GF - Human Inquisition v2.8

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About OPR Background Story


OPR (www.onepagerules.com) is the home of many free games The Human Inquisition are religious fanatics and other
which are designed to be fast to learn and easy to play. misfits roaming the galaxy with the goal of purifying all
This project was made by gamers for gamers and it can only souls, even if they don’t know how.
exist thanks to the support of our awesome community.
It is unclear when exactly the Human Inquisition started,
If you’d like to support the continued development of our though some believe that it formed as soon as humanity
games you can donate on patreon.com/onepagerules. reached the Sirius sector. The only thing that’s clear is
Thank you for playing! that once confronted with a myriad of alien species,
some turned to religious sects to calm their fears.

These sects then send out inquisitors with a retinue of


ragtag warriors and assassins, who each bring their own
specialty to battle. They usually join HDF armies in their
campaigns, who gladly accept their help, even if they
might not believe in their cause.

Most alien races are caught by surprise when faced with


such religious fanaticism, but then again, nobody expects
the Human Inquisition!

Game Design: Gaetano Ferrara

Illustrations: Brandon Gillam

1

Name [size] Qua Def Equipment Special Rules Upgrades Cost
Inquisitor [1] 4+ 3+ Pistol (12”, A1), CCW (A2) Fearless, Hero, Tough(3) A 55pts
Assault Assassin [1] 2+ 2+ Poison Burst Pistol (12”, A4, Poison), Fast, Furious, Hero, Regeneration, - 180pts
Energy Gauntlet (A4, AP(1), Poison, Rending) Scout, Stealth, Strider, Tough(3)
Spy Assassin [1] 2+ 2+ Poison Shredder (12”, A6, Poison, Rending), Ambush, Fast, Hero, Regeneration, - 185pts
Poison Blade (A4, Poison, Rending) Stealth, Strider, Tough(3)
Sniper Assassin [1] 2+ 2+ Heavy Rifle (36”, A1, AP(2), Deadly(3), Sniper), Fast, Hero, Regeneration, Scout, - 185pts
Combat Knife (A4) Stealth, Strider, Tough(3)
Terror Assassin [1] 2+ 2+ Helmet Laser (18”, A3, AP(1)), Fast, Fear, Hero, Regeneration, - 200pts
CCW (A4, Deadly(3), Rending) Scout, Stealth, Strider, Tough(3)
Acolytes [3] 5+ 5+ Pistols (12”, A1), CCWs (A2) - B 35pts
Cyborgs [3] 5+ 4+ Mechanical Arms (A2, AP(2)) - C 40pts
Missionaries [3] 5+ 5+ Pistols (12”, A1), CCWs (A2) Fearless, Furious D 40pts
Mystics [3] 5+ 5+ Pistols (12”, A1), CCWs (A2) Beacon - 45pts
Crusaders [3] 4+ 4+ Energy Swords (A2, AP(1), Rending) Shield Wall - 70pts
Daemon Hosts [3] 4+ 5+ Energy Bursts (12”, A1, Blast(3)), Claws (A2) Regeneration - 70pts
Flagellants [3] 3+ 6+ Flails (A4, AP(1)) Regeneration - 85pts
Psychics [3] 5+ 5+ Pistols (12”, A1), CCWs (A2) Psychic(1) - 95pts
Cult Assassins [3] 3+ 5+ 2x Energy Swords (A2, AP(1), Rending) Regeneration - 110pts
Cyber Chimps [3] 4+ 5+ Custom Weapons (18”, A3, AP(1)), Claws (A2) Regeneration, Tough(3) - 185pts

A Replace Pistol: D Replace any Pistol:


Needle Pistol (12”, A1, Poison) +5pts Shotgun (12”, A2) +5pts
Plasma Pistol (12”, A1, AP(2)) +5pts Plasma Pistol (12”, A1, AP(2)) +5pts
Assault Rifle (24”, A1) +5pts Assault Rifle (24”, A1) +5pts
Fusion Pistol +10pts Fusion Pistol +10pts
(6”, A1, AP(4), Deadly(6)) (6”, A1, AP(4), Deadly(6))
Flamethrower (12”, A6) +10pts Storm Rifle (24”, A2) +10pts
Storm Rifle (24”, A2) +10pts Plasma Rifle (24”, A1, AP(2)) +10pts
Plasma Rifle (24”, A1, AP(2)) +10pts Take one Assault Rifle attachment:
Incinerator (12”, A6, AP(2)) +15pts Plasma Rifle (24”, A1, AP(2)) +10pts
Fusion Rifle (12”,A1,AP(4),Deadly(6)) +15pts Flamethrower (12”, A6) +15pts
Take one Assault Rifle attachment: Fusion Rifle (12”,A1,AP(4),Deadly(6)) +25pts
Plasma Rifle (24”, A1, AP(2)) +10pts Replace any CCW:
Flamethrower (12”, A6) +15pts Energy Sword (A2, AP(1), Rending) +5pts
Fusion Rifle (12”,A1,AP(4),Deadly(6)) +25pts Heavy Chainsaw Sword (A6, AP(1)) +10pts
Replace CCW:
Energy Sword (A2, AP(1), Rending) +5pts Special Rules
Energy Fist (A2, AP(3)) +10pts Alien Hunter: The hero and his unit count as
EnergyHammer(A2,AP(1),Deadly(3)) +10pts having the Furious rule.
Daemon Hammer +15pts Beacon: Friendly units using Ambush may
(A2, AP(4), Deadly(3)) ignore distance restrictions from enemies if
Upgrade with: they are within 12” of this model.
Daemon Hunter: Enemy units can’t use
Forbidden Lore (Psychic(1)) +20pts
Ambush within 18” of the hero.
Upgrade with one:
Shield Wall: Enemies get -1 to hit when they
Alien Hunter +10pts attack units where all models have this rule.
Daemon Hunter +10pts Witch Hunter: This model may block spells as
Witch Hunter +10pts if it had the Psychic(2) special rule. If it is a
Psychic then it gets +2 to spell block rolls.
B Replace any Pistol:
Needle Pistol (12”, A1, Poison) +5pts Psychic Spells
Plasma Pistol (12”, A1, AP(2)) +5pts Foresight (4+): Target friendly unit within 12”
Assault Rifle (24”, A1) +5pts gets +1 to hit next time it shoots.
Flamethrower (12”, A6) +10pts Flame Breath (4+): Target enemy unit within
Storm Rifle (24”, A2) +10pts 12” takes 2 automatic hits with AP(2).
Plasma Rifle (24”, A1, AP(2)) +10pts Protective Dome (5+): Target friendly unit
Fusion Rifle (12”,A1,AP(4),Deadly(6)) +15pts within 12” gets Regeneration next time it
Take one Assault Rifle attachment: takes wounds.
Plasma Rifle (24”, A1, AP(2)) +10pts Expel (5+): Target enemy unit within 12” takes
Flamethrower (12”, A6) +15pts 1 automatic hit with AP(4) and Deadly(3).
Fusion Rifle (12”,A1,AP(4),Deadly(6)) +25pts Psychic Speed (6+): Target friendly unit within
Replace any CCW: 12” may immediately move by up to 6”.
Energy Sword (A2, AP(1), Rending) +5pts Tempest (6+): Target enemy unit within 6”
Energy Fist (A2, AP(3)) +10pts takes 1 automatic hit per model.
EnergyHammer(A2,AP(1),Deadly(3)) +10pts

C Upgrade any model with:


Heavy Machinegun (36”, A3, AP(1)) +15pts
Plasma Cannon +20pts
(36”, A1, AP(2), Blast(3))
Heavy Fusion Rifle +25pts
(24”, A1, AP(4), Deadly(6))

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