hi guys,
i have had a very slow day at work today and decided to combat my extreme hatred of the new inquisitor rules, i dont like the fact that an inquisitors
ws and
bs are the same as a commissar, i also dont like the ordos that much, it dosent really do much apart from heavily limit the character customization, anyways i hope you like these custom rules also i know i may have left out some equipmenti dont have the codex handy

, c&c welcome:
okay guys i have taken in the very helpful comments and re done these rules again, i have also included rules for deathwatch marines, please have a read and leave some constructive feedback, hope you like them!
INQUISITOR: 30 PTS
WS BS S T A I W
LD SV
5 4 3 3 3 4 3 10 4+
EQUIPMENT: SPECIAL RULES:
Las Pistol Stubborn
Close combat weapon Independent character
Carapace armour
Frag and krak grenades
One inquisitor per army may be upgraded to an inquisitor lord for 30 pts
An inquisitor may replace his las pistol and/or close combat weapon with one of the following:
• Lasgun ……………………………………………………………………………….: Free
• Bolt pistol or bolter…………………………………………………………………..: 3 pts
• Storm bolter or Hot shot lasgun .…………………………………………………....: 5 pts
• Infernus pistol, plasma pistol, power weapon, Combi weapon( flamer, melta or plasma),
condemor boltgun…..……….……………………………………………………….: 10pts
• Powerfist, daemon blade, hellrifle, needle pistol, Scythian venom talon ………….: 15 pts
• Thunder hammer, daemon hammer, incinerator, psycannon ………………………: 20 pts
• Null rod ……………………………………………………………………………..: 25 pts
• Conversion beamer ………………………………………………………………....: 45 pts
May take up to 3 of the following:
• Servo skull ……………………………………………………………………….....: 3 pts
• Gun servo skull …………………………………………………………………….: 10 pts
• Combat servo skull …………………………………………………………………: 15 pts
• Medi servo skull ……………………………………………………………………: 20 pts
Inquisitors may take any of the following:
• Digital weapons, psybolt ammo, psyflame ammo …………………………………: 5 pts
• Empryan brain mines, ulumeathi plasma syphon …………………………………: 10 pts
• Rad greneades, psychotroke grenades ……………………………………………: 15 pts
May also replace his carapace armour with one of the following:
• Power armour ……………………………………………………………………..: 10 pts
• Artificer armour …………………………………………………………………...: 15 pts
• Terminator armour ………………………………………………………………..: 20 pts
An inquisitor may also be given:
• Advance bionics …………………………………………………………………...: 20 pts
• Inquisitorial Seal …………………………………………………………………..: 25 pts
The inquisitor may also be upgraded to a psyker (mastery level 1) with a force weapon and either hammer hand or psychic communication; he must also select one psychic power from page 25 for 25 points
An inquisitor may also pick one of the following Ordos for 30 points:
• Ordo Malleus: preferred enemy: demons (this includes anything classified as a demon). Inquisitors from this ordo gain double kill point against demon, this also applies to any unit the inquisitor is with.
• Ordo Hereticus: preferred enemy: chaos space marines; any close combat weapons count as a force weapon and he also starts with psyker (mastery level 1), this can be upgraded to mastery level 2 for 30 pts and must select an additional psychic power from page 25.
• Ordo Xeno: preferred enemy: xenos (this is any non imperial xeno), inquisitors from the ordo xeno may recruit a single squad of deathwatch space marines in addition to their henchman warband allowance (see below).
SPECIAL RULES
INQUISITOR LORD
Inquisitor lords are among the most feared and powerful figures within the imperium, having been trained to almost perfection these warriors have been tasked to hunt down enemies of emperor from within the imperium and on the battle field they have the highest jurisdiction of any imperial agent and may destroy worlds in a word.
Inquisitor lords gain +1 Weapon skill and ballistic skill; they may select any single henchmen squad as a troops choice. They may also use the orbital bombardment shooting attack.
GUN SERVO SKULL
Covered in sensors and armed with a ranged weapon these skull provide additional supporting fire and accuracy to the inquisitor thus giving him a greater chance to eliminate his enemies with a well placed shot.
A model equipped with a gun servo skull count as having his weapon twin-linked; however there is no additional bonuses for more than one gun servo skull.
COMBAT SERVO SKULL
These skulls are armed with an array of swirling blades and barbs which ensnare and slash the enemy with incredible speed and ferocity.
An inquisitor with combat servo skulls may re-roll the amount of “to hit” dice in combat equal to the amount of combat servo skulls e.g. 3 servo skulls will allow 3 attacks to be re rolled.
MEDI SERVO SKULL
Armed with a basic knowledge of human anatomy and drug filled syringes these skulls boost their wounded masters to inhuman levels and allow them to carry on fighting when death should have taken them.
An inquisitor who has a medi servo skull benefits from the feel no pain universal special rule, this rule only applies to the inquisitor himself and not the squad he is with
INQUISITORIAL SEAL
These seals are the badge of office for the agents of the imperium, blessed by the priest of the imperium they allow him to access any door as well as providing him with a powerful ward against attacks.
A model with an inquisitorial seal gains a 4+ invulnerable save. Also an inquisitor with an inquisitorial seal may sanction the use of any single unit from any imperial codex (space marine, imperial guard etc) to be used in the army.
ADVANCE BIONICS
When an inquisitor is badly wounded he is often fitted with bionics so he can function in the line of duty once more. However some inquisitors prefer the power and strength of metal to flesh and will often replace their appendages voluntarily.
An inquisitor upgraded with advanced bionics adds +1 strength and toughness to his profile.
Additional rules to named inquisitor characters from the Grey Knight codex:
(The below rules are to be added to the existing characters current rules and/or stat line)
• Inquisitor Coteaz: +30 pts, gains Ordo Malleus special rules, +2
WS +1
BS, inquisitorial seal and orbital bombardment.
• Inquisitor Karamazov: +20 pts, gains Ordo Hereticus special rule (no additional psychic powers), +2
WS +1
BS, inquisitorial seal.
• Inquisitor Valeria: +10 pts, gains Ordo Xenos special rules and +1
WS.
DEATHWATCH SPACE MARINE SQUAD: 100 PTS
The Deathwatch Space Marines are an elite force of space marine made up of the greatest warriors from each chapterwho serve the Ordo Xenos branch of the Inquisition as the last resort against the xeno. They call upon these marines when the Inquisition needs firepower greater than that of the Imperial Guard threat. Across the galaxy there are innumerable hostile alien civilisations that threaten Mankind, from the green-skinned Orks, to the monstrous Tyranids. It is the sacred task of the Deathwatch to stand sentry against all of these terrible xenos races.
WS BS S T A I W
LD SV
4 4 4 4 2 4 1 9 3+
UNIT TYPE:
Infantry
UNIT SIZE:
5 Veterans
EQUIPMENT: SPECIAL RULES:
Boltgun Hellfire rounds
Bolt pistol And they shall know no fear
Power armour Preferred enemy Xenos (this is any non imperial xenos)
Frag and krak grenades
UPGRADES:
May add up to 5 additional veterans at 20 pts each
Any model may replace his boltgun and/or bolt pistol with:
• Storm bolter……………………………………………:3 pts
• Combi: flamer, melta or plasma……………………....:5 pts
• Flamer or melta gun ………………………………….:10 pts
• Power weapon, plasma gun or lightning claw………..:15 pts
• Plasma pistol …………………………………………:20 pts
• Power fist …………………………………………….:25 pts
Any model may take melta bombs at 5 points per model
For every 5 model one may replace his boltgun with:
• Psilencer, heavy bolter, incinerator, multimelta ……:15 pts
• Plasma cannon or Psycannon ………………………:20 pts
• Las cannon ………………………………………….:25 pts
The any model may be given:
• Psyflame ammunition ……………………………….:5 pts
• Psybolt ammunition ………………………………..:5 pts
The entire squad may select any dedicated transport from the Grey knights codex.
SPECIAL RULES
HELLFIRE ROUNDS
Hellfire Rounds have devastating results on organic matter, these rounds were originally developed to combat the Tyranid threat, however the inquisition has recently sanctioned their use against other xenos to great avail. The core and tip are replaced with a vial of mutagenic acid with thousands of needles that fire into the target upon the shattering of the vial, thus pumping acid into the foe.
Any model firing a bolt weapon with this rule will always wound on 2+, however this does not apply to models equipped with psybolt ammunition or heavy bolters.
AND THEY SHALL KNOW NO FEAR
Space marines automatically pass any test needed to regroup; they can pass such tests even if the squad has been reduced to below half strength by casualties, although all other criteria still applies. Usually troops that regroup cannot move nominally and always count as moving when they do regroup, however these restrictions do not apply to models with this special rule. If space marines are caught by a sweeping advance they are not destroyed and will instead continue to fight nominally. If this happens then the unit is subject to the No Retreat! Rule in this round of combat and might therefore suffer additional casualties.
Any model that does not have this special rule but is with a unit of space marines will still be subject to this providing they have at least one space marine in the unit.