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[edit | edit source]

  • 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.

Philosophies[edit | edit source]

  • Limited Collateral Damage: +3 TP for no suppressive fire. Better hope you have something to lock enemies down.
  • Extraction: +2 TP to nominate one Core choice to protect. If they ever die, your enemy wins +1d3 TP, so you'd best keep them with pals.
  • Radical: +2 TP for having a purely Inquisition army, which...is a bit iffy to consider as a title.
  • Puritan: +2 TP for having no maleficae, daemonhosts, or psykers besides the inquisitor.

Tactical Actions[edit | edit source]

  • Special Condition (2 TP): This allows anyone inside the inquisitor's IP to re-roll to hit in shooting, which is pretty boss if you didn't have this before.
  • Holy Relic (2 TP): The sorta opposite of Special Condition, this allows anyone within the inquisitor's IP to make another attack in combat.
  • Forewarning (2 TP): This lets you interrupt after enemy movement and pop off some shots for an early kill.

Armoury[edit | edit source]

  • 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[edit | edit source]

  • 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[edit | edit source]

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 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[edit | edit source]

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.

Unit Analysis[edit | edit source]

Your FOC list is as follows

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

Leader[edit | edit source]

  • 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[edit | edit source]

  • 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[edit | edit source]

  • 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.