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==Inquisition== [[File:IA INQ.jpg|300px|right|thumb|]] Much like the Adepta Sororitas, the Inquisition of this book do not replace that of Codex: Inquisition (at least not until the next FAQ). As another side-grade, they gain certain things, get other buffs and lose other items and units. ===Warlord Traits=== *'''1- Unquestionable Wisdom:''' The Warlord and his unit can choose to pass or fail any Morale Test. Take that Papa Smurf! *'''2- Reader of the Tarot:''' While the Warlord is alive, you can roll two dice and choose the more favorable result when rolling for Reserves, Outflank, Mysterious Terrain, and Mysterious Objectives. This one...this one's interesting. It doesn't say that it doesn't effect Allied Detachments, it just says you can choose dice when rolling, this one's pretty sweet. Might be FAQ'd or updated, but...keep an eye on it. *'''3- Burner of Worlds:''' Once per game, the Warlord can skip the shooting phase to call down an orbital bombardment (infinite range, S10 AP1, Ordnance 1, Large Blast, Barrage, and Orbital). [[Exterminatus]] on demand, baby. 4-6 are different depending on which Ordo your Inquisitor is a part of. ====Hereticus==== *'''4- Witch Hunter:''' The Warlord and his unit gain Preferred Enemy (Psykers). Karamazov has this trait by default. It's alright, though a Psyocculum somewhat negates it. *'''5- Will of Iron:''' The Warlord and his unit gain Adamantium Will. Since your Inquisitor is a Psyker (if you're playing them right, they will be), this makes you Deny on a 4+, pretty sweet. *'''6- Master of Interrogation:''' Enemy Infiltrators can't be set up within 24" of the Warlord. Well, just laugh at your opponent as you ask them to set up Infiltrators. Bonus points for rolling this against Genestealer cults. ====Xenos==== *'''4- Xeno Hunter:''' The Warlord and his unit have Preferred Enemy when targeting enemy non-vehicle units from the following lists: Dark Eldar, Eldar, Harlequins, Necrons, Orks, Tau Empire, Tyranids and Genestealer Cults. Pretty sweet, not gonna lie. Can be fuck-mothering useful if you're actually facing one of those units. *'''5- Xenotech Collector:''' The Warlord gains a 6++, and one of the Warlord's ranged weapons gains S+1 and Rending for the duration of the battle. One of the only ways to give an Inquisitor an Invuln save. *'''6- Purity of Mankind:''' Humanity Fuck Yeah in game. The Warlord and his unit gain Hatred. ====Malleus==== *'''4- Daemonhunter:''' The Warlord and his unit gain Preferred Enemy (Daemons). Coteaz has this by default. See the other two, it's conditional at best, but can be damn nice in the right spot. *'''5- Incorruptible:''' All units with the Daemon USR within 12" of the Warlord suffer a -1 penalty to their invulnerable save on top of any other modifiers (minimum of 6+). Watch Daemons weep if you combine this with a Grimoire of True Names and a right roll on a Daemonblade. *'''6- Forbidden Lore:''' If the Warlord is a Psyker, he generates a bonus Warp Charge each turn; otherwise, the Warlord gains Adamantium Will.The latter doesn't apply, you should ALWAYS take a psyker as an Inquisitor. Awesome. Just awesome. ===The Big =][='s Armory=== ====Armour==== *'''Flak Armor:''' Acolytes and just about every Henchmen choice have this base. Cardboard armor with a shit 5+ save. Bolters negate it. Thankfully, many classes can trade it (such as Acolytes) or elect to take it on superior Invulns (Crusaders and Acolytes). *'''Carapace Armor:''' 4+ save. No longer expensive so feel free to take it on Acolytes who aren't going to get Storm Shields. All Inquisitors have it base, though unlike the Acolytes they're not likely to keep it. *'''Power Armor:''' 3+ Armor save, and a mandatory boost for any Inquisitor you want to do shit with as it only adds a marginal price upgrade (just three points to make your Inquisitor a more survivable) is a straight upgrade from the Carapace the Inquisitor has. Now it's all right to give to Acolytes since the upgrade is 5 points instead of 10, though it's definitely not necessary since an extra acolyte is only a point less. It can be pretty sweet however if you have it on several acolytes and get a Jokaero to upgrade it into being effectively Artificer Armour (and with Storm Shields you can have your own wannabe Terminator Squad). *'''Terminator Armor:''' The good old famous Deathwing/Grey Knight Paladin armor available only on your Daemonhunter Inquisitor! It more than doubles the Inquisitor's point cost but you're likely taking it anyway because it's the only way you get a guaranteed 2+ Armor and the only way any Inquisitor can get a 5+ Invuln. It also confers the ability for your Inquisitor to Deepstrike (presumably with an attached Grey Knights squad) so it's advised you take a Mystic in that case. ====Weapons of the Ordos==== =====Henchmen Ranged Weapons===== *'''Bolter:''' 1 point for S4 AP5. Want to be the same price as a Guardsmen and have better ranged weaponry? Pretty much always worth it unless you just want dedicated tarpitters, in which case the +1 attack from the default loadout is more up your alley. Thanks to the cheaper power armour you can also become a Space Marine lite, or even better if you get a good Jokaero result. *'''Storm Bolter:''' 3 points, 24" Assault 2 is decent if you want a cheap pokey gunline. Also, if you get lucky with Jokaero rolls you can get Rending on them and begin drinking your opponent's tears. However, 5 Acolytes with SB is the same as 7 Acolytes with Bolt Guns. Sure the Storm Bolter has other advantages (such as always getting its 2 shots and not slowing you down), but always consider the trade off. *'''Hot-shot Lasgun:''' S3 AP 3 18" range for 5 points. Slaughters MEQs pretty handily. Not generally worth it though when you can take Militarum Tempestus allies, especially since they can take Hotshot volley guns, they get BS 4 and orders from their HQ squad. **Note that you can absolutely ally in a Cadian Battle Group Command with a Command Squad and Lord Commissar, then strap the LC to the Acolytes, and order them around, including the one where hot-shot lasguns shoot an extra shot. Not free by a long shot, but legal. *'''Combi-weapons:''' A bit of a waste for the Acolytes. They're too pricey and you could just spend the same amount of points to get the real version. *'''Plasma Pistol:''' A terrible idea. For five points less you can get the real version. =====Henchmen Melee Weapons===== *'''Chainsword:''' Bog-standard Close Combat Weapon. All Acolytes have one base, and it should stay that way thanks to the following two options... *'''Power Weapon:''' The same everyone knows and loves from the various Codices and the Inquisition is no longer limited to strictly power swords. There's an interesting twist here, however; the Inquisition has no need (or desire) to take them. Acolytes can take them too, but they're so fucking expensive for the little guys that you're simply better off with more bodies, or other models (such as Death Cult Assassins from the Inquisition's formation as they come with them standard and have a better profile). *'''Power Fist:''' Fucking hell, why? There is no reason to take this, it's just way too fucking expensive and you're never going to make those points back on Acolytes! Actually costs ''more'' than a Thunder Hammer on your Inquisitor! =====Henchman Special Weapons and Wargear===== *'''Flamer:''' BS3 doesn't matter here, so it's not an awful take if you expect hordes. *'''Meltagun:''' Do take it. Short-ranged Anti-tank and good at downing Marines in a pinch. Take 3 per squad and jam tons of them with an Astropath and two meatshields in Rhinos/Chimeras and roll down the field. *'''Plasma Gun:''' With S7 AP2 and Rapid Fire, it excels at taking down just about anything from Orks to Terminators to Tyranid Monsters. Though rolling a 1 to-hit means Gets Hot! and your guy can die. Be aware of this and take Carapace Armor at the minimum, or better yet Power Armour. Once again the Acolytes are BS3, grab an Astropath for Prescience so that on top of hitting more often, Gets Hot! doesn't hurt you as much. Just remember, you can't use Prescience from inside a Chimera. ::Something to take note of is that Acolytes pay more than other armies for their flamers, but less for their plasma guns (probably because flamers ignore their BS3), so you should always strongly consider plasma acolytes if you're considering Henchmen. *'''Defense Orb''': Adds 5++ invulnerable save. Jokaero get these, not you. Your Inquisitor doesn't get an Invulnerable save unless he's a part of the Ordo Malleus and buys Terminator Armor. *'''Storm Shield''': The user gains a 3+ invulnerable save, but can't get the bonus for two CCWs. Acolytes can buy them for 15 points, but for some stupid reason Inquisitors can't get them. =====All Ordos Ranged Weapons===== *'''Bolt Pistol:''' Allows your Inquisitor to have an extra attack. All Inquisitors have 1 base but it is almost always a better call to replace it with another weapon. *'''Combi-Weapon:''' Tried and true option, a Bolter that comes with a 1-use Flamer, Meltagun, or Plasma Gun. If you know when to use it, it will never disappoint. Acolytes can also take these, although it's kind of pointless since they can get the full version for the same price (though that only applies to three of them, however you shouldn't need more than three anyway). *'''Plasma Pistol:''' The same pistol Space Marines, Imperial Guard, and Sisters of Battle have. However, because you're such an influential fellow you can get yours for the same overcosted price of... 15 points. Not great, and it's unlikely to make its points back in a game unless you somehow manage to ID some GEQ commander (Genestealer Cults come to mind). =====All Ordos Melee Weapons===== *'''Chainsword:''' Bog-standard Close Combat Weapon. All Inquisitors have one base but it is almost always a better call to replace it with another weapon. *'''Power Weapon:''' As mentioned in the henchmen section, the Inquisition has no need of them. Seriously, Hammers for the Ordo Malleus cost the same and are far better, Hammers for the Ordo Hereticus are only five points more, and Ordo Xenos Inquisitors have cheaper Power Swords as an option which combine with their rad grenades for better results. **'''Force Weapon:''' No longer limited to just Power Swords, force weapons are power weapons with the Force Special rule. A Psyker Inquisitor can take one for free, and that is awesome. Generally won't disappoint if you want to smack things with Instant Death. Note too that it is the only item here that Acolytes cannot take. *'''Power Fist:''' Nope. There's still no reason to take this, it costs as much as a brand new Inquisitor (who also gets a Warlord Trait), upgrading to get a free Force Weapon is only five points more, and both Malleus and Hereticus Inquisitors can buy Hammers which are not only better, but cheaper! =====All Ordos Special Wargear===== *'''Psyk-Out grenades:''' All Inquisitors have it by default and this can't be swapped for anything. Made from the psychic shit that condenses from the bottom of the Golden Throne and stops charging Psykers from getting their bonus attacks should the unit get charged, and can also be thrown as a weak S2 AP- attack that causes a Psyker in the unit to immediately suffer Perils. Specialized, but free, so you've no right to complain. =====Ordo Malleus Ranged Weapons===== *'''Hellrifle''': 36" S6 AP3 Heavy 1, Rending - not to be confused with the [[Hellgun]], this fucker does an impressive job of tearing up MEQs. Debatably cheap enough to spam, but only if you have an Astropath using Prescience to ensure you don't miss. You can also use it to instadeath most GEQ HQs (as well as [[Heresy|enemy Inquisitors]] that aren't Ordo Malleus since Power Armour's the best they can get), which is a nice little touch. *'''Incinerator''': S6 AP4 flamer. A good choice, but generally the hellrifle is a better pick. However, it's hilariously destructive against Blobguard, Blobtau, Blobgreen and Blobanids. Fire it and watch instant death melt those hundreds of units away. Shares the same strong points (albeit stronger by a point or two) as all flamer weapons, great for overwatch, crowd control, and for clearing occupied buildings. Shish Kebab time. ::If you want, you can take a Hellrifle ''and'' an Incinerator, making you needlessly dangerous at any range, but that's pretty expensive compared to a bolt pistol in your other hand - and for the exact same cost as the two big guns, your other hand could be holding a Nemesis Daemon Hammer. ::Also, real talk: An Inquisitor with a Hellrifle is 40 points base, while an Acolyte with a Plasma Gun is 14 points base - that's nearly 3 Acolytes per Inquisitor at that rate, and S7 AP2 is better than S6 AP3 Rending, ''before'' you realize rapid fire is better than heavy, although 36" is better than 24", Inquisitors can join other units and don't have Get's Hot!... Hence the reason why it's spamability is debatable. In any case it's worth remembering. *'''Storm bolter:''' Malleus Terminators get it by default. It's 2 shots at 24" so it's an improvement over the Bolt Pistol or the Bolter part of a Combi-weapon. Since it is assault, not rapid-fire, it's great on any dedicated close combat units. *'''Psycannon''': The [[Daemonhunters|good ol' signature ranged weapon of Grey Knights]] and the shit responsible for 20% of the rage directed against them before 7E, it's an S7/AP4 Rending rifle with an unusual Type: Assault 2/Heavy 4. In this codex it can only be taken by Malleus Inquisitors in Terminator armour, so it always uses the latter profile. The 15-point price is very reasonable, but to get access to it you have to blow 40 points on Terminator armour, and now that one Inquisitor costs as much as three. Avoid it; if you want to be more shooty then you've got other options, and the only thing it really shines at on these Inquisitors is being an AV11/AV12 transport popper. =====Ordo Malleus Melee Weapons===== *'''[[Heresy|Daemonblade]]''': While using a daemon weapon is almost always a bad idea if you aren't with Chaos (especially because it's S User and AP-), it gives you two randomly selected powers from the following list (roll two 2d6, if you get the same result twice it lets you choose which buffs you want). It can be funny if you get the right rolls, and since 7 is statistically likely, it's alright versus Daemons, I guess... Thankfully too this book also clarifies which effects apply to the Inquisitor, and which effects only apply to the blade, so even if you're not using them the blades can still help you out if you roll lucky enough, though now they're also Two-handed weapons. **2-3: Attacks with the Daemonblade are made at +3 Strength. **4: The wielder gains +3 Attacks. This is one of the results you want if you're using an Inquisitor who's only taking the blade for its buffs, and easily the best result if you took a pair of them. **5: The Daemonblade becomes AP2. All around a good result, especially if you get boosted strength. **6: The wielder gains +1W each time an unsaved wound with the Daemonblade is inflicted up to a maximum of 10 wounds. **7: The Daemonblade always wounds Daemons on a 2+, and forces them to reroll successful invulnerable saves. Arguably better than the Daemonhammer for taking on Greater Daemons that you've paralyzed with the Grimoire of True Names and Empyrean Brain Mines. **8: The wielder gains Furious Charge and Rage. This is another result that only applies to the user, allowing you to reap the benefits while using a different weapon. **9: The wielder gains Feel No Pain and Eternal Warrior. Once again it specifically applies to the user, so you don't have to use the blade to gain the benefits. **10: The Daemonblade becomes Poisoned (2+). This could be worth it if you got the result to increase your Strength since Poisoned allows you to re-roll failed To Wound rolls in close combat, as long as the user's strength is higher than the target's Toughness. **11+: Gain Force and generate a bonus Warp Charge each turn. An awesome bonus, your Malleus Inquisitor should always be a Psyker anyway. :Note that if you DO decide to try out a pair of Daemonblades, they generate their powers independently, so the same powers can duplicate across them, and powers 4 and 11+ stack (not that either result is likely), so your Inquisitor can generate two additional Warp Charges or get +6 attacks, which will bring him to 10 total (3 base + 3 first daemonblade + 3 second daemonblade + 1 two CCWs), 11 on the charge (12 if you also have Rage). :Note too that since the effects are so random it's not recommended to take these blades in anything but casual matches. They cost the same as Daemon Hammers, and generally won't perform as well, though if you take one alongside a Daemon Hammer simply to buff up the Inquisitor's profile then they could potentially be worth it (possibly giving you a S10 Inquisitor on the charge, or giving your Daemonhammer 8 Attacks on the charge, not to mention being the only source of Eternal Warrior for your squishy Inquisitor). *'''Nemesis Daemon Hammer''': Standard thunder hammer with Force plus forcing Daemons/Psykers wounded by this to test Ld or get insta-killed. An awesome weapon, not just because of its rules but also because of its shockingly cheap point cost. Malleus terminators also get this by default. =====Ordo Malleus Special Wargear===== *'''Empyrean Brain Mines''': After assault moves have been made but before any blows are struck, nominate one enemy model in base contact with the bearer. That model must pass an Initiative test to avoid the brain mine. If the test is passed, nothing happens. If the test is failed, the victim cannot strike any blows during this Assault phase. It's all right on its own, but great when combined with anything that lowers the enemy's Initiative (such as Strikedown, Concussive, or that weird stasis shit if you ally with Dark Angels) or when the Inquisitor is already up against a low Initiative target. Also provides good protection in Challenges, you could derp out an opponent and own them with your Nemesis Hammer. :When combined with the Grimoire of True Names and a Daemon Hammer you turn your 90 pt Inquisitor into a Daemon killing machine. One-shotting a Blood Thirster in a challenge is not unheard of, and as mentioned in the Null Rod entry, if you combine this with a Hereticus Inquisitor who has the Null Rod (and maybe a third Malleus Inquisitor for good measure and extra insurance on your Brain Mines) you can even kill Magnus without breaking a sweat, as well as any Greater Daemon for that matter. *'''Psybolt Ammunition:''' Your boltgun/pistol/stormbolter now has +1 Strength. If you're struggling to put those last five points somewhere, it's not the WORST take. Would go better on one of your vehicles, though (like a Heavy Bolter Razorback or Chimera). =====Ordo Hereticus Ranged Weapons===== *'''Condemnor Boltgun''': This Combi-weapon incorporates a single-shot crossbow- while S5 AP- seems like a joke, it also has the Psi-Shock rule that forces a randomly determined Psyker in the enemy unit to insta-Perils on top of anything else. Pretty neat, but a bit expensive for what it does, being the same price as a plasma pistol and pricier than combi-plasma. *'''Inferno Pistol:''' The same Blood Angels and Sisters of Battle Pistol they know and love. S8 AP1 with a range just slightly longer than the average charge range. Also has the Melta rule, but at 3", you are more than likely to be caught in the blast, or get killed when the enemy pours out of the transport you popped. Still preferable over the Plasma Pistol and if you get the Jokaero to boost the range on it then it can be a really effective weapon (on top of looking really cool), particularly if you take two of them. *'''Orbital Strike Relay''': Unique to Karamazov (unfortunately). Unlike Inquisitors with the Burner of Worlds Warlord Trait, Inquisitor Krazypantsoff(Карамазов) gets a choice of three different forms of [[Exterminatus]]. All of them have infinite range and the Orbital rule, and are also once per game. **'''Barrage Bomb''': S6, AP4, Ordnance D3(!), Large Blast. When you absolutely have to blow everything up. Best reserved for Traitor Guard, hordes, and Genestealer Cults. **'''Lance Strike''': S10, AP1, Heavy 1, Lance, Blast. Your go-to Titan-killer. **'''Psyk-out Bomb''': S6, AP4, Ordnance 1, Psi-Shock, Large Blast. Situational at best and probably the weakest of the three. About the only time you'd use it is when you have a model in combat with the enemy's Warlord who happens to be a Psyker (or they're in combat against a really powerful Psyker) and you take advantage of Karamazov's By Any Means Necessary rule to ensure it doesn't scatter. Whichever Psyker you do want to give a guaranteed perils to, however, should also be the only Psyker in that unit; otherwise, you'd have been better off with the barrage bomb. =====Ordo Hereticus Melee Weapons===== *'''Null Rod''': It would be an average power sword if it weren't for its special Witchbane rule, which prevents the unit with this item from being targeted by all Psychic Powers, friendly or enemy. In addition it also has the Instant Death rule if used against enemy Psykers, and at AP3 it can kill a surprising amount of opponents. Hell, two Inquisitors with Null Rods and a Priest will have a guaranteed kill on a Hive Tyrant (mathhammer wise) so long as the Priest challenges, while remaining cheaper (although to that end a Culexus Assassin would have been better for the job). :Feel free to laugh as [[Magnus the Red]] struggles to deal with puny humans (Malleus and Hereticus Inquisitors) who are not only immune to his Psychic shit, but can also beat him in melee thanks to the The Grimoire dropping him to I2, the Brain Mines paralyzing him, and their hammers keeping him at I1 so he stays paralyzed. Oddly enough a group of Inquisitors with this gear are far and away the best defence against him, so long as they can catch him in melee they've got (mathhammer wise) a guaranteed kill while costing a fraction of the Primarch's points. ::Note that while it stops Psychic Powers from affecting the unit, it doesn't prevent the unit itself from using them, so feel free to attach it to a Psyker-heavy force so that you can lob powers while remaining safe from Psychic counter-attack, and with all of the Psychic bullshit flying around, a Null Rod can easily be worth the points. *'''Thunder Hammer:''' An interesting buy. For 5 points less than a Power Fist you get Concussive, which is a nice bonus. It's more likely to come into effect with your Inquisitor because his S6 blows will only insta-kill other mere humans. Malleus' Daemon Hammer is better and cheaper; feel free to rage. =====Ordo Hereticus Special Wargear===== *'''Psyocculum''': The user's unit gets BS10 when shooting at a unit which has at least 1 model with Psyker, Psychic Pilot or Brotherhood of Psykers/Sorcerers. AMAZINGly situational. Emphasis on Amazing. Bonus points for using this versus Tyranids. It doesn't work on Flying Monstrous Creatures with Psyker rule, sadly. Psyocculum pushes your BS up to 10, but then Snap Shooting from them being flyers drags it back down to 1, regardless of the circumstances. Find some form of access to skyfire (Skyfire Nexus, Space Marine Command Tanks) though and you're good. =====Ordo Xenos Ranged Weapons===== * '''Conversion Beamer:''' An interesting little item for Xenos Inquistors that fires a blast that gets more powerful the farther it shoots (from 1<=range<=18 inches it's S6 AP-, 18<range<=42 it's S8 AP4 and from 42<=range<=72 it's S10 AP1). Obviously this is best used for a heavy weapons Inquisitor at the way back, maybe with a couple Jokaero to back them up (though preferably not in the same unit as the bonus +12" result doesn't help in any way). Combines oddly well with the Split Fire granted by the Liber Heresius, allowing you to shoot 1 Vehicle wayyyyy the fuck off on the other side of the board while the rest of the squad hit another. Don't forget Prescience. But what you do is this. Take a Xenos Inquisiitor with one of these, and a Hereticus one with a psyoccolum behind an Aegis with icarus lascannon. What happens then is you get the beamer shredding anything far away while the Hereticus pops flyers. Woe betide Lords of Change, Flying Princes, Flyrants or... well, any other psykers, as the BS 10 lascannon can punch a hole in anything with wings and the beamer will mulch any Psykers on the ground. And the best part? This is both dirt cheap and easily spammable (well, except for the curiously difficult to come by Fortifications slot). *'''Needle Pistol''': The range stinks, and at the price it's at, you might as well buy a Plasma Pistol for the same cost. You'll almost always wound on 2's with that thing, you'll always be AP2 (rather than the shitty AP6) and Gets Hot! is a slight price to pay for your gun not being total shit. =====Ordo Xenos Melee Weapons===== *'''Scythian Venom Talon''': S User, AP-, Poison (2+). You can be a shitty version of a Dark Eldar, but it has no AP and no Rending. About the only way it could be worth it is if you found some way to boost the Inquisitor's Strength (or if you're up against somebody who has no armour, such as Daemons), but without access to Biomancy (and Iron Arm which would have made this awesome) the best you can do is to skip it. =====Ordo Xenos Special Wargear===== *'''Digital Weapons''': Re-roll a single failed To Wound roll each assault phase. Could help get that lucky Force strike in. If you're in melee, and Ordo Xenos, things have probably gone wrong already, unless you take the following two trinkets in which case it could be a very good investment... *'''Psychotroke Grenades''': Roll a d6 when in the first round of an assault and something hilarious could happen: ** 1 - Jack shit. Better hope you're with a good assault squad. ** 2 - All your attacks auto-hit. Also, the enemy models only get 1 attack each. Roll this against something that has a fuckton of attacks and high WS (Ork Boyz, Daemonettes, Wulfen, Genestealers), and watch the opponent rage harder than the Angry Marines. ** 3 - You re-roll failed hits. Not so great, especially if you're in a Henchman Warband where a Priest is giving the unit Hatred, or have an allied Priest in the same unit. ** 4 - The enemy is now Ld2. Fearless ignores this natch, but for any non-fearless units the price of losing combat by even a pitiful 1 wound just got extremely high. ** 5 - The enemy is now I1. No longer worthless now that Psyk-out grenades have been changed. It combos best with Empyrean Brain Mines, which your Inquisitor can't get, though if you did take a Malleus Inquisitor and aren't fighting Daemons then good on you. ** 6 - All enemy models must make initiative tests. If a model fails they attack their own guys instead of yours, and any wounds count toward your Combat Resolution. Single model units re-roll this result. This is the result you hope for against Orks and Tyranids, aside from #2. It can also be pretty sweet against Daemons if you use the Grimoire of True Names to nuke a big monster's Initiative. *'''Rad grenades''': Grenades that reduce the enemy's toughness by 1 for a round when in assault. Pretty nifty. Pretty much a guaranteed brief enfeeble on the enemy. **Has the strange property of not limiting the reduction of toughness to 1. Per 40k rules, T0 results in instant death. Also makes no mention that it doesn't stack with other units. So if 3 ordo Xenos with rad grenades charge a 50-strong guardsmen blob ''as separate units'', all 50 instantly die. Field 25 of them for 1000 points, and slowly march them up the field. Laugh as everything dies from being near them. Take some skitarii allies and stick him in a squad of vanguard, laugh as your inquisitor kills the mighty space marines on a 2+! **Note too that this Rad grenade stacking strategy is one of the few counters to the new Split rule the Pink Horrors have gotten. Separate Inquisitors can charge in, and cause all Daemons involved to die by proxy, then do that to the Blue Horrors, then the Brimstone Horrors, without much worry. *'''Ulumeathi [[Plasma Syphon]]''': [[Matt Ward]]'s infamous addition to the Grey Knights is now (mercifully) in an army that isn't quite as likely to abuse it. It still reduces all models firing plasma weapons within 12" to BS1, making it a pain in the ass to anyone who relies on them. This new book also makes it clear that all plasma weapons count, including the Tau's plasma rifles. =====Inquisitorial Relics:===== Only one of each relic may be taken for your army. Also ordos restricted. *'''Grimoire of True Names''': Why AREN'T you taking this? 5 points. When the bearer of the Grimoire of True Names is fighting a challenge against a model with the Daemon special rule, his opponent suffers a -5 penalty to his WS, I, and Ld characteristics (to a minimum of 1). Now bearing in mind that now, EVERY army can take daemons thanks to Demonology this is actually quite useful, and once again it's only 5pts. A lot of Chaos Space Marine armies that you see at the tournament scene tend to take a Daemon Prince these days while Daemon armies will take Greater Daemons, and if it comes to slay the warlord, so long as they have Brain Mines your Inquisitor will wipe the floor with them. Being able to hit it on 3s is a godsend even without worrying much about counterattacks and if you also gave them a Daemon Hammer (and why wouldn't you?) challenges will be a breeze. This also works against Eldar Avatars too and is downright hilarious when your 60pts inquisitor goes all Calgar on Khaine. *'''Liber Heresius''': 15 points. Also known as "The Big Book of Heresy", the bearer of this tome can take a Leadership test at the start of any turn (At Ld10, that's not too shabby). If the test is passed, the bearer of the Liber Heresius and his unit, gain either Scouts (only before the start of the first turn), Split Fire, Counter-Attack, Fear, or Hatred until the start of their next turn. You can't choose the same rule twice, though. Overall, a well-rounded choice and good for all-comers lists, you might as well take it so long as the points are free. *'''The Tome of Vethric''': 20 points. If your opponent's detachment is a xenos army, the tome's bearer gains a USR from the following list that corresponds to that xenos race. If both the primary and allied detachment are xenos, you get both of their corresponding USRs. Since all of them are ideal for countering their corresponding race, this one is a must-have when fighting xenos. Unfortunately, since over half the factions in the game are Imperial/Chaos, it may not be the best choice if you aren't tailoring. **Eldar: Split Fire **Dark Eldar: Night Vision **Tau: Furious Charge **Necrons: Tank Hunter **Orks: Counter-Attack **Tyranids: Monster Hunter ====Vehicle Upgrades==== *'''Dozer Blades:''' You know what it does. Re-roll failed Dangerous Terrain tests. Can't be taken by Land Raiders, unfortunately. Virtually mandatory on every other vehicle that'll be on a table with even mild terrain. *'''Storm Bolter:''' You should know what this is too, hopefully. It's a Storm Bolter, it's in the basic weapons loadout above already. *'''Hunter-Killer Missile:''' A one-use only Krak missile (S8 AP3) but with infinite range. If you needed to ask about this, no, you need to go back to basic. *'''Searchlight:''' Right, report to the Lord Inquisitor. (Removes the Stealth from Night Fighting on a single unit, but you also lose the Stealth given from Night Fight if you do so). Night fighting is piss-poor in 7th but it doesn't matter since almost all vehicles come standard with this anyway. *'''Smoke Launchers:''' Well, people always forget to use these, so...I suppose it's tolerable to mention. Once per game, the vehicle gets a 5+ Cover Save. A nice way to get your transports semi-safely to their destination. *'''Psybolt Ammo:''' All Bolter, Heavy Bolter, Storm bolter shots gain an additional +1S. Give this to a twin-Heavy Bolter Chimera and revel in the [[Dakka]]. *'''Truesilver Armor:''' If a model with the Daemon, Psyker, Brotherhood of Psykers/Sorcerers or Psychic Pilot hits this vehicle in close combat, it suffers a Strength 6 hit for each hit once damage has been resolved against the vehicle. This is godsend against daemons as you can dangle a rhino with this in front of 20 flesh hounds and get 1st blood and make your opponent RAGE. :Bonus points if you somehow manage to Instant Death a Psyker with it. ===Detachment=== '''Inquisitorial Representative:''' Resembles the Inquisitorial Detachment but keep in mind several things. First of all, in order to take another Inquisitor: you have to field another one of these, and considering the benefits you would probably want to do that already. Secondly, with this you cannot field mobs of select models. Acolytes are the only Elites choice that can be fielded in units of more than one model. All others are solitary unless taken in a specific formation. You lose direct access to the Arco-flagellant, Ministorum priest, Death Cult Assassin, Psykers, and Servitors unless you take a specific formation, though the new formation highly resembles the old unit and comes with a few new bonuses. *Requires: **1 HQ **0-3 Elite *'''Authority of the Inquisition:''' The Inquisitor from this detachment may generate a Warlord trait even though they are not the Warlord. For the sake of the Warlord trait they count as a Warlord. Honestly fantastic for grabbing an extra Tactical Warlord trait, and thanks to the wording you can keep taking additional detachments (of one Inquisitor each) for additional traits. ::Interestingly this detachment says that unique Inquisitors picked as a part of this detachment can generate and use a Warlord Trait, even if they're not the Warlord. Thanks to the wording not saying it replaces a Warlord trait, this could be argued that unique Inquisitors (such as Coteaz, Karamazov and Greyfax) get two Warlord traits if they are the warlord, and that they're not limited to their chosen trait if they're not the Warlord. *All units must be of the Inquisition faction. ===Unit Analysis=== ====HQ==== *'''Ordo Malleus Inquisitor:''' Easily the most melee focused of the three, the Malleus Inquisitor still has access to the Daemonhammer, and he still has access to his Daemonblade, though they can now dual-wield them and the blades make it clear which of their effects affect the user, and which affect the blade (meaning that he can get four effects by using two blades, even though he can only attack in close combat with one), though you shouldn't expect something amazing out of it, even if you do purchase two swords for him. His ranged weapons aren't that bad either, though getting a Psycannon costs a lot of points, as does the Terminator armour it requires (to the point that it's arguably not worth it), and the Hellrifle is almost cheap enough to spam it as a MEQ-killer (get some Astropaths for Prescience and this certainly becomes an option), though as already mentioned this Inquisitor mostly shines in melee. Make him a Psyker, give him the Daemonhammer and Empyrean Brain Mines and let him go to town with his force weapon. :If you want to make the most out of him and you happen to be fighting Daemons (or really anyone with the Daemon rule), then feel free to take the Grimoire of True Names, and use this alongside your Brain Mines to drop Greater Daemons down to I1, then smash them with the Daemonhammer. It's not unheard of for Bloodthirsters to charge into fights against these guys and fucking lose. :*'''Inquisitor Coteaz:''' Coteaz covers a lot of bases, and covers them very well. He's a good psyker, has a decent enough ranged attack, is good enough in melee and doesn't cost a lot of points, what's not to love? Well for starters even though his model is wearing a rosarius whoever wrote the rules didn't recognize it, so he has no Invuln save. This is easily remedied by putting him in with a unit of Acolytes, with at least one of whom has a storm shield (though unfortunately he's kind of boned if he gets into melee combat with anyone S6 or higher). Secondly his special rule, Lord of Formosa isn't really all that useful in the current rules, thanks to the fact that Daemonhosts and Jokaero are single-model units now (you can give three models ObSec, yay) and between the three, Daemonhosts, Jokaero and Acolytes make up all of the models he can give the rule to. ::That being said, he's still good for his points, and his I've Been Expecting You rule is nothing to sneeze at, in a properly shooty squad (gained by using the Inquisition's formation or by allying him in with another army) he can cause an absurd amount of damage in a very short time, and even if he doesn't, the bubble he generates that scares away Deep-strikes and Outflanks could easily be worth the price, though if you want an Inquisitor who isn't a jack-of-all-trades you'd be better off with the generic one. ::'''Edit:''' As Corteaz can be taken in the new Castelleans of the Imperium Detatchment in fall of Cadia, the Lord of Formosa rule will give all non-vehicle units in the detatchment Obsec, which is something the detatchment was missing, it is worth considering! *'''Ordo Hereticus Inquisitor:''' The saddest of the bunch, though not fully without advantages. Unfortunately the Malleus and Xenos both have more going for them than the Hereticus Inquisitors, and of the three the Hereticus is far and away the most specialized. They also get shafted in odd ways, such as their thunder hammers costing 5 point more than the Malleus' version, and that one's a force hammer! [[wat|Their power fists also cost 5 points more than their thunder hammers!]] That being said, there are a number of ways to get a lot of use out of these Inquisitors, mostly through buffing/defending the unit they're currently in. :Both of these revolve around using the Null Rod and Psyocculum. The Psyocculum is straightforward, put him in a unit (even a unit of conscripts) and so long as you're shooting at a unit with psykers, they'll be BS 10. Preferably you'll be using weapons meant more for killing the unit around the psyker than the psyker themself, as that means you get more out of it. The Null Rod on the other hand is mainly meant for countering the psychic bullshit that's been going around as of late, simply put it makes the Inquisitor a miniature Culexus Assassin. Their attacks are at AP3 with Instant Death against psykers (which encompasses a surprising amount of characters, hell two Inquisitors with Null Rods and an allied Priest can kill a Hive Tyrant while remaining cheaper) and no psychic powers may be used against them or their unit. Getting a few Inquisitors with Null Rods to protect from Magnus and Ahriman could have been worth it on their own, [[awesome|even if this detachment didn't also let them come with their own Warlord Traits.]] They can also take the Liber Heresius to further buff their unit, and considering the buffs it can offer it's well worth the 15 points to do so. :*'''Inquisitor Karamazov:''' Still no Invuln save, still no Eternal Warrior, still gets ID'd by a railgun shot. Put him in a unit that has storm shields to give him some sort of protection, or better yet add him to the Inquisition's formation, try to get the 12" range bonus from the Jokaero and laugh as he burns shit with a 36" multi-melta before crushing opponents in assault. ::Karamazov best shines in an assault-heavy army, preferably one that has alternate means of traversing the board (such as Marines with their Geomancy) but he can still work with the Inquisition, all you need is an Acolyte unit who got far in a transport (one of whom is a mystic), an Inquisitor who happened to get Gate of Infinity, and then you can deep strike Karamazov and his unit right next to the Acolytes without fear of scatter. This is of course assuming you opponent's not coming to you, if they are then they'll have their work cut out for them as Karamazov can rip and tear with the best of them. ::Karamazov's also pretty good as a buffer too, Dread Reputation makes sure that he and everyone else around him stay exactly where they should be (functioning as a priest-lite, but for multiple units) while By Any Means Necessary is actually helped by the Daemonhost's new size of one model per unit, so long as you can get any of them into combat you can sacrifice a 10 point model to make sure his blasts don't scatter, which is more than worth it. :*'''Inquisitor Katarinya Greyfax (Imperial Triumvirate):''' 150 points costing a shitload more than a regular Inquisitor (also halfway between Coteaz and Karamazov), and debatably worth it. 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. While this doesn't excuse her cost, she's a ML2 psyker who always counts as having a higher level than the enemy to help deny, and one who can only take Telepathy, though she does also always know 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". How much you plan on using her Aura is what's going to determine whether or not she's worth the hefty price tag. It's great in particular at shutting down Tau Support fire bullshit and Dark Angels Supreme Fire Discipline (and it combos beautifully with Assassins and assault heavy Henchmen Warbands). If you don't plan on using it, then don't get her, stick to a regular Inquisitor who can grab better more useful gear and abilities while costing less, and if you are going to use it then grab some Psykers (preferably Astropaths from the Telepathica) for extra charges. *'''Ordo Xenos Inquisitor:''' A good shooter and de-buffer, of the three the Xenos Inquisitor is best suited for an all-comers list as their Rad Grenades, Plasma Syphon and Psychotroke Grenades all work wonders on everything. Put them in an assault squad to help it mulch through the opponents and keep it safe from rapid-fire plasma, or give him a Conversion Beamer, sit him back, and start shooting. Interestingly it could be argued that the rad grenades stack with each other, and since they don't stop at lowering their victims to T1, you could have three Inquisitors charge the same T3 target, and it would die before striking back at all. While not ideal, this could also be used to cancel the new Pink Horror's bullshit split rule. :Unfortunately the Ordo Xenos don't have a special character of their own since Inquisitor Valeria's now dead, presumably killed by Greyfax above. ====Elites==== *'''Acolytes:''' Acolytes are an excellent unit, cheap enough to function as extra bodies to any army lacking them, while having decent upgrade options. You could outshine the Tempestus with hotshot lasguns and power armour (still BS3, though Prescience from an Inquisitor or a Psyocculum can help with that) or you could give them all bolters/storm bolters, which makes them an odd squad, one that doesn't cost a lot and still gets good weapons. They're also cheap enough that you'll have to start weighing what's worth more, a killier/hardier squad or multiple, weaker squads? :Do not use them as melee troops. Though they have two weapons they still have the statline of a regular human, and unless they're up against similarly-sized units of humans, or they charge units of humans that don't number too much, they're going to lose and any of the armour options to make them live longer are wasted on an assault squad of these guys. If you still really want to use them in an assault role, then just take the formation below and stock up on better melee units while putting any wounds you can on the acolytes first. :Of note is that they're one of the very few units in the game who can make use of the gunslinger rule. Acolytes can buy plasma pistols and combine them with their laspistols to fire twice, though don't expect this to be any sort of game changer. :*'''Available Transport Options:''' ::*'''Chimera:''' The tax for getting it isn't so bad however, Acolytes are dirt-cheap and the Inquisition's Chimera's have certain advantages to them, like being able to upgrade their heavy bolters with psybolt ammo so that you're ID'ing GEQ's, Tempestus and Tau, all the while ignoring most of their armour saves. A storm bolter also wouldn't go amiss either since it'll also benefit from the psybolt ammo. It's a good little transport, and well worth the points once upgraded. ::*'''Sororitas Rhino:''' That's correct. 5 points more than Codex: Inquisition but now with a 6+ invulnerable save and Adamantium Will. Debatably not worth it compared to the Chimera, it's cheaper, loses a point of armour in the front but gains a point in the side, and it doesn't have options to the psybolt ammo that the Chimera has, though it otherwise keeps the same roll. Take it if you're strapped for points, or are really worried about Psyker shooting your tanks, but not so worried about it that you'd by an Inquisitor with a Null Rod. ::*'''Land Raider Variants:''' :::*'''Godhammer (basic):''' Shouldn't be taken. You've got monkeys for lascannons, Inquisitor's (or allied Astropath's) for re-rolls, and even Chimeras provide deadlier heavy bolter fire. You also don't have the troops needed to make this one worth it, and if you're allying just to get an Assault Transport out of the Inquisition then you're better off with one of the next two options. :::*'''Crusader:''' If you're taking this it'll be because you're allying the Inquisitor in with another army that doesn't have access to Assault Transports, or you're using the formation that allows you to take a massive unit and you built if for assault. If it's the former, then load it with your best unit, charge in, don't risk going through terrain (seriously, the Crusader shines in close range and getting immobilized is a huge waste of 250 points) and have fun. If it's the latter, then it's a bit iffier. While the Inquisition can get good assault units, Chimeras with psybolt ammo (which the Crusader can no longer purchase) are cheaper, more spammable, and more likely to make their points back. If you used the formation to build a good assault squad though (see the formation for more details) then it could still be worth it to load the Crusader up, charge into the enemy, and use buckets of dice considering how many attacks you should get from charging. :::*'''Redeemer:''' Iffier than the Crusader, the guns are good, the issue simply comes from the fact that it is extremely short ranged. If you can get it there it'll tear shit up, but if your opponent has a few melta's/monstrous creatures/chainfists (or their equivalents), then its range easily puts it into their range, which is the fastest way to lose it. If your opponent doesn't have any of those however, then the Redeemer is good both against MEQ's and hordes and can arguably make its points back the fastest out of the three, only needing to flame/shoot a few particular squads to break even. ::*'''Valkyrie:''' Unless you use a formation to ally in the Deathwatch (and you really shouldn't, explained in the formation), this is the only flyer you're going to have access to. It's a good thing that it's a good one then. It still doesn't have access to the armoury (so no S6 heavy bolters for it) but it's still the tough and deadly plane from before, and it still has access to grav-chute insertion, which is great considering that Acolytes cost so little it doesn't matter if one of them dies or not when you use it. Put them inside, use it to pester infantry/destroy aircraft (loading it up with high Strength or blasts as is appropriate) and have fun. *'''Daemonhost:''' Free kill points for the enemy! Seriously, Daemonhosts are not hard to kill and their effectiveness is extremely random. They can be fun in huge groups, but you're limited to one model per unit outside of an Inquisitorial Henchmen Warband formation, so if you take them you're either running an unbound list, you're using the formation, or you're going to be abusing the fact that they now come with the Daemon special rule as there are some weapons/rules that can activate when a model is near a Daemon, and paying 10 points to make this a guarantee is certainly worth it. Don't take them if your plan is simply to run lone Daemonhosts at your enemy, more often than not it won't work out in your favour. *'''Jokaero Weaponsmith:''' The shooting monkeys [[skub|everyone remembers and loves]]. They still keep all of their old weapons (including the ring/lascannon/multi-melta/heavy flamer); however, now they are limited to one model a unit if fielded outside of an Inquisitorial Henchmen Warband formation. Single-model Jokaero aren't going to do too much unless you roll really luckily on either their shots or their special table, and even then the special table is only going to affect the Inquisitor or whatever other character you're allied with. Buffing any Independent Character with +12" to any non-template ranged weapon is really good. If you added Cawl to the unit, for example, you could turn his gun into a 24" S10 AP1 Melta that fires D3 times. :Overall though, if you want to make sure your Jokaero are going to do something then you can't just stop at one. Get at least 3. Yes, that'll max out your detachment, yes, that can leave you open for Kill Points, but another detachment gets you another Warlord Trait and with 3 you can at least guarantee they are going to do something. You'll get a good result on the random chart, or they'll blow up that transport that you needed gone, and unless your opponent can make kill points off of them then they'll likely not consider a single 35 point model worth the firepower of an entire squad, especially when there're larger, more threatening targets out there. :This editor would like to point out the fact that Jokaero got a HUGE buff this time around. You see, it used to be when you rolled a 6 or higher on the Inconceivable Customization chart, you would have to roll two times and have be satisfied with what you got (and if you had 6 or more of them, every roll was always a 6, so you got nothing). However, this time around, it specifically says, "pick any two of the first 5 results". This means, it is now worth it to run a squad of 6 Jokaero in the formation. Oh? What's that? My squad of 12 acolytes (6 if they have been shoved inside a Chimera) are now GUARANTEED to get a +12" range AND Rending? Or better yet, they all have a 2+ armour save and +12" range? ====Heavy Support==== *'''Chimera:''' The Inquisitorial Representative detachment [[derp|has no option for a Heavy Support unit of any kind]], so if you take a Chimera it'll be as a dedicated transport (see above for tactics on how to use it best), or it'll be in an unbound list and why would you go unbound with this army? Getting a bonus Warlord trait is worth the points and the Acolyte tax is so minimal for their Chimera. ===Formation=== '''Inquisitorial Henchmen Warband:''' *Requires: **1 Inquisitor of any type, including Unique Characters **1 Acolyte unit **0-1 Ministorum Priests unit **0-1 Crusaders unit **0-6 Daemonhosts units **0-1 Arco-flagellants unit **0-1 Death Cult Assassins unit **0-1 Tech-priest Enginseers unit **0-6 Jokaero Weaponsmiths units **0-1 Astropaths unit *All units/models (excluding the Inquisitor) combine with Acolytes into one large squad. *One Inquisitor from this detachment may generate a Warlord trait even though they are not the Warlord. For the sake of the Warlord trait they count as a Warlord. *Depending on your Inquisitor, you may field an additional unit at cost, with all of the units now sharing the Inquisition Faction rather than their own faction(s): **Ordo Malleus and/or Inquisitor Coteaz may purchase a Grey Knight Terminator Squad. The effectiveness of this squad should be obvious, though unless you choose to Deep-strike them they don't offer much the Inquisition doesn't already have (and for far cheaper) other than 2+ saves. If you do choose to Deep-strike them however, then you should make one of the Acolytes a Mystic to ensure that there is no scatter (remember that this does not work while embarked). Having termies always arrive with perfect accuracy is great, they can serve as a [[DISTRACTION CARNIFEX|nice scare tactic, absorbing fire so your other units have nothing to worry about]] or they can hack apart anyone in melee (and considering how easily Grey Knights can become S6 with 3-4 Attacks each, that shouldn't be an issue). :*Note too that if you give the Inquisitor Terminator Armour he can join the fight right next to the Grey Knights, which could be really useful as the Grimoire of True Names and Empyrean Brain Mines can both take out any Daemons strong enough to tear through the Grey Knights 2+ Armour saves, while his Incinerator can help both with clearing out any enemies he lands near, and Wall of Death'ing anyone who tries to charge the unit. :*Ordo Hereticus and/or Inquisitor Karamazov/Greyfax may purchase an Adepta Sororitas Battle Sisters Squad. The Sisters are a little harder to justify over the Knights, and are better at supporting a shooting force rather than a melee one, even though Hereticus Inquisitors are better suited for melee (their ranged options simply not being as good as the other two Ordo's). If you gave the Inquisitor a Psyocculum and are up against a Psyker-heavy force then they could easily be worth it (especially if the Inquisitor also uses Prescience), a decked-out Sisters squad can also greatly benefit from the mobility provided by a Valkyrie that the Inquisition can provide for them this way, being tough enough not to die to random fire like most of the Inquisition's units, while remaining a better option over a fully loaded up Acolyte squad thanks to their special rules and Act of Faith. ::Alternatively you could station them a little farther ahead than your other squads and let them valiantly die to enemy gunfire and charges (or put them wherever your own force is weak to do so), soaking up a fair amount of damage in the process that could have been used against your other units. If making them martyrs is your plan then keep their loadout minimal, in this role they're likely only going to use their Act of Faith once and even if they don't get it you won't see a big loss. Paying for martyrs to get anything besides more bodies is just a waste of points. ::You could also use them to get extra Rhino's or Immolators, but rather ironically the Sisters' vehicles will benefit your other units a lot more than they will the nuns, most of your other units being better off closing the distance while the Sisters will want to keep away from the enemy. :*Ordo Xenos may purchase a Deathwatch Veterans unit. There's very little point to this, if you ally in the Deathwatch you get Aquila Doctrine, allowing you to re-roll any AP/To Wound roll of 1, whereas if you get the Inquisitor to bring them in you get nothing, aside from them being a part of the Inquisition again (so the only reason you'd do it, is because you care about the fluff). If for whatever reason you're forbidden from taking allies, then this is more of a mulligan than anything else. In that case you'd want to take them, load them up with melee or ranged (whichever fits your preference, although preferably they'd do the opposite of whatever your current Henchman Warband is doing so that all of your bases are covered) and then go to town. If you're going ranged you could try giving them a Chimera or Sororitas Rhino to help close the distance (both of which are more likely to last longer than the Deathwatch's own vehicles) and if you're going melee wise then you should take the Blackstar, or a Land Raider if you know [[Tau|that you're going to be up against a lot of AA]]. **Keep in mind that all units taken "have" the Inquisition faction. As units can have multiple factions and there is no wording indicating otherwise, this means they ''gain'' the Inquisition faction ''without'' losing their own, which is the only reason Dedicated Transports don't quickly become fucked up. *The warband may take a Chimera, Sororitas Rhino, Land Raider (basic, redeemer, or crusader), or Valkyrie as a transport. *Because your allied units are now Inquisition faction, they can start embarked in an allied Inquisition Valkyrie. This is especially helpful for Sisters who otherwise lack a flying transport. *Generally there's no monobuild with the Henchmen Warband, though there are a few things you're going to want to add right off the bat. Get Crusaders or Acolytes with storm shields (the Crusaders are cheaper and better if you take Power Weapons) to take the hits for everyone else, and get a Priest to ensure your unit stays where it is (25 points is a small price to pay for Fearless); remember, the Priest can take an Ecclesiarchy relic, and you can put Daemonhosts in the unit, so the Mace of Valaan is a particularly entertaining choice to consider (although the Litanies of Faith will usually be a better choice, if you're shelling out for a relic at all). **From there you can build off of whatever you want the squad to be doing, get a few Jokaero if you're going shooty (make sure to get at least two monkeys so you can avoid the shit result on their table) and make sure to buff them with the near-mandatory Astropath (always choose Divination so that BS3 doesn't screw you over as hard). This also makes a good bunker to station a shooty Inquisitor in, such as an Inquisitor with a conversion beamer (though be warned that the Jokaero's range buff is actually a nerf in the case of the beamer). If you commit to all 6 monkeys, the entire unit should be designed around the two results you're going for - for example, 36" Rending Storm Bolter Acolytes become an interesting choice at 7 points apiece. ::You could also add a Hereticus Inquisitor with Divination and a Psyocculum if you wanted to skip the Astropath entirely and are up against a Psyker-heavy force (buying the Inquisitor the Psychic Level is only 5 points more than getting the Astropath, and they also get a free force weapon to boot, just in case you get into combat). Coteaz could also be fine if you got the +12" range buff from the Jokaero. A Malleus Inquisitor with a Psycannon could also do well, but that combination eats up a shitload of points and you'd be better off with 2 more Jokaero for your shooty squad. ::Another option is to get a shitload of Acolytes and Boltguns, 10 of them are only 50 points, and if you get the range buff from the Jokaero then 10 Acolytes with Storm Bolters + Prescience (aka what the entire squad was getting in some way anyway) then they can mulch hordes across vast distances (yes, this means you'd not only outrange the Tau with their pulse rifles, but you'd be doing it with better guns). Bear in mind you need all 6 Jokaero to guarantee results, so if you're packing them in a transport you need to keep your Acolyte volume down; if you want more than 7 Acolytes, you'll have to shell out for a Crusader, and that's a ''lot'' of points. :*If you're assaulting then depending on what you're up against you're going to need Death Cult Assassins and/or Arco-flagellants. Death Cults are slightly better against MEQ's (it's a very slight difference), Arco-flagellants are better against everything else except [[Tyranids|Monstrous Creatures with high Toughness and/or high saves]], but if you get into combat with those then the Death Cults weren't going to save you anyway. If you're going melee then as far as Inquisitors go you should stick to Malleus, Xenos, Coteaz and Karamazov. Karamazov's lack of an Invuln save is greatly mitigated by Crusaders; unless buffed by Jokaero Coteaz mainly shines in melee and both the Malleus Inquisitors and the Xenos Inquisitors get better gear than the Hereticus as far as this unit goes (such as a cheaper Thunder Hammer that's also a Force Weapon, or Psychotroke/Rad Grenades/Plasma Syphon). :*Notably there isn't much reason why you'd take an Enginseer; he might come in handy fixing a vehicle and/or in combat but those points are still better spent on another unit, as the Enginseer's role in the warband is limited (and if you really wanted him, you should just ally him in anyway, at least that way he gets the Canticles of the Omnissiah rule and that version's an Independent Character to boot, although that won't let him start the game embarked). The Daemonhosts are also iffy, either being really good or really bad depending on the roll of the dice, but then again they're only 10 points so go for it if you're feeling lucky and have the points to spare (and consider one compulsory if your Priest ''is'' carrying the Mace of Valaan). Just make sure to get a lot of them, as when they finally get that really good roll, you can be rewarded by a fantastic result. Another thing to note is that Inquisitors who choose Sanctic Daemonology might get lucky and get Sanctuary, in which case they can make every Crusader/Acolyte with a storm shield get a 2++ save to effectively make the squad unmovable. :*While not recommended, a ridiculous tactic is to take this unit specifically with the Acolytes, a Chimera, and two Jokaero just so you can pull up to another transport (presumably one looking for a much meatier unit), use the two multi-meltas to burn open the transport (they'll be Snap Firing, as Jokaero are not Relentless, so good luck!), and then the use everything on the Chimera to gun down the exposed occupants. It's a pricey tactic and one that relies on your opponent not knowing what you're doing (it's also easily countered), coming in at 162 points minimum (preferably 172 with the recommended psybolt ammo and storm bolter on the Chimera), but if you're feeling lucky then go ahead and fuck up a Land Raider with it.
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