with a storm bolter then instead of 2D6, they would roll 3D6 and use the two highest results based on the storm bolter's dice value.)

the Inquisitorial weapon, Power Stake gains a +1 when being used against witches and cultists. The additional +1 is added to the weapon profile.

Meltdown: the bolter/plasma combi-weapon has a chance to meltdown if it overloads and jams. when rolling to shoot, if a 1 is rolled the weapon has overloaded and heat is built up in the plasma coils. roll 1D4+1D6:
1-weapon is destroyed, firing model is taken out on a roll of 1 on the1D6
2- weapon is jammed. 2 Command Point to unjam the plasma gun. firing model takes a severe large amount of damage from this accident and is taken out of action on a roll of 4 on the1D6.
3- weapon is jammed. 1 Command Point to unjam the plasma gun. firing model takes incredible amount of damage from this accident and is taken out of action on a roll of 5 on the1D6.
4- weapon is jammed. 1 Command Point to unjam the plasma gun. firing model takes a small amount of damage from this accident and is taken out of action on a roll of 6 on the1D6.

Ordo Xenos
The Ordo Xenos (Alien Hunters), together with the Ordo Malleus (Daemonhunters) and the Ordo Hereticus (Witch Hunters), is one of the primary sub-divisions of the powerful and secretive organization known as the Imperial Inquisition. The Ordo Xenos is served by its Chamber Militant, the Deathwatch Space Marines, who draw on Veteran Astartes from Chapters all across the Imperium of Man to form the Deathwatch's Kill-teams and destroy the many foul xenos threats to the survival of Mankind.

Reader of the Tarot: add +1 dice for close assault when attacking or being attacked by the Xenos. after rolling dice pick the highest dice results after applying modifiers, according to the weapon's dice value and use these results for your attacks.
(example: if a Inquisitor of the Ordo Xenos is attacking a Xeno with a power fist then instead of 1D6, they would roll 2D6 and use the two highest results based on the power fist's dice value.)

Digital Weapons: they are fitted into rings, or bionic implants of the knuckles of a glove. They lack range, but can be used in melee to take an enemy unaware and cause great harm.
Along with shooting the Inquisitor may also perform a very short range attack and also an additional close assault attack.
Refer to the Weapon Chart below for stats.
Digital Weapons do not benefit from the Reader of the Tarot bonus.

 
Meltdown: the bolter/plasma combi-weapon has a chance to meltdown if it overloads and jams. when rolling to shoot, if a 1 is rolled the weapon has overloaded and heat is built up in the plasma coils. roll 1D4+1D6:
1-weapon is destroyed, firing model is taken out on a roll of 1 on the1D6
2- weapon is jammed. 2 Command Point to unjam the plasma gun. firing model takes a severe large amount of damage from this accident and is taken out of action on a roll of 4 on the1D6.
3- weapon is jammed. 1 Command Point to unjam the plasma gun. firing model takes incredible amount of damage from this accident and is taken out of action on a roll of 5 on the1D6.
4- weapon is jammed. 1 Command Point to unjam the plasma gun. firing model takes a small amount of damage from this accident and is taken out of action on a roll of 6 on the1D6.

Ordo Malleus
The Ordo Malleus, whose Inquisitors are often referred to as Daemonhunters, is the sub-division of the Imperial Inquisition tasked with protecting the Imperium of Mankind from the daemonic dangers of Chaos.

Iron Will: add +2 to the dice roll for close assault in the same manner
as a Space Marine Sergeant. the +2 is added in the close assault data profile below.

Order of the Hammer: the Inquisitor may can re-roll a single failed roll during close assault against daemons. may only do this once per turn. the new result is final.


the Broodlord on page 23 in the rulebook and also the Genestealer Cult Magus and Patriarch from the December 2017 issue of White Dwarf counts the psychic powers Holocaust, His Will Be Done, and Burner of Worlds as Psychic Storm, when it comes to the immunity of the psychic power.
 

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    1. thanks man. just a little project im doing on the side for a facebook group im in.

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