40K Saga (Age of Plasma) - All Factions Done
The Agents of the Imperium
The Agents of the Imperium These are all mercenaries and are limited to One per Imperial Force. This is one of any Mercenary not just one Inquisitor or Assassin. All are considered “Loyal”
Inquisitor – 1 Point – Warlord
Any Imperial Warlord can be replaced by an Inquisitor except for Grey Knights who can add an Inquisitor as a normal Hero and cannot replace their Warlord. Choose everything about your Inquisitor before finding out what your opponents faction will be.
They all have the Standard Warlord Rules
Choose One of Four Ordos
Choose One of Four Types of Inquisitor
Choose One of Four Types of Wargear loadout
Ordos
An Ordo Xenos Inquisitor can re-roll all failed Attack Rolls against any of the Xeno Races.
An Ordo Hereticus Inquisitor can re-roll all failed Attack Rolls against any of the Imperial Races.
An Ordo Malleus Inquisitor can re-roll all failed Attack Rolls against any of the Chaos Races.
An Ordo SPECIAL Inquisitor can always remove a point of fatigue from themselves or one friendly unit within M at the start of the turn before calculating exhaustion.
Type of Inquisitor
A Radical Inquisitor can choose to add a single enemy Battle Board ability to their Battle Board. This ability cannot require more than one dice to activate.
A Puritan can add the following Battle Board Ability to their Battle Board
Driven onward by the utterly pure Inquisitor on their ranks the soldiers of this Warband radiate a small portion of the Emperor’s own light
“Incorruptible Devotion (6)”
Orders/Reaction
During the enemy activation phase, all enemy units which declare a charge against one of your units suffer a fatigue at the end of the charge but before the melee”
A Psyker Inquisitor gains the Magic Special Rule and becomes a wizard. He can choose any school of magic to cast from. Generate an additional Magic Dice.
A Psychic Null Inquisitor represents either a nearby Blank, a Null Rod or just counter Psychic Forces at work on the Inquisitors behalf. Roll a D6 for each spell cast by any enemy psyker after the final casting level of the spell has been attained. On a 4+ you must downgrade that spells effectiveness by one level.
Wargear Loadout
The Terminator Inquisitor
Elite of the Elite: When the Terminator uses an enemy Unit’s Fatigue Marker in Melee, increase the Terminators Armour by 1 and Decrease the Enemies Armour by 1 for Each Fatigue Used.
Slow
The Ranged Inquisitor
Armour 5 (4)
Aggression 4 (4)
Bolter Range L. When fired at Non Creatures Add Two Dice to the pool.
In addition once per game the Inquisitor can fire the Combi Portion of the Weapon which will double the Attack Dice (but it will not add the standard two dice to the pool from the Bolter Rule)
The Inspirational Inquisitor
Armour 5 (4)
Visitation: During your orders phase an Inquisitor who is not exhausted may take a point of fatigue to alter the face of one of your inactive Saga Dice. You cannot re-roll any Saga Dice until the end of the phase.
Inspiration: If the Inquisitor has no fatigue remove one fatigue from a friendly unit within S and give it to the Inquisitor.
Venerated: Friendly Warriors can be removed in place of Hearthguard when using the Bodyguard Rule
The Xanthist Inquisitor
Daemonhost: Xanthist Inquisiors all have a Daemonhost accompanying them. This does not need to be represented on the table but would look cool.
Roll a D6 at the start of the Turn.
On a 1-2 the Daemonhost has no effect.
On a 3-4 The Daemonhost can cast a single spell from a random School of Magic, any rolls of 2-4 or 10-12 on the Perils Chart will not be resolved but instead inflict Three points of fatigue on the Inquisitor and make any future 3-4 rolls count as a 1-2 instead.
On a 5-6 the Inquisitor increases their aggression by Two for this turn and has a move and charge range of L.
True Radical: A Xanthist Inquisitor must also be a Radical Inquisitor but can choose to instead select his extra Battle Board Ability from any of the Chaos Factions instead of one from their opponents.
I carry with me an Inquisitorial Seal. It is a small, unassuming object contained in a neat box of Pluvian obsidian. It is a modest thing. Relatively plain, adorned with a single motif and a simple motto. Yet with this little object I can sign the death warrant of an entire world and consign a billion souls to Oblivion. - Thraviam Flast, Inquisitor of the Ordo Malleus
Crusaders – Warriors – One Point
Armour 4 (4)
Aggression 1
Power Weapons: Reduce your Armour by 1 to gain 1 Aggression for this melee.
Acts of Faith: When you take a Rest Action you can choose not to remove any fatigue but regain a single model lost earlier in the game. If you have no fatigue gain two models lost earlier in the game.
Ministorum Priest – 1 Point
Saga Dice: 1
Armour 5 (5)
Aggression 4 (2)
Determination, Resilience, Loyal, Protector, Vision
May Take a Heavy Weapon in which Case his Armour will be 4 (5)
The Heretic and Blasphemer can offer no excuse for their crimes. Those who are pardoned merely live to further shroud Humanity from the Light of the Emperor with the Darkness of their souls - from the Sermons of Cardinal Beneficta
Sanctioned Psykers – Warriors – One Point
Armour 3 (3)
Aggression ½
Brotherhood of Psykers: This unit counts as a Wizard and can choose any spells as normal.
Chorus of Psykers: Use the Following Chart rather than rolling on the abuse of magic Table.
1: The Entire Unit is Destroyed and each Unit within M takes a casualty on a 4+
2: The unit takes D6 Casualties and forget that Spell.
3: The unit takes D3 Casualties and forget that Spell on a 4+.
4: The Unit takes D2 Casualties and forget that Spell on a 4+.
5: The Unit takes Two Fatigue.
6: The Unit suffers no ill effects, the next time they roll on this chart they gain a +1.
Arco-Flagellants – Warriors – One Point
Armour 4 (4)
Aggression 2
Words of Activation: Choose one of two states for the Arco-Flagellents to be in at the Start of Each Turn. You can also opt to mot use either word of activation and gain none of the benefits or negatives but once you use a word of activation you must always select to use one each turn.
Passive: Decrease the Units Aggression to 0 and Increase it’s Defence to 6 (6). Remove All Fatigue. It may not move this turn.
Aggressive: Increase the Units Aggression to 4 and Decrease it’s Armour to 3 (3). You may not remove Fatigue.
Pain is an illusion of the senses, despair an illusion of the mind - Assassin proverb
Death Cult Assassins – Hearthguard – One Point
Armour 4 (4)
Aggression 2
Swift Dodges: During a Melee, after the combat pool has been generated, the Death Cult Assassins may discard all their attack dice and replace them with defence dice.
Furious Charge: Gain One Aggression in each melee following one of your charges.
Adeptus Custodes – Hero – Two Points
Armour 5 (5)
Aggression 5
Bolter: Range M. When fired at Non Creatures Add Two Dice to the pool.
Resilience (2), Imposing Presence, May Take a Great Weapon
A Warrior not a Soldier: This Unit cannot ever fight alongside another friendly unit for any reason. He always fights alone.
Peerless Warrior: In addition to the normal effects of using enemy fatigue during a melee add the following two effects.
Remove one enemy fatigue to reduce the enemies Armour by One and increase your own Armour by One for each fatigue used.
Remove one fatigue and in the melee each 6 you roll to hit inflicts two hits and each 6 you roll in Defence blocks two hits.
Shielded by the Emperor: This unit counts as being in Heavy Cover when shot at with Ranged Weapons from more than Range S away.
Martyrdom: When this model is removed as a casualty your Warlord may make a free Charge Action and will gain Two Aggression Dice in any resulting combat.
A True Prize: When this Unit is killed it counts as Three Victory points in any Scenario.
Exitus Acta Probat: The Outcome Justifies The Deed. - Motto of the Vindicare Temple
Assassin – Hero – One Point
Armour 5 (5)
Aggression 4
Choose One of the Four Types of Assassin.
Callidus: You do not need to tell your opponent that you have taken a Callidus Assassin. You don’t even need to tell them that you’ve taken an assassin, just say nothing and hope they don’t notice 🙂
Infiltration: Instead of deploying the unit normally place it anywhere within S of an enemy unit (although not within M of an enemy Hero) at any point in any of your first three turns.
Phase Sword: Each Roll of a 6 to hit in Melee causes Two Hits Rather than One.
Neural Shredder: Range S. Rather than attack as per normal instead roll a D6 for each model in the enemy unit and on a 6 inflict one casualty on the unit. Shooting Reactions cannot be used against this attack. The enemy rolls a single defence dice per hit inflicted.
Culexus
Pariah: You may not take any form of Magic Caster if you have taken a Culexus.
Psychic Blank: Enemy Wizards within L of the Culexus Assassin must roll a D6 after casting a spell. If they roll a 5+ they must immediately roll on the Abuse of power Table. If this would cause a dual roll as in the initial spell required rolling on the table and they roll a 5+ then they must roll Four D6 and let their opponent select the two that will be used.
Animus Speculum: A Range L Shooting Attack. If the enemy force includes a Wizard then the Culexus counts as Aggression (4) if the enemy force does not include a Wizard then the Aggression is (2) instead.
Eversor
Psychotic: Aggression 8
Consumed by Rage: This unit must always charge the closest enemy unit. If there are no enemy units within line of sight it must charge the closest friendly unit but rather than fight a combat roll a D6 for each mini in the friendly unit. On a 1 the units suffers a single hit that cannot be saved.
Bounding Charge: Charge Range L
Exotic Poisons: When rolling to hit in Melee re-roll all failed hits.
Bio Meltdown: When this model is removed as a casualty roll a D6 for each unit within M, on a 4+ they take a Point of fatigue and on a 6 they take two points of fatigue.
Vindicare
Chameleon Skin: Enemy units shooting at the Vindicare Assassin from more than S must roll to hit with a -1 penalty. In addition the Vindicare cannot be charged from more than M away.
Exitus Rifle: Range: Unlimited. When firing at targets over M away from the Assassin you can re-roll all failed hits.
Long Range Killer: Aggression 2 (6)
Rather than shooting normally a Vindicare Assassin can instead choose to use a form of Special Ammunition.
Shield Breaker: Do not shoot at the enemy unit instead they take a single point of fatigue and half their armour against all shooting attack for the remainder of the turn.
Hellfire Rounds: Vindicate Assassins gain a +1 to hit with Ranged Attacks when using these rounds.
Turbo-Penetrator Round: Resilience may not be used to negate Turbo-Penetrator Rounds however reduce the Attack pool by half (rounding down) after all abilities but before rolling the dice.
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