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==The Big =][='s Armory== ===Wargear=== ====Armor==== *'''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 or elect to take it on superior Invulns (Crusaders) *'''Carapace Armor:''' 4+ save. It's expensive but you're taking it on Acolytes. All Inquisitors have it base, but it is almost always a better call to replace it with one of the options below. *'''Power Armor:''' 3+ Armor save. It only adds a marginal price upgrade to any Inquisitor and is a straight upgrade from the carapace the Inquisitor has. A great investment overall and pretty much is an auto-include. It's horribly expensive on acolytes, making them more expensive than space marines by a point with lower stats. The only reason to bring this on acolytes is if you have a Jokaero weaponsmith and hope to bring your armor saves down to two. That's worth it. But it's a long shot. *'''Terminator Armor:''' The good old famous Deathwing/Grey Knight Paladin armor available on your Daemonhunter Inquisitor! It more than doubles the Inquisitor's point cost but you're taking it anyway because you get a 2+ Armor, 5+ Invuln. It confers the ability for your Inquisitor to Deepstrike so it's advised you take a Servo-skull in that case. ====Ranged Weapons==== =====All Ordos===== *'''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 and Priests can also take these, although it's kind of pointless since they can get the full version for the same price. *'''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 low, low price of... 10 points. Not great, but makes it worth considering since you can still get +1 attack in close combat versus a combi-plasma that won't even let you charge in the same turn. =====Ordo Malleus===== *'''Hellrifle''': Not to be confused with the [[Hellgun]], this fucker does an impressive job of tearing up MEQs with S6 AP3, and Heavy 1 plus Rending makes it even better at it. Malleus lists should probably include this with a shooting HQ, if you're not going for Terminator Armor, that is. You can use it to instadeath most Guard HQs, which is a nice little touch. *'''Incinerator''': S6 AP 4 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. *'''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. =====Ordo Hereticus===== *'''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. *'''Inferno Pistol:''' The same Blood Angels and Sisters of Battle Pistol they know and love. S8 AP1 with a range just slightly shorter 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. *'''Orbital Strike Relay''': 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. **'''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. =====Ordo Xenos===== * '''Conversion Beamer:''' Who forgot these? An interesting little item for Xenos Inquistors that fires a blast that gets more powerful the farther it shoots (At 1-18 inches it's S6 AP-, 19-42 it's S8 AP4 and at 43-72 it's S10 AP1). Obviously this is best used for a heavy weapons Inquisitor at the way back, maybe with a couple Jokero to back them up. Combines oddly well with Split Fire granted by the Liber Hersius, allowing you to shoot 1 Vehicle wayyyyy the fuck off on the other side of the board while your Jokero 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. *'''Needle Pistol''': The range stinks, but AP2 and Poison (2+) mean that it's guaranteed to ruin the day of any Terminator that gets too close. Pretty nice if the Jokaero you're taking give you the +12" range upgrade! ====Melee Weapons==== =====All Ordos===== *'''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 Sword:''' AP3, but unless you're an Ordo Xenos Inquisitor with Rad Grenades, you're wounding Space Marines on 5s. Let the S4 I6 Death Cult Assassins who come with these base do the work instead. **'''Force Sword:''' A souped up Power Sword 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. =====Ordo Malleus===== *'''[[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... Or you could take a Hellrifle. OR, for shits and giggles and some pretty good asskicking, dual wield daemonblades ([[Troll|There's nothing in the codex that says you can't]]) and get FOUR epic powers. [[Just as Planned|Imagine going up against 3 S6 AP2 attacks from a FNP Eternal Warrior inquisitor that can instant death in a duel]]...or 6 poisoned attacks with furious charge and rage and the inquisitor gains another wound each time he kills something. Now you get to tell people to remove their models on melee combat. HAHAHAHAHA!... Unfortunately, depending on how you interpret it, the two Daemonblades might be two seperate weapons, so you couldn't use both profiles at the same time. Then again, you could get FNP, EW, FC, Rage, or Force anyways. **Edit: Codex: Imperial Agents clarifies which effects apply to the Inquisitor and which to the weapon itself. If you want to wield two and hope for the best, go for it! **2-3: S increases to User+3. **4: Gain +3 attacks. **5: Gain AP2. **6: Gain +1W each time an unsaved wound with the Daemonblade is inflicted up to a maximum of 10 wounds. **7: Always wound Daemons on a 2+, and forces them to reroll successful invulnerable saves. **8: Gain Furious Charge and Rage. **9: Gain Feel No Pain and Eternal Warrior. **10: Gain Poison (2+). **11+: Gain Force and generate a bonus Warp Charge each turn. *'''Power Fist:''' Interestingly, the Ordo Xenos Inquisitor cannot take it. It's S6 AP2 so a step up but drops you to I1. You'd have to be crazy to give one to your Malleus Inquisitor, though; the Nemesis Daemon Hammer is the same price and is superior in every way. *'''Nemesis Daemon Hammer''': Standard thunder hammer with Force plus forcing Daemons/Psykers wounded by this to test Ld or get insta-killed. Malleus terminators get this by default. =====Ordo Hereticus===== *'''Null Rod''': It would be an average power weapon if it weren't for its special Witchbane rule, which cancels the effects of psychic powers (from allies and enemies) on the user's unit and causes models with the Psyker and Brotherhood of Psykers/Sorcerers rule to suffer Instant Death when they take unsaved wounds. *'''Power Fist:''' As above, but slightly more viable here. It's not any cheaper, but the Ordo Hereticus doesn't have the sweet, sweet Daemon Hammer as an alternative. *'''Thunder Hammer:''' An interesting buy. For 5 points more 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 Xenos===== *'''Scythian Venom Talon''': S User, AP-, Poison (2+). Use the Needle Pistol instead. Really. I mean, you can be a shitty version of a Dark Eldar, but it has no AP. ====Special Issue Wargear==== *'''Defense Orb''': Adds 5++ invulnerable save. Jokaero get these, not you. Your Inquisitor doesn't get an Invulnerable save unless he gets Terminator Armor. *'''Rosarius''': Gain a 4+ invulnerable save. Given to Ministorum Priests. Nope, Inquisitors can't get it. *'''Storm Shield''': Gain a 3+ invulnerable save. Given to Crusaders freely but Acolytes can buy them for 20 points, which is [[derp|more]] than the cost of the crusader. Nope, Inquisitors can't get it. =====All Ordos===== *'''Psyk-Out grenades:''' All Inquisitors have it by default and this can't be swapped for anything so I'll leave this here. Made from the psychic shit that condenses from the bottom of the Golden Throne. Drops any Psykers or Daemons you charge to I1. Will absolutely punish people who take/rely on Psykers (Grey Knights, Tyranids, Daemons), but it's a bit case-by-case. *'''Servo-skulls''': These are placed on the battlefield (and can be placed anywhere outside the enemy deployment zone) after deployment areas have been determined, but before any forces are deployed. Enemy infiltrators cannot set up within 12" of a Servo-skull and enemy scouts can't use their pre-game move to approach within 12" of a Servo-skull. A friendly unit arriving by Deep Strike rolls one D6 less for scatter if it aims to arrive within 12" of a Servo-skull and friendly blast templates placed within 12" of a Servo-skull roll one D6 less for scatter. They can't technically be destroyed, but if an enemy gets within 6" of one it will be removed from play. It's also a great way of rounding out points if you take three Acolytes with special weapons and those are the only ones you take. Yaaaay, OCD! =====Ordo Malleus===== *'''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...alright. A good protection in Challenges, to be sure. You could derp out an opponent and own them with your Nemesis Hammer. (Alternate Take): When combined with the aforementioned Psyk-Out Grenades, the Grimoire, 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. *'''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===== *'''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===== *'''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, but it might be okay if you took these two trinkets below... *'''Psychotroke Grenades''': Roll a d6 when in the first round of an assault and something hilarious could happen: ** 1 - Jack shit. You're fucked, now! ** 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. Be careful, because a Priest will nullify it with Hatred. ** 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. Of course, this result is worthless if going against Psykers or Daemons because your Psykout grenades reduce the model to I1 anyway. ** 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. *'''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+! *'''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. Tau plasma rifles count as of the new paper codex ====Acolyte Weapons==== Acolytes can take the following: *'''Bolt Gun:''' 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. *'''Storm Bolter:''' 3 points, 24" range 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, 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, and are cheaper than Acolytes with Carapace Armor and this. ====Inquisitoral Armory==== Three Acolytes per Henchmen squad can take these. *'''Combi-Weapon''' *'''Flamer:''' BS 3 doesn't matter here, so it's not an awful take if you expect hordes. *'''Power Weapons''': Come in standard Lance, Maul, Sword, and Axe forms. If you really want to take these, grab a Power Axe. At S3 and I3, your Acolytes are probably striking last, and S4 AP2 will serve you well. Otherwise other Henchmen do it better and cheaper. If you want Swords, stick with Death Cult Assassins and Crusaders who are quicker and stronger, and can tank hits, respectively. Both cost exactly the same as a lone Power Weapon anyway. *'''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 a Psyker and two meatshields in Razorbacks 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 as well. Also, once again, BS 3--grab a Divination Psyker for Prescience. *'''Storm Shield:''' Pretty worthless, since this is 20 pts while a Crusader gets it free at 15 and if you really want a 3+ Power Armor is only 10. *'''Power Fist:''' Doesn't get the discounted price the Inquisitors get. Hilariously point-inefficient. Save 10 points for the Power Axe. Each Ministorum Priest can take one of these. *'''Chainsword:''' Replace your close-combat weapon with something functionally identical for free, because WYSIWYG *'''Power Weapons:''' Much the same logic that applies to Acolytes can be used here. *'''Eviscerator:''' More than doubles his cost, but gives him S6 AP2 with Armourbane. Never use the Smash War Hymn with this, just re-roll to Wound or failed saves. ===Inquisitorial Relics:=== Only one of each relic may be taken for your army, except in ITC tournaments, where your whole army may only have a single relic. *'''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. *'''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. 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, and if it comes to slay the warlord, your inquisitor will likely wipe the floor with one. Coming standard with psyk-out grenades (dropping Daemons like the Avatar of Khaine, Chaos SM Possessed, and a Keeper of Secrets to I1), and then being able to hit it on 3s is a godsend. Combined with giving him a force weapon, it will be a breeze. And against chaos daemons it works just as well, in fact well enough to stand a chance against greater daemons, this works against eldar avatars too and is down right hilarious when your 60pts inquisitor goes all Calgar on him. *'''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. *'''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) *'''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, Hurricane Bolter, and Assault Cannon shots gain an additional +1S. Give this to a twin-Heavy Bolter Chimera, or a Land Raider Crusader or Prometheus 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. *'''Psyflame Ammo:''' Psybolt ammo for flame weapons. Kind of shit on the Redeemer since at S6 it's already wounding basic schmoes on 2s.
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