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===HQ=== It wouldn't be an Inquisitorial detachment without some Inquisitors, right? On top of the returning characters (apart from the conspicuously absent Valeria), you also have a generic Inquisitor whose Wargear choices are dependent on their Ordo. The generic Inquisitor can be upgraded to a Mastery Level 1 psyker for an additional 30 points. The thing is, Inquisition can roll on Pyromancy, Telekinesis, oh, yeah, and Divination- and that's on top Daemonology (Sanctic). Take a psyker. Cheap access to Divination for whatever army you're a detachment of. You need it. It's good. *'''Ordo Malleus Inquisitor''' - Compared to the other two, he gets Terminator Armor, Incinerators and Psycannons, Psybolt ammunition, Empyrean brain mines, the Hellrifle, the Daemonblade, and Nemesis Daemonhammers. To be flat out honest, he's probably the most well rounded character just as able to wade in with a Daemonhammer and brain mines as he is to sit back and snipe. A close combat guy with a unit of Crusaders, Assassins, and a couple of Priests in a Land Raider can get messy quick, lots of potential to overwhelm people with strength boosting weapons from your cheap access to Power anything. He also is the only one who can get an invulnerable save base. So, there's that. Still, unless you're going against Daemons, his unique half of the warlord table are mostly...er, useless. Daemonblade can be fun, but don't rely on getting something amazing. If you're taking an Inquisitor for an all-comers list, then this should be your first choice. **'''Inquisitor Torquemada Coteaz''' : ''"Torquemada β do not implore him for compassion. Torquemada - do not beg him for forgiveness. Torquemada - do not ask him for mercy. Let's face it - you can't Torquemada anything!"'' [http://en.wikipedia.org/wiki/History_of_the_World,_Part_I] - Completely different from the Daemon Hunters Codex in both fluff and gameplay, but is nonetheless still loved, he's the big bad Inquisitor, with a master-crafted Daemonhammer, a cyber-eagle (an Assault d6 S4 AP- "weapon"),and artificer armor. On top of that, he's a Mastery Level 2 Psyker with access to the Divination, Pyromancy, Telepathy, Telekinesis, or Daemonolgy (Sanctic) disciplines. If an enemy unit arrives from reserve within 12" of him, he and his unit can shoot at it, even if it's not his turn (and it can be done limitlessly. That Space Marine player and his Drop Pod spam is in for a horrible day when he lands within 12" of Coteaz with Hot-Shot Lasgun Acolytes, Servitors with Plasma Cannons and Jokaero), and he can force either player to re-roll to seize the initiative. He comes with the Daemonhunter Warlord trait, giving him Preferred Enemy: Daemons. And the cherry on top? You get all of this for a paltry 100 points. **'''Inquisitor Hector Rex (Forgeworld)''' - This is one buff Inquisitor. Unlike a majority of Inquisitors (well, humans overall), Rex is as strong as your average Space Marine which is shown on his profile with him being S4 (though he remains T3 like the rest of the average humans, a tear shed in pity). Equipped with Artificer armor, Storm Shield, a bolt pistol (No more Psybolts) and a unique Force Sword called "Arias" that requires no worse than a 2+ to wound any Daemon or [[Awesome|Daemon Lord]] and Armourbane against Daemon vehicles, Rex seems like the poor man's [[Kaldor Draigo]] (though model wise he's Draigo's superior, badass looking mofo that he is). He also has Psyker Mastery Level 2 with access to Banishment, Hammerhand, and Sanctuary, Stubborn, and a Hood and Adamantium Will, making him just as good at denying powers. Bare in mind that, RAW, [[RAGE|he will peril on any double roll]] when attempting to manifest one of his Psycic abilities as he lacks the special rule Grey Knights have (emailed FW about this and they said they would try to include it in an upcoming FAQ but in the mean time, forge the narrative!). If you do manage to get Sanctuary off he can become nigh-unkillable with the right Retinue. All he needs is a single Ministorum priest to fuck over any daemon MC with a 2++ rerollable, though adding in some crusaders for cheap 2+ invuln saves w/ sanctuary is never a bad idea. At 175 points, he's not too shabby. Also, fluff wise, this guy is arguably the biggest badass in the Imperium, he fricking flipped off An'ggrath before fighting one on one, and beat him! *'''Ordo Hereticus Inquisitor''' - Compared to the other two, he gets Inferno Pistols, Condemnor Boltguns, Thunder Hammers, Null Rods, and the Psyocculum. of the three he's the choppiest with his two unique guns are a one shot anti psyker cross bow for a bolter, or melta pistol with range just barely longer then the average charge. The thunderhammer is barely a unique weapon as the Malleus get the same thing just with an anti deamon rule (which is somehow cheaper for them), the null rod can chew up psykers, while also being unable to target the inquisitors unit with powers. Generally the Hereticus is good for one thing, killing psykers. But, since more people are taking Psykers as of 7th to utilize the Psychic phase, he's a good pick if you know you're not facing Dark Eldar, Tau, Necrons, or Sisters since all his anti-psyker wargear will do sweet fuck all against them. If you really hate that trolling Eldar player who's running a 'fluffy' Wraithguard heavy list, you can take a Psyocculum and some Jokaero and make him dance for his life. BS10 monkeys can fling some serious shit. In all, he's a bit more situational than the other two but does have a whole bucket of fun tools should your opponent bring psykers en-masse (Grey Knights, Eldar, Chaos Daemons). **'''Inquisitor Karamazov''' - He's no longer a Monstrous Creature anymore, despite his size, but he does have the statline of one, and has a master-crafted multi-melta (that he can fire on the move and assault in the same turn) and power sword, and an orbital strike beacon (that he can fire on a friendly unit to prevent scatter). He also has his "Dread Reputation rule" which means his unit auto-passes a Morale/Pinning test and all friendly units in 12" can choose to auto-pass or fail Ld tests, so he's an expensive but good tool to use alongside Imperial Guard. However, he can't embark on transports and has no Invulnerable save; a single S10 hit is all that's needed to end Krazypantsoff's purges. Which, honestly, [[railgun|you can't really blame the Tau player for enjoying]]. He's an Independent Character, so you can join him with some shooty unit and PURGE EVERYTHING with orbital strikes. Comes with the Witch Hunter Warlord trait giving him Preferred Enemy: Psykers. And he also has a nice set of grenades...at 200 points, you are getting what you pay for. **'''Inquisitor Katarinya Greyfax (Imperial Triumvirate):''' 150 points. She has the exact same statline as normal inquisitors, but has a Master-Crafted Condemnor Boltgun, a Master-Crafted Powersword, and a Psyocculum in addition to her Psyk-out grenades. This makes her worth it up front as an anti-Psyker tool. Moreover, she's an ML2 psyker who can only take Telepathy, but she also always knows a unique power called '''Aura of Oppression:''' WC1 or WC3. The 1 Warp Charge version is a malediction targeting a single enemy non-vehicle unit within 12" which forces a pinning test, which even if they pass they cannot run, turbo-boost, sweeping advance, or fire Overwatch. The WC3 variant is instead a "nova Malediction" targeting ''all'' non-vehicle enemy units within 12". Great in particular at shutting down Tau Support fire bullshit and Dark Angels Supreme Fire Discipline, but grab some Psykers for extra charges. *'''Ordo Xenos Inquisitor''' - Compared to the other two, he gets Needle Pistols, Scythian Venom Talons, Conversion Beamers, Digital Weapons, Rad and Psychotroke grenades, and the Ulumeathi Plasma Siphon. Xenos is...interesting. His gear is exotic, his traits are useful, but only against Xeno codices. Of the three, the Xenos is the shooting inquisitor and of the three he has some of the best guns. Conversion Beamer can be fun, but the poor guy's only BS4, if you're making him a psyker, which you should be, and giving him some Jokaero, you can take Prescience and really lay some hurt on tanks. Little pricey, and you're going to need to drop Prescience on them to make it really reliable. Alternatively you can build one as a nice little addition to a close combat unit. Although he sucks at melee himself, being a puny human, the fact that you can stack all of the grenades on him at once make him fairly useful. If your melee deathstar needs more kick, try adding one of these with Rad grenades, Psychotroke grenades and a Plasma Syphon. He'll add twice as much kick as any other Inquisitor would due to reducing the toughness of all enemy models by 1 and giving you a chance to completely fuck their unit over with Psychotroke grenades. Syphon is a nice addition as if he's in a strong melee unit anyway the chances of plasma weapons being within 12" is fairly high. **'''Inquisitor Solomon Lok (Forge World)''' - This guy had a SERIOUS drop in price to a measly 60, along with some boosted stats over a normal Inquisitor (+1 WS/I) and the loss of his special retinue, though he can still take a generic one which can add Major Durra (another 3-wound character) to it. He's got more grenades (Krak, Frag, and Psyk-Out), psybolts, an MC Power Sword with Digi-weapons, a 2+/5++, and a Skull. He gets a special Warlord Trait that gives his team FNP within 3" of an objective, which makes them a lot more of a pain to remove, if the enemy isn't packing S6+. ***'''Major Markus Durra (Forge World)''' - This guy (who can be either a member of Lok's retinue or replace the head of the D-99 CS) is the head of the [[Elysian Drop Troops]] D-99. He's also got some serious weapons (A shotgun, a heavy Chainsword, and a laspistol, which he can swing at I5, as well as a 4+/5++ and Preferred Enemy (Nids).
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