Editing
Warhammer 40,000/7th Edition Tactics/Inquisition
(section)
Jump to navigation
Jump to search
Warning:
You are not logged in. Your IP address will be publicly visible if you make any edits. If you
log in
or
create an account
, your edits will be attributed to your username, along with other benefits.
Anti-spam check. Do
not
fill this in!
===Elite=== You get 3 slots of Elites, and just one thing you can put in them: an '''Inquisitorial Henchmen Warband'''. They're your Inquisitor's band of ragtag misfits; think of them as the Inglourious Basterds ''IN SPACE!'' Under 7th edition, everything is scoring, but even with Coteaz, there's no way to get Objective Secured. You can put 3-12 models of any combination in each slot (plus dedicated transports) for a total of 36 "troops" in your detachment. If that's not enough, remember you can always take more Inquisitorial detachments; they just need an Inquisitor to lead each one. *'''Acolyte''' - They are your bread-and-butter Swiss Army Knife choice. Can be anything from simply worse Guardsmen to I-wish-I-was-a-Grey-Knight. No matter how many points you throw at them, though, they're still just puny humies with 3 WS/BS/S/T. Ask yourself two questions when you kit out an Acolyte: "Could a specialist do this better and cheaper?" and "Should I just throw more bodies at it instead?" Keep them cheap and expendable, and remember that quantity has a quality all its own. Above all, their strength is in their flexibility. If you follow the FOC you get 3 special weapons per Elites slot, for a maximum of 9 per Inquisitor. That's a lot of cheap and relatively tanky melta or plasma without needing to worry about them getting mindlocked like Servitors. It's also nice that you can proxy them with damn near anything. **'''Mystic''' - A living, breathing Locator Beacon. Unless you're planning to 'defensive deepstrike' some guys in Valks using your Grav Chutes, Mystics won't do much for your army. However, they do a great job at helping allied reserves come in better. *'''Psyker''' - Basic psykers to take to bolster your chances in denials and casting, these guys are merely ML1, but get options from Divination, Pyromancy, Telekinesis, Telepathy, and Sanctic Daemonology. Oh, and the squad they're a part of needs 5+ to Deny. There is little reason not to include one of these in nearly every retinue, unless for fluff reasons. A warp charge for a mere 10 points is a better deal than any other dex gets. However, due to Brotherhood of Psykers, they generate powers as a unit, so don't go thinking 3 Psykers in a single unit gets you 3 rolls on a Discipline's table. So, take multiple squads to have multiple warp charges. Unfortunate considering the tax you must pay, but oh well. *'''Daemonhost''' - Fun the same way that Orks are, being unreliable but interesting. 10 points for a D6 table and a 5+ Invulnerable Save. Most useful for ablative wounds and to tank some hits if you somehow did not take Crusaders for that job. Can also be used with a Ministorum Priest wielding the Mace of Valaan to maintain Fleshbane and Armourbane against all comers, which is extremely expensive but funny. **You roll a D6 for each unit containing Daemonhosts at the start of every turn. All DH in the same unit get the result applied to them: ***1 - Reknit Host Form: Feel No Pain. Now, slightly less squishy. ***2 - Warp Grasp: All close combat attacks are AP2. Nice, but you need to have gotten into a position to charge and luck out with this. ***3 - Daemonic Speed: Daemonhost becomes I10 and gains Fleet, which is essentially useless since Fleet is not granted to the rest of the unit. ***4 - Warp Strength: The Daemonhost is now S6. If only you could combine Warp Strength with Warp Grasp. ***5 - Energy Torrent: A 24" S4 AP3 Assault 1 Blast. Nice against MEQ if you do happen to luck out with this. ***6 - Unholy Gaze: A 24" S8 AP4 Assault 1 weapon. Pretty impressive strength, but stupid AP value. *'''Inquisitorial [[Servitor]]''' - Well-armored and start with piercier power fists, but are better when outfitted with heavy weapons. A cheap way to put some plasma cannons onto the field. But there's a catch- if a unit with a Servitor in it doesn't also have an Inquisitor in it, the unit the Servitor is in has a 50-50 chance of being unable to move, shoot, or assault that turn. A good way of dealing with this is just sticking all of them with your optional second Inquisitor HQ or ally Inquisitor. *'''Arco-Flagellant''' - Puts out 4 S5 attacks per turn (that unfortunately allow armor saves) and has Feel No Pain. Good for being used as beatsticks against low-armor units, such as Orks or lesser daemons. Can glance most vehicles to death on rear armor in a heartbeat. They're probably better at forcing saves than Assassins, but they're insanely squishy (no armor, and FNP on T3) and only I3. *'''Crusader''' - Come with power swords and storm shields, use them to suck up wounds that would otherwise be unsaveable. Not so good for offense, but soak heavy fire and power weapon attacks like a sponge. **With 3++ and power swords these guys will almost always win combat with [MEQ]s, making them incredibly useful against most armies. A unit of 8 With an Eviscerator Priest with plasma and 3 Power armor plasma acolytes can provide a very strong unit. Make sure not to forget that priest, though: the save reroll will come up ~60% of the time which can seriously extend the life of your bullet sponges. *'''Death Cult Assassin''' - If you use Crusaders for defense, you use these girls for attack. S4, 3 power sword attacks (4 on the charge) at I6, and 5+ invuln saves, they can dish out the hurt, but they can't take it. Given how much AP3 they can put out per turn, these girls are strong against MEQ. Incredibly useful against Space Marines. With 4 attacks each on the charge, they even do alright against 2+ saves, provided there aren't too many of them. *'''Ministorum Priest''' - Ported from the Sisters of Battle Codex, and no less potent for it. Zealot gives the unit they're with Fearless and Hatred basically, don't forget hatred!!! Unlike the other henchmen, they are Characters (but not ICs, unlike their Sisters equivalents). Use their Hymns to keep everyone buffed (beware Ld7 though) and give them either an Eviscerator, combi-weapon, Condemnor boltgun, Power Axe or a chainsword and plasma pistol for maximum close-combat effectiveness. Meltabombs are a good investment if you have points to spare. If you want a shooting unit, though, these guys can stay home and preach unless you really need an extra plasma gun or storm bolter, or you want to be able to tarpit in a pinch. ** '''Note:''' If the allies are Sisters, use their priests since they're independent characters and aren't restricted by the Henchmen Squad with up to 5 per detachment. *'''[[Jokaero]] Weaponsmith''' - You can thank the Old Ones for these guys; Space Monkeys that make your guns better! Yay! Also, their digital weapons can function as either a multimelta or a lascannon (and a heavy flamer for painful overwatches), making them one of the few anti-armor units in the codex, and a wannabe obliterator. Unfortunately, they suffer when taken in bulk, due to being expensive and having a mediocre BS3. A good rule of thumb is two or three. Look at the weapon mod tables and mathhammer below to see why taking more than 3 is not a good idea at all. They can be massive force multipliers for each of your squads, and if you throw them with your Storm Bolter Acolytes they can not only potentially give them Rending or epic saves but also some fairly hefty firepower. **Putting five of these in a Chimera allows you to pop out 5 Lascannon shots from the protection of the box, albeit at BS3, but is still quite strong. **Roll a D6 for every unit containing a Jokaero and add 1 for every extra Jokaero in the unit you may have taken: ***1 - Aesthetic Alteration: Jack shit. I hope you took at least 2 Jokaero to a unit, or you're one unlucky sod. ***2 - Improved Gun Sights: All weapons in the unit gain +12" Range. Awesome with most any weapons but meltas and hotshot lasguns benefit the most. ***3 - Reinforced Armor: +1 to the unit's armor saves. Now your Power Armored Inquisitor/Acolytes may as well be wearing Artificer armor. ***4 - Penetrating Ammunition: The unit's shooting weapons gain the Rending special rule. This would be why you want a lot of storm bolters. You've seen what Eldar infantry can do, well, now you can do it too. But better. ***5 - Augmentative Energy Shields: 5++ blanket Invuln for the unit. One of the only ways to get an Invulnerable save on an Inquisitor. Fantastic if you have Arco-flagellants. ***6 - The Works: roll twice more on the table, ignoring duplicates and more sixes. **Take a good, hard look at the "add 1 for every extra Jokaero" rule and the results from a roll of 6. Yup, followup sixes are wasted, and the more Jokaero you have the more sixes you'll get. A big mob of Jokaero can make a sweet heavy weapons team, but they won't be rolling many customizations. Also, keep in mind that having several Jokaero per warband makes certain customizations impossible. Taking two will make sure you never roll Aesthetic Alterations, which is great, but having three means you also can't get the awesome Improved Gun Sights. ***In general if you take more than 3 Jokaero you'll receive diminishing returns on the table, to the point that it can stop being worth it. If you actually want useful bonuses then try to limit it to 2-3 at most and just get more units if you want more Jokaero.
Summary:
Please note that all contributions to 2d4chan may be edited, altered, or removed by other contributors. If you do not want your writing to be edited mercilessly, then do not submit it here.
You are also promising us that you wrote this yourself, or copied it from a public domain or similar free resource (see
2d4chan:Copyrights
for details).
Do not submit copyrighted work without permission!
Cancel
Editing help
(opens in new window)
Navigation menu
Personal tools
Not logged in
Talk
Contributions
Create account
Log in
Namespaces
Page
Discussion
English
Views
Read
Edit
Edit source
View history
More
Search
Navigation
Main page
Recent changes
Random page
Help about MediaWiki
Tools
What links here
Related changes
Special pages
Page information