<br/><br/>The final force listed is the Inquisition, I am currently going to allow 1 Inquisitor character. For the Inquisitor will be 60 points to assign to his stats. With no maximum to what the stats can be.<br/><br/>He is also given 20 points to use towards their Wargear/Abilities. Each entry on the Wargear/Abilities list has a description of what that item is, a description of what effect it will have on your character in game, a cost in points (to be deducted from your allotted 20).<br/>If there are any questions feel free to ask.<br/><br/><span class="bbc_size" style="font-size: 24pt;"><br/>Operatives of The Imperial Inquisition</span><br/><br/>A secretive and powerful organization of the Imperium  responsible for guarding the souls of humanity. The purpose of the Inquisition is to identify and destroy the myriad of potential threats to the Imperium and humanity. The organization's members are agents known as Inquisitors. As a completely autonomous Imperial organization beyond the power of the Adeptus Terra, the Inquisition is immensely powerful. As the Inquisition's duties involve the scrutiny and policing of the other organizations of the Imperium, the Inquisition itself is answerable to no higher power except the Emperor. No one, except the Emperor himself, is beyond the scrutiny of the Inquisition. This power is officially known as the Inquisitorial Remit or Inquisitorial Mandate. With the exception of the Ministorum (which, in any case is still under outside Imperial restrictions), the Inquisition is the only organization of Imperial government that is completely autonomous. Unlike other Imperial organizations, it is not a branch of the massive Adeptus Terra, but a self-contained organization answerable only to itself. The role of the ordinary Inquisitor is to investigate and deal with all potential threats to mankind and the Imperium.<br/><br/><div align="center"><strong>We are at War with forces too terrible to comprehend. We cannot afford mercy for any of its victims too weak to take the correct course. Mercy destroys us; it weakens us and saps our resolve. Put aside all such thoughts. They are not worthy of Inquisitors in the service of Our Emperor. Praise His name for in our resolve we only reflect his purpose of will.</strong><br/></div><br/><strong>Advantages:</strong>With access to the best technology in the Imperium, the authority to do anything that is needed, and the training to know when it is needed Inquisitors are clandestine tools of The Emperor's justice. And the all seeing protectors of humanity.<br/><br/><br/><strong>Disadvantages:</strong>As the only Inquisitor within the crusade numbers are always a problem. Even with the ability and authority to requisition forces from the other Imperial organizations present there is only so much that can be done without detracting from the effectiveness of the crusade.<br/><br/><br/><div class="floatleft">(http://fc07.deviantart.net/fs9/i/2006/071/a/8/daemonhunter_Inquisitor_II_by_kunkka.jpg)</div><em><span class="bbc_u"><strong>Inquisitor(One Open Slot)</strong></span></em>:Potential Inquisitors are usually drawn from the Progena of the Schola Progenium showing the most promise. As is the case with all the aspects of the Inquisition, the matter of recruitment is not a centralized process but the power to invest it within others is left in the hands of the individual Inquisitors. All Inquisitors begin as Acolytes, apprentice-Inquisitors given over to the tutelage of a more experienced member of the Inquisition. Acolytes accompany a fully experienced Inquisitor in his Inquisitorial duties. He may perform a number of tasks such as warrior, scribe, and interrogator. After a set amount of time, his master will give him a recommendation to the Ordos of the Inquisition to advance his pupil to full Inquisitorial rank. After this, the Acolyte is a full Inquisitor and begins his own agenda and operations. Although the Acolyte/Inquisitor is no longer bound to his old master, they will have formed a bond and may work together and help one another in the future.<br/><br/><span class="bbc_u"><em>Rosarius:</em></span>The Rosarius takes the form of an amulet, often displaying the Imperial Eagle or an ornate cross. It is actually an advanced device, containing a tiny conversion field  generator, which emits a protective energy field around the wearer. The field's effect is to convert the energy of an impact into light. When the field stops a shot, a blinding flash of light is produced. The field is capable rendering even plasma gun shots harmless.<br/><br/><span class="bbc_u">Effect:</span>+4 Defense, 1 in 2 chance of stopping enemy attacks<br/><br/><span class="bbc_u">Cost:</span>5<br/><br/><span class="bbc_u">Supply:</span>1<br/><br/><br/><em><span class="bbc_u">Digital weapon</span></em>Miniaturized weapons often in the form of rings or other jewelry that are created by the Jokaero, Though miniaturized, they are capable of replicating the punch of full-sized weapons They can only be fired once and reloading is extremely difficult.Accordingly, they are very rare and almost impossible to buy. Their possession is normally restricted to the extremely wealthy or influential; they are more commonly used by Inquisitors.<br/><span class="bbc_u">Effect</span>+6 Attack vs Infantry, +5 Attack vs Vehicles, Ignores Infantry Armor, Does not take up a free hand.<br/><span class="bbc_u">Cost</span>2<br/><span class="bbc_u">Supply</span>1<br/><br/><span class="bbc_u"><em>Tears of The Emperor:</em></span>There are many stories that speak of statues of the Emperor weeping blood-like tears from His eyes. These tears are collected by the faithful and placed in ornate crystal bottles after which they can be used by an Inquisitor. The Tears can be used as a grenade weapon and has psychic properties that can damaging to the denziens of the Warp.<br/><span class="bbc_u">Effect:</span>+5 Ranged Attack vs Daemonic enemies.<br/><span class="bbc_u">Cost</span>2<br/><span class="bbc_u">Supply</span>1<br/><br/><span class="bbc_u"><em>Null Rod:</em></span>A type of Power weapon These obsidian rods constantly crackle with anti-psychic power which nullifies the powers of the Warp. However, this device also prevents the wielders themselves from making use of any psyker power.<br/><span class="bbc_u">Effect:</span>+2 Attack, One handed weapon allowing the user to wield a second weapon simultaneously, Prevents stricken foes from using Psychic abilities, prevents user from using Psychic abilities<br/><span class="bbc_u">Cost:</span>2<br/><span class="bbc_u">Supply:</span>1<br/><br/><br/><em><span class="bbc_u">The Daemonhammer </span></em>The Daemonhammer is a huge war-hammer used by the Inquisition. It is gifted to an Inquisitor only after they have excelled in battle. They are legendary and the sign of the Inquisition is set as a burning sigil on the head of the hammer itself. There is a distinctive crackle as the hammer strikes, and this force easily blows aside most foes like a bolt of lightning.<br/><span class="bbc_u">Effect:</span>+8 Attack, Double damage vs Daemonic enemies, -4 Agility, Two handed weapon<br/><span class="bbc_u">Cost:</span>6<br/><span class="bbc_u">Supply:</span>1<br/><br/><span class="bbc_u"><em>Anointed Weapons</em></span>The Inquisitor's weapons have been carefully blessed by a member of the Ecclesiarchy with holy water and runes making them highly effective against daemons and possessed vehicles.<br/><span class="bbc_u">Effect:</span>+1 to positive effects of all weapons<br/><span class="bbc_u">Cost:</span>6<br/><span class="bbc_u">Supply:</span>1<br/><br/><span class="bbc_u"><em>Inferno pistol:</em></span>A pistol sized melta weapon they are as powerful as a Multi-melta, but have about one quarter of a multi-melta's range.<br/><span class="bbc_u">Effect:</span>+6 Attack vs Infantry, +5 Attack vs Vehicles, Ignores Infantry Armor, One handed weapon allowing user to wield a second weapon simultaneously.<br/><span class="bbc_u">Cost:</span>5<br/><span class="bbc_u">Supply:</span>1<br/><br/><span class="bbc_u"><em>Psychic Abilites:</em></span>The Inquisitor possesses latent psychic talents and the training to use them.<br/><span class="bbc_u">Effect:</span>Allows Inquisitor to select from the following abilites<br/><span class="bbc_u">Cost:</span>4<br/><span class="bbc_u">Supply:</span>1<br/><br/><ul class="bbc_list"><li>Banishment: Banishes nearby daemons<br/><span class="bbc_u">Effect:</span>  All Daemonic enemies receive a 10 point attack, May be used twice per mission<br/><span class="bbc_u">Cost:</span> 3<br/><span class="bbc_u">Supply:</span> 1<br/> </li><li> Hammerhand: Increases strength and ability to attack <br/><span class="bbc_u">Effect:</span> Next melee attack does double damage, can be used once per mission<br/><span class="bbc_u">Cost:</span>3<br/><span class="bbc_u">Supply:</span>1<br/></li><li>Holocaust: Surrounds user with fire that hurts any nearby<br/><span class="bbc_u">Effect:</span> All those in melee combat with the Inquisitor receive a 3 point attack, Can be used twice per mission<br/><span class="bbc_u">Cost:</span><br/><span class="bbc_u">Supply:</span></li></ul><br/><span class="bbc_u"><em>Carapace Armor:</em></span>Carapace armor consists of large rigid plates of armaplas or ceramite molded to fit parts of the body. It is stronger and thicker than Flak armour, and it gives the wearer more likelihood of surviving a direct impact with standard small-arms rounds.<br/><span class="bbc_u">Effect:</span>+3 Defense, allows for vox communication<br/><span class="bbc_u">Cost:</span>2<br/><span class="bbc_u">Supply:</span>1<br/><br/><em><span class="bbc_u">Power Armor:</span></em>A completely enclosed suit of armor, made of thick ceramite plates. However this armor does not contain the same strength enhancing properties or life-support functions of Space Marine power Armour though it does provide the same amount of armor.<br/><span class="bbc_u">Effect:</span>+5 Defense, Allows for vox communication<br/><span class="bbc_u">Cost:</span>4<br/><span class="bbc_u">Supply:</span>1<br/><br/><em><span class="bbc_u">Power weapon</span></em>A type of advanced hand-to-hand combat weapon taking several forms but utilising the same basic technological principles. When activated the blade of the weapon becomes sheathed in a field of energy which disrupts solid matter, allowing the weapon to easily tear through armour<br/><span class="bbc_u">Effect:</span>+4 Attack vs All Enemies<br/><span class="bbc_u">Cost:</span>3<br/><span class="bbc_u">Supply:</span>1<br/><br/><span class="bbc_u"><em>Bolt Pistol:</em></span>Commonly used in conjunction with a close combat weapon. The pistol is able to fire either a single shot or a short three-round burst.<br/><span class="bbc_u">Effect:</span>+2 Ranged Attack vs Infantry, +2 Attack, +1 Agility, One handed weapon allowing the user to wield a second weapon simultaneously<br/><span class="bbc_u">Cost:</span>2<br/><span class="bbc_u">Supply:</span>Infinite<br/><br/><span class="bbc_u"><em>Inquisitorial Mandate</em></span>The Inquisition has jurisdiction over all Imperial space, no subject of the Emperor is beyond their reach.<br/><span class="bbc_u">Effect</span>Gives Inquisitor the ability to commandeer Imperial NPC's, their level of willingness varies depending on the situation.<br/><span class="bbc_u">Cost:</span>4<br/><span class="bbc_u">Supply:</span>1<br/><br/><span class="bbc_u"><em>Retinue</em></span>Inquisitors have the right to call on the services of any citizen  or servant of the Emperor. Often an experienced Inquisitor, or one in need of specific services (depending on the current situation at hand), will have a retinue of henchmen that he has deemed most useful.<br/><span class="bbc_u">Effect:</span>Allows up to 3 of the following selections to be added to the Inquisitor's Retinue as characters controlled by the Inquisitor's player, Allows for the selection of a single retinue member from the "special operatives" list to be added to the Inquisitor's Retinue as a NPC controlled by the GM.<br/><span class="bbc_u">Cost</span>5<br/><span class="bbc_u">Supply</span>1<br/><br/><ul class="bbc_list"><li><span class="bbc_u">Chirurgeon:</span> Members of the Orders Hospitalier or just those trained in the medical field to assist in interrogation and torture; useful in combat for healing wounds suffered by the Inquisitor. <br/><span class="bbc_u">Effect:</span> Allows Inquisitor to be healed to full health once per mission if his/her health reaches 0<br/></li><li><span class="bbc_u">Familiar:</span> Familiars are artificial constructs, boosting the psychic prowess of inquisitors<br/><span class="bbc_u">Effect:</span> Inquisitor is able to use his/her psychic powers one extra time per mission<br/></li><li><span class="bbc_u">Hierophant</span> Fanatical members of the Ecclesiarchy, theychant exorcisms and prayers that can cause agony to nearby daemons.<br/><span class="bbc_u">Effect:</span> Daemon Enemies will fear the Inquisitor, Sisters of Battle NPC's will be more co-operative with the Inquisitor <br/></li><li><span class="bbc_u">Mystic</span>Psykers used by Inquisitors to detect the presence of creatures.<br/><span class="bbc_u">Effect</span>+3 Perception<br/></li><li><span class="bbc_u">Penitent</span> When a heretic psyker repents his/her sins (a notably rare event), he/she can become what could be called a "psychic lightning rod", used to absorb the psychic attacks of other heretic psykers and protecting the Inquisitor and his retinue in battle. <br/><span class="bbc_u">Effect</span> 2 Psychic attacks, per mission, can be absorbed leaving the Inquisitor unharmed<br/></li><li><span class="bbc_u">Warrior:</span> Bodyguards and gunmen. <br/><span class="bbc_u">Effect:</span> +2 Defense, +2 Attack(or Ranged Attack)<br/></li></ul><br/><br/><span class="bbc_size" style="font-size: 36pt;"><span class="bbc_font" style="font-family: jokerman;"><strong><em><span class="bbc_u">Special Operatives List </span></em></strong></span></span><br/><br/><br/>(http://wh40k.lexicanum.com/mediawiki/images/0/05/Arco-Flagellants.jpg)<br/><em><span class="bbc_u"><strong>Arco-flagellant:</strong></span></em>Arco-flagellation is a method of penitence administered by the Adeptus Mechanicus  but appointed by the Ecclesiarchy. It is used to punish any heresy not terrible enough to warrant immediate execution. The point of such extravagant punishments is to physically expunge the sin from a heretic's soul so that they may strengthen the Emperor when they die. In arco-flagellation, the heretic undergoes extensive physical surgery and mental reconditioning, turning them into frenzied berserkers. The guilty person can be implanted with a variety of weapons, such as cutting claws, pneu-mattocks and electro-flails The Arco-flagellant is fitted with a sealed pacifier helm containing implants that connect into the cerebrum and spinal cord, which keeps them in a calm, barely conscious state. When in this mode the Arco-flagellant's mind is filled with sacred images and verses, such as symbols of the Ecclesiarchy, pictures of Saints and looped hymnals and prayers, which enter directly into the heretic's subconscious. The helm can be deactivated by means of a trigger word, releasing inhibitors and unleashing the full fury of the Arco-flagellant. Another trigger word activates the pacifier helm again, rendering the Arco-flagellant passive once more.<br/><br/><br/><br/>(http://wh40k.lexicanum.com/mediawiki/images/0/03/Vindicare.jpg)<br/><strong><span class="bbc_u"><em>Vindicare Assassin</em></span></strong><br/>The Vindicare Assassinsmake use of a specially designed, long range Sniper Rifle called the Exitus Rifle. The Vindicare Assassin brings inglorious death to the Emperor's enemies with a Sniper's bullet. Vindicare Assassins have been known to wait in a position for as long as two weeks before taking a shot. Many rebellions and cults have been ended with one, perfect shot from a Vindicare's rifle. The extra high training of a Vindicare Assassin enables them to pick out a single target even amongst roving hordes of enemies on the battlefield.<br/><br/><br/>(http://wh40k.lexicanum.com/mediawiki/images/1/14/Temple_Assassin.jpg)<br/><em><span class="bbc_u"><strong>Callidus Assassin</strong></span></em><br/>The Callidus Assassins are the most cunning of all the assassins - they specialise in trickery, deception, deceit, infiltration and impersonation. Their greatest asset is their ability to use the shape-changing drug Polymorphine. This drug, coupled with special training, allows Callidus agents to change their very shape and appearance allowing them to impersonate other persons, members of the opposite sex, and even humanoid aliens like Orks and Eldar.This makes them experts at getting close to their target, be it rebellious Imperial Governors, corrupt Imperial high officials, heretic prophets, alien leaders, etc. This allows them to manipulate the enemy's plans and eventually assassinate the main target at the best possible moment. Once the target is eliminated, the Assassin may even replace the victim by assuming his appearance. Polymorphine works better with women, and therefore the vast majority of the temple operatives are female.<br/><br/>(http://wh40k.lexicanum.com/mediawiki/images/f/f5/Gk2.jpg)<br/><em><span class="bbc_u"><strong>Grey Knight Terminator</strong></span></em><br/>The Grey Knights are the legendary Chapter 666 - and although nominally a Chapter of the Astartes, they are in fact part of the Inquisition's Ordo Malleus, serving as the ordo's elite military forces. They were founded during the Second Founding, and are rumoured to have the most pure of all gene-stock. Each member of the chapter undergoes a gruelling and torturous selection process, and even once inducted, their harsh training regime is without equal. In battle, they move as an army of silver ghosts, surrounded by awe, and equipped to the teeth to deal with the worst foes that Chaos can raise to meet them. The Grey Knights hold a unique honor among the chapters of the Adeptus Astartes - in over ten thousand years of service, not a single one of their number has ever defected to Chaos. Their armor is left unpainted, leaving the silver-grey of the ceramite exposed. This tradition is thought to have originated from their desire to lead lives of absolute purity.<br/>