Warhammer 40,000: Kill Team (HoR)/Tactics/Inquisition(7E)

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Surprised that the Inquisition actually has a list here?

No? Good.

NOBODY EXPECTS THE- Okay, all jokes aside, they are pretty much Kill-Team with what they have. Only armed with small squads of goons and Inquisitors, it's pretty clear that they're capable of filling in any holes available.

Rules

  • Inquisition Allies: Just like in 6E, the Big I can ally themselves in any Imperial Army as Battle Brothers with a minimal formation. Here are the guidelines:
    • You can buy Inquisition forces in an allied army, but they have to follow the allied army's FOC.
    • You need an Inquisitor as either a Leader or Special model. Never both.
    • If the Inquisitor ever dies or leaves in a campaign, you need to buy another one or remove all allied Inquisition models and count them as dead.

Wargear

  • Master-Crafted Weapon: Just like it says, an MC weapon. Grab to ensure at least one single hit.
  • Suspensors: Gives a model the ability to fire a Heavy Weapon even if they move, but only at half-range. Probably best suited for Servitors, as they get the heaviest dakka.
  • Smoke Grenade: Harmless grenade that gives 5+ Cover for all within the Large Blast. Take it, you'll need the protection for a good charge.
  • Blessed Weapon: Makes a weapon 2+ Poisoned against Psykers. For 5 points, this is a pretty sweet grab, but do be careful on using this against Grey Knights and Horrors, who can navigate around this with their unusual psykers.
  • Unguents of Warding: Lets the model Deny on a 3+. Wicked for a model meant for psyker combat.
  • Auspex: A model can exchange their shooting turn to reduce the cover save of a model within 12" by 1. Very nice to grab for a big force.
  • Bionics: Cheap 6+ FNP. Better than nothing at least.
  • Targeter: If you don't move, you can re-roll shots to-hit of 1. Usually, take the extra points for the Suspensor, it'll help more.

Leaders Only

  • Inquisitorial Mandate: A single-use item for any assault phase. When called, it gives all models within 2d6" of the Inquisitor +1 Attack. Enjoy the essentially free rage for your goons.
  • Refractor Field: You can never go wrong with a 5++ Invul. Ever.
  • Familiar: Gives a re-roll on a psychic test. Always a good take on a psychic Inquisitor.
  • Power Stake: Thought hidden Power Fists were bad? For ten points less, you get one even WORSE; You can sacrifice all your attacks for one staking. If it hits, the enemy gets an automatic unsavable wound with ID. Yeah, use this and don't blame us if someone tries to strangle you with it. Issue is that you're only limited to ONE hit. Hope you survive long enough to make that hit.
  • Bionic Eye: Night Vision and re-rolls on 1s to-hit when shooting. Always a better grab than the Targeter.
  • Excruciator: Yeah, you have a pocket torture device. If you ever hit, you get a bonus S3 AP- Rending attack that auto-hits at I1. A good way to ad a little bonus punch, but it's still one attack.
  • Condemnor Grenades: Since this was likely made before 7E Grey Knights, the Big I only gets harmless grenades that only auto-perils anyone hit by the Large Blast.
  • Hexagrammic Wards: A likely outdated upgrade, this forces models within 12" of the Leader to take -1 Ld when focusing for psychic tests.
  • Experienced Hunter: A cheap way to gain Preferred Enemy based on your Ordo. Malleus gets PE (Daemons), Hereticus gets PE (Psykers), and Xenos gets PE (Xenos codices). Only grab when you find your key counterpick.