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GF - Human Inquisition v2.

50
Background Story
The rise of a messianic figure known to history as the Founder
resulted in a devastating war that soon engulfed Earth and its
colonies. As the war grew more devastating, many survivors
began to seek a means to escape. A desperate group of
refugees commandeered the Founder’s own flagship in order to
escape the conflict, leading a fleet of like-minded survivors.
They were pursued by the Founder’s forces until they were lost
and scattered by the sudden appearance of a wormhole which
brought them to Sirius.
The Blessed Sisters formed shortly after humanity arrived in
Sirius, hoping to aid the human colonies and resist the followers
of the Conduit. However, the Sisters themselves spent most of
their time training and living in monastic isolation. To remedy
this, they began to send out investigators and envoys to gather
intelligence, and learn how the Sisters could best aid their
allies. These individuals came to be known as the Inquisition,
working to uncover threats and call on the help of the Sisters
when needed.
Whilst these investigators sought to help humanity, many
human colonies were wary of these groups, and tried to isolate
them. The Inquisition began to hire their own agents, operating
in secret, using bribery, and building hidden alliances to carry
out their objectives. They used their connections to carry out
Intro secretive occult and scientific research to discover more about
the Sirius Sector, as well as other threads like the Havoc Gods.
The Human Inquisition is a secret organization of investigators,
psychics, assassins, fanatics, and other misfits dedicated to The Blessed Sisters eventually discovered the extent of their
protecting humanity in Sirius. The Human Inquisition tends to Inquisition’s hidden influence and conspiracies, and denounced
fight alongside other forces, deploying highly trained specialists this as overreach, fearing that they might lose the trust of the
to achieve their mysterious goals. very colonies that they sought to protect. The Inquisition refused
The Human Inquisition was established as diplomatic contacts to disband however, claiming they had only done what was
and investigators within the scattered human colonies of Sirius. necessary. Instead, they severed their official connections with
They came to rely on secrecy, vigilantism, and other the Sisters and began to train their own agents, including
underhanded methods, in order to gather information and specialized assassins, to deal with high level threats instead of
neutralize threats. Their dubious reputation has made them relying on the Sisters.
pariahs to some, but the Inquisition continues to carry out their The Inquisition maintains hidden ties within a number of human
work of protecting humanity. factions, even amongst the Battle Brothers who they had once
About OPR been formed to oppose. Their unchecked zealousness has
caused problems due to false leads or misplaced suspicions, but
OPR (www.onepagerules.com) is the home of many free games has also been vital revealing a number of troubling threats, such
which are designed to be fast to learn and easy to play. as the Infected scourge, Havoc worshipers, and Soul-Snatcher
cults.
This project was made by gamers for gamers and it can only How will you protect humanity from the shadows?
exist thanks to the support of our awesome community.
If you’d like to support the continued development of our games
you can donate on patreon.com/onepagerules.
Thank you for playing!

Gaetano Ferrara
Brandon Gillam
Created by:

Illustrations:

1
GF - Human Inquisition v2.50
Name [size] Qua Def Equipment Special Rules Upgrades Cost
Inquisitor [1] 3+ 3+ Heavy Pistol (12”, A1, AP(1)), CCW (A2) Fearless, Hero, Tough(3) A 55pts
Spy Assassin [1] 2+ 2+ Neuro Pistol (12”, A9, Rending), Ambush, Fast, Hero, Regeneration, Stealth, - 425pts
Toxic Blade (A9, Poison) Strider, Tough(6)
Assault Assassin [1] 2+ 2+ Executioner Gun (12”, A6, Poison), Fast, Furious, Hero, Regeneration, Scout, - 405pts
Energy Claw (A9, Rending) Stealth, Strider, Tough(6)
Terror Assassin [1] 2+ 2+ Helmet Laser (18”, A3, AP(1), Sniper), Fast, Fear, Hero, Regeneration, Scout, - 425pts
Psy-Grenades (A3, Blast(3), AP(1)) Stealth, Strider, Tough(6)
Sniper Assassin [1] 2+ 2+ Heavy Rifle (36”, A1, AP(4), Deadly(3), Sniper), Fast, Hero, Regeneration, Scout, Stealth, - 460pts
Combat Knife (A3) Strider, Tough(6)
Henchmen [3] 4+ 4+ Pistols (12”, A1), CCWs (A2) - B 55pts
Private Guard [10] 5+ 5+ Rifles (24”, A1), CCWs (A1) - C 120pts
Light APC [1] 4+ 2+ 2x Heavy Flamethrowers (12”, A6, AP(1)) Fast, Impact(6), Tough(6), Transport(11) D 215pts
A Replace Heavy Pistol: D Replace any Heavy Flamethrower:
Combat Shield (Shield Wall) +5pts Heavy Machinegun (30”, A3, AP(1)) +5pts
Fusion Pistol (6", A1, AP(4), Deadly(3)) +5pts Replace one Heavy Flamethrower:
Needle Pistol (12”, A1, Poison) +5pts Laser Machinegun (30”, A3, AP(3)) +20pts
Plasma Pistol (12”, A1, AP(4)) +5pts Upgrade with any:
Heavy Rifle (24”, A1, AP(1)) +5pts Camouflage Netting (Stealth) +30pts
Plasma Rifle (24”, A1, AP(4)) +15pts Dozer Blade (Strider) +10pts
Fusion Rifle (12", A1, AP(4), Deadly(3)) +20pts Hunter Missiles +35pts
Flamethrower (12”, A6) +20pts (24", A1, AP(2), Deadly(3), Lock-On)
Storm Rifle (24", A3, AP(1)) +30pts Upgrade with one:
Take one Heavy Rifle attachment: Storm Rifle (24”, A3, AP(1)) +25pts
Fusion-Mod (6", A1, AP(4), Deadly(3)) +10pts Heavy Machinegun (30”, A3, AP(1)) +30pts
Plasma-Mod (12”, A1, AP(4)) +10pts
Flamer-Mod (6”, A6) +15pts Special Rules
Replace CCW: Alien Hunter: The hero and its unit get +1 attack
Energy Hammer (A1, Blast(3)) +5pts in melee when charging.
Energy Sword (A2, AP(1), Rending) +5pts
Chain-Fist (A1, AP(2), Deadly(3)) +10pts Beacon:
ignore
Friendly units using Ambush may
distance restrictions from enemies if they
Energy Fist (A2, AP(4)) +10pts are deployed within 6” of this model.
Upgrade with:
Forbidden Lore (Psychic(1)) +25pts within 18” of the hero whenunits
Daemon Hunter: Enemy can’t be set up
using Ambush.
Upgrade with one:
Daemon Hunter +10pts having Psychic(1), however only one count
Psychic Host: Models with this rule as
Witch Hunter +15pts the unit may cast or block spells each round.in
of them
Alien Hunter +15pts When casting or blocking spells, roll as many
B Replace all Pistols and CCWs: dice as models with this rule in the unit, and
Daemon Bursts (A1, Blast(3)) -5pts pick the highest result.
Assassin Blades (A2, Poison) +5pts Shield Wall: Attacks targeting units where all
Energy Swords (A2, AP(1), Rending), +5pts models have this rule count as having AP(-1), to
a min. of AP(0).
Crusader Shields (Shield Wall)
Cyborg Arms (A2, AP(4)) +15pts Witch Hunter: Counts as having Regeneration
Dual Arc-Flails (A4, Rending) +20pts on rolls of 4+ against spell attacks, and on rolls
of 6+ against non-spell attacks (this stacks with
Replace any Pistol:
Plasma Pistol (12”, A1, AP(4)) +5pts Regeneration).
Shotgun (12”, A2, AP(1))
Smith Gun (18”, A2, Rending)
+5pts
+5pts Flame Breath (4+): Psychic Spells
Replace any CCW: Target enemy unit within 6”
Energy Sword (A2, AP(1), Rending) +5pts takes 3 hits with AP(2).
Foresight (4+): Target 2 friendly units within 6”
Upgrade all models with one:
Acolyte (Fearless) +5pts get +1 to hit next time they shoot.
Missionary (Furious) +5pts Expel (5+): Target enemy unit within 6" takes 1
Cyber Chimp (Relentless) +5pts hit with AP(4) and Deadly(3).
Mystic (Beacon) +10pts Protective Dome (5+): Target 2 friendly units
Fanatic (Regeneration) +15pts within 12” get Stealth next time they are shot at.
Mystic (Psychic Host) +65pts Psychic Speed (6+): Target 2 friendly units within
C Replace up to two Rifles: 6” get +3" next time they Advance, or +6" next
Plasma Rifle (24”, A1, AP(4)) +5pts time they Charge/Rush.
Tempest (6+): Target enemy unit within 6” rolls
Fusion Rifle (12", A1, AP(4), Deadly(3)) +10pts as many dice
Flamethrower (12”, A6) +10pts each 2+ rolled.as models in it, and takes 1 hit for
Shred Rifle (18”, A3, Rending) +10pts
Grenade Launcher (24", A1, Blast(3)) +10pts
Replace one Rifle and CCW:
Pistol (12", A1), CCW (A2) free
Replace one Pistol:
Plasma Pistol (12”, A1, AP(4)) +5pts
Replace one CCW:
Energy Sword (A2, AP(1), Rending) +5pts

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