Warhammer 40,000: Kill Team (HoR)/Tactics/Inquisition(8E)

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Of course, everyone expected an Inquisition list to turn up was how many of the lesser ordos would show up or how different they are from the Index toolset. As a fun bonus, all the 1E Dark Heresy classes are all represented here.

Your common keywords are Imperium, Inquisition, <Ordo>

Rules

  • Ordo Ability: You've noticed that Ordo's a keyword, right? That means that you have specialized abilities since every other faction has one too! However, these are much different than the ordo abilities available in the Index, which were just "Re-roll 1s to wound enemies of a specific keyword. These also only apply to the Inquisitor, Interrogator, and those with the one-off models of the Special Slot.
    • Malleus: Your boy get a 5+ save against Mortal Wounds. Not as effective as the old one, but it has more uses.
    • Hereticus: Leader gets a +2 to Deny the Witch, as well as a second chance to deny if they're a psyker. Anyone else can just flat-out deny.
    • Xenos: Your guy ignore any abilities that trigger on a 6 to hit or wound, which declaws a major menace of things like snipers or genestealers.
    • Chronos: You can re-roll one hit or wound roll each turn. A step up from the base Index Inquisitor.
    • Desolatus: You get +d3 TP. Perhaps because you have all the resources due to the microscopic headcount?
    • Necros: And then your Inquisitor was a zombie. When they lose their last wound, you roll a d6 and get +d3 wounds on a 4+.
    • Originatus: You have no cap on relics, meaning you can bling your man out.
    • Redactus: Everyone takes a -1 to hit this model, which is really good.
    • Sanctorum: Your inquisitor can always shoot characters, even if they aren't the closest.
    • Scriptorum: Your Inquisitor has double the range for IP, which is handier than you know.
    • Sepulturum: During the fight phase, your model can add +2 attacks by taking -1 to WS.
    • Sicarius: Your model never takes penalties to hit unless they are imposed by the weapons, so you can fire away at shrouds without worry.
    • Thanatos: Your model can advance or shoot after falling back.
    • Vigilus: You ignore any save-after-saves like Disgustingly Resilient, which surprisingly makes you better than Malleus on fighting Nurgle.
  • Hot lead or Cold Steel: A lot of your troops can add +1 to WS or BS when you buy them, which will give you a means to specialize them.
  • Loyal Servant: You get a Look Out, Sir roll on your lackeys if they're within 3" of an Inquisitor or Interrogator.
  • Call for Aid: Unlike last Edition, you can incorporate only 0-5 models from three specific armies to this your army: Deathwatch, Grey Knights, or SoB. Remember that even with power armor, you'll be needing the henchmen in order to support them.

Wargear

  • Master-Crafted Weapon: Just like it says, an MC weapon. Grab to ensure at least one single hit.
  • 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.
  • Anointed Weapon: Makes a weapon 3+ Poisoned against Daemons, which might be handy.
  • 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 over 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 add 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. If you want to use this, you could houserule this to forcing a -1 for psychic tests or giving your guy a +1 to deny.
  • 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.

Unit Analysis

Your FOC list is as follows

  • 1 Leader
  • 1-30 Core
  • 0-5 Special

Leader

  • Inquisitor: Really, what more do you want as a leader? These guys come with a big lot of customization and all start at 20 points. They can either buy into being a psyker or get Iron Will in order to ignore psykers. They can nab Power armor or Termie armor if you want to protect them. You can grab servo-skulls. Honestly, the sky is the limit on how you plan on making an Inquisitor.

Core

  • Warrior Acolyte: Your basic wannabe guardsman. They can all be kitted for choppy or shooty with a broad list of armaments in both departments. You can also buy them better armor, but it's a bit costly to do so.
  • Arbitrator: Stolen straight from the Arbites opus. Their options are limited to shield, shock maul, or grabbing two cyber mastiffs as pets to lock down the perps.
  • Assassin: Expensive, but they possess an innate 5++ save. They can either double down on choppy, go shooty (with bolters and snipers on the table) and get camo cloaks for cover.
  • Scum: A bit of an oddball, they lack a 3+ in either BS or WS for free, but they possess some other tricks (+1 attack and re-rolls hits in melee, double the firing rate of their lasgun, or the Alaitoc/Raven Guard -1 to hit when a beyond a certain distance away). These guys can act as a more affordable scout when there's a need.

Special

  • 0-1 Psyker: Your psykers here are capable of supporting the Inquisitor with a Ld boost and surprisingly have the <Ordo> keyword for their benefit. Otherwise, they're pretty much henchmen that shoot mindbullets and need to pay for a WS or BS of 3+.
  • Daemonhost: They change out the wildcard power each turn for two free maleficae with the option for two more. They also possess a means to boost your inquisitor's invuln, which just might be enough to consider one.
  • 0-1 Techpriest: While they remain useful for transports, the one thing they do include is a BS boost for your inquisitor, which will definitely be useful. They also get an array of guns to pick.
  • 0-1 Confessor: He's basically a priest to strap onto the team for bolstering your forces, but he also adds +1 to your inquisitor's WS, acting as a yang to the techpriest's yin.
  • 0-1 Adept: Your book-monkeys can be useful, but this capacity is in a support-based one. They are your single source of medkits so you can save your men and if they're close to the inquisitor, they can potentially recover a spent TP.
  • Jokaero Weaponsmith: Monkeys always help. The fact that they're individual units means that they're now able to fire whatever they want without binding another monkey to that same job. Their weapon mods spread to those within 3" and are a different sort (re-rolls to hit, re-rolls to wound, or +6" to a gun's range).
  • 0-1 Interrogator: Your interrogator is there for when you need to replace your inquisitor, though this is not guaranteed. What is, however, is their aura that lets anyone re-roll 1s to hit with it. They pretty much carry the same list of gubbinz that the boss can carry.