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Warhammer 40,000: Kill Team (HoR)/Tactics/Inquisition(8E)
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==Armoury== *'''Servo-Skull''': Despite being practically fucking everywhere in 40k, these little things tend to be little more than just setpieces for a bigger model. Well, no more. Now your skulls can do a variety of things from protecting its owner to capping points without being near them, though using them will expend that skull for the game. ===Relics of the Ordos=== *'''Emperor's Tarot''': You can grab a deck of these psychic cards and re-roll your chance to go first. *'''Hellrifle''': A callback from prior editions, this weapon returns to your armory with some dangerous uses. This baby's S6 and AP-2 wit d6 damage, so you know that you'll kill most things you hit. *'''Sovereign Independent Life Support''': You pick this termie suit only for shooty inquisitors since this straps you with a psycannon for the price of taking a -2 to WS. If you go on campaigns, this has the added benefit of ignoring anything less than the Dead result when taken out of action. *'''Espenaes-Pattern Ambulation Frame''': This exoskeleton does nothing to protect, but it gives your character +1S and -1AP in melee, both quite attractive for a choppy boss. *'''The Albatross''': This curiosity is a power armor+refractor combo with another trick. If anyone uses a TP to a hit, wound, or damage roll against the wearer, you force them to spend a second TP, which can screw over a strategy of Tactical Actions. *'''Galmaron Data-Fragment''': This is critical for making a free power. However, this costs your user d3 mortal wounds and the power has to come from the Interdicious (Campaigns only), Intervallum (Rogue Trader) or Aequitas (Arbites) disciplines. This is also a single-use power, which is definitely a biter. *'''Cordelia's Caul''': Psykers only. This psychic hood basically snags one die from the channel or deny pool and throws it into the other one, letting you drop the lowest roll. It's not a bad take, and it's fairly cheap. *'''Suspensor Blade''': This melee weapon is scary as crap. You've essentially got a Custodian's sentinel blade and then get +2S on it, making the average inquisitor powerful enough to even total marines. *'''Archaeotech Pistol''': Yeah, this is the good shit. S6 AP-2 and a flat 2 damage? For 9 points? Well, that's something to consider if you like shooting. ===Maleficae=== These are the powers given to radicals, the stuff of daemons and chaos, of which most models may only dabble with. However, most would like it for their daemonhosts' freebies. *'''Inhuman Resilience''': This is not called "Disgustingly Resilient" because you might not have made a deal with Nurgle. This can also be bought twice to pass the save-after-save on a 5+ *'''Monstrous Strength''': +1 Strength. Not too shabby for 6 points. *'''Fleshmetal Armor''': 2+ save for ONLY 7 points? Well damn. *'''Devil's Own Luck''': Gain an invuln save, 6++ if you lack one, +1 to an existing one if you have it. *'''Black Pinions''': Your heretic gets 12" movement and the {{W40kKeyword|Fly}} keyword, making it totally worthwhile for a daemonhost. *'''Vampiric Strike''': This lets your model heal on a 4+, but the range is only 6", so you'd like this more on a melee fighter. *'''Foresight''': Your model advances before the first turn. Huzzah. *'''Phantasm''': The first time an enemy misses this model, you can immediately move them 3" away, so long as nobody's within 1" of them. *'''Shadowed Steps''': Falling back no longer matters, as this model can advance, shoot, and charge when they do so, which is remarkable. As an added topping, they can climb and jump without penalty. *'''Warp Conduit''': Expensive, but this grants you the basic properties of a psyker or adds +1 to channel and deny checks if they're already a psyker. *'''Celerity''': This is actually reasonably priced for extra attacks on the charge. ===Augmetics=== The other pack of upgrades, given to all without reckon since it's not heresy. *'''Mobility''': While it mentions the movement bonus, the real star is the ability to climb and jump without rolling and the ability to ignore any terrain like a boss. *'''Endurance''': Your better movement option for shooty. This always adds +6" to advance rolls and lets the model shoot pistols after advancing while assault weapons do so without any penalty. *'''Repair''': Heals a wound on a 5+, which is good when you have it. *'''Perception''': Oh hell yes. You want this. You want to fuck over anything relying on penalties to hit. You also want to fight at night without issue. *'''Hexagrammic Wards''': Psyker-repellent. Any psykers that manifest against this model must roll a d6 or eat a mortal wound's worth of backsplash.
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