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==Unit Analysis== ===HQ=== It wouldn't be an Inquisitorial detachment without some Inquisitors, right? On top of the returning characters (apart from the conspicuously absent Valeria), you also have a generic Inquisitor whose Wargear choices are dependent on their Ordo. The generic Inquisitor can be upgraded to a Mastery Level 1 psyker for an additional 30 points. The thing is, Inquisition can roll on Pyromancy, Telekenisis, oh, yeah, and Divination- and that's on top of their own Inquisition-only powers. Take a psyker. Cheap access to Divination for whatever army you're a detachment of. You need it. It's good. *'''Ordo Malleus Inquisitor''' - Compared to the other two, he gets Terminator Armor, Incinerators and Psycannons, Psybolt ammunition, Empyrean brain mines, the Hellrifle, the Daemonblade, and Nemesis Daemonhammers. To be flat out honest, he's probably the most Close Combat oriented. This guy with a unit of Crusaders, Assassins, and a couple of Priests in a Land Raider can get messy quick, lots of potential to overwhelm people with strength boosting weapons from your cheap access to Power anything. He also is the only one who can get an invulnerable save base. So, there's that. Still, unless you're going against Daemons, his Warlord traits are mostly...er, useless. Daemonblade can be fun, but don't rely on getting something amazing. **'''Inquisitor Torquemada Coteaz''' : ''"Torquemada β do not implore him for compassion. Torquemada - do not beg him for forgiveness. Torquemada - do not ask him for mercy. Let's face it - you can't Torquemada anything!"'' [http://en.wikipedia.org/wiki/History_of_the_World,_Part_I] - Completely different from the Daemon Hunters Codex in both fluff and gameplay, but is nonetheless still loved, he's the big bad Inquisitor, with a master-crafted Daemon hammer, a psyber-eagle (which is apparently more lethal than a storm bolter),and artificer armor. On top of that, he's a Mastery Level 2 Psyker with access to the Divination, Pyromancy, and Telepathy disciplines (or the Hammerhead, Sanctuary, and Dark Excommunication powers- your choice). If an enemy unit arrives from reserve within 12" of him, he and his unit can shoot at it, even if it's not his turn, and he can force either player to re-roll to seize the initiative. He also makes Inquisitorial Henchmen scoring units even when his detachment isn't the main one, making him useful for supplementing an army whose scoring units aren't quite up to snuff. And the cherry on top? You get all of this for a paltry 100 points. **'''Inquisitor Hector Rex (Forgeworld)''' - This is one buff Inquisitor. Unlike a majority of Inquisitors (well, humans overall), Rex is as strong as your average Space Marine which is shown on his profile with him being S4 (though he remains T3 like the rest of the average humans, a tear shed in pity). Equipped with Artificer armor, Storm Shield, a bolt pistol, and a Nemesis Force Sword that requires no worse than a <strike>4</strike> 2+ to wound a Daemon, Rex seems like the poor man's [[Kaldor Draigo]] (though model wise he's Draigo's superior, badass looking mofo that he is). He also has Psyker Mastery Level 2 along with 3 Psychic powers available to him (Sanctuary, Holocaust, and Dark Excommunication to be exact), Stubborn, and let's you take an extra unit of Henchmen that doesn't take up a Force Org. slot. At 175 points, he's not too shabby. Also, fluff wise, this guy is arguably the biggest badass in the Imperium, he fricking flipped off An'ggrath before fighting one on one, and beat him! *'''Ordo Hereticus Inquisitor''' - Compared to the other two, he gets Inferno Pistols, Condemnor Boltguns, Thunder Hammers, Null Rods, and the Psyocculum. He's pretty nice. His Warlord traits go against Psykers mostly, so if you really hate that trolling Eldar player who's running a 'fluffy' Wraithguard heavy list, you can take a Psyocculum and some Jokaero and make him dance for his life. BS10 monkeys can fling some serious shit. If you're taking an Inquisitor for an all-comers list, he's probably the one to take given how popular Psykers are these days. **'''Inquisitor Karamazov''' - He's no longer a Monstrous Creature anymore, despite his size, but he does have the statline of one, and has a master-crafted multi-melta (that he can fire on the move and assault in the same turn) and power sword, and an orbital strike beacon (that he can fire on a friendly unit to prevent scatter). However, he can't embark on transports and has no Invulnerable save; a single S10 hit is all that's needed to end Krazypantsoff's purges. Which, honestly, [[railgun|you can't really blame the Tau player for enjoying]]. He's an Independent Character, so you can join him with some shooty unit and PURGE EVERYTHING with orbital strikes. And he also has a nice set of grenades... *'''Ordo Xenos Inquisitor''' - Compared to the other two, he gets Needle Pistols, Scythian Venom Talons, Conversion Beamers, Digital Weapons, Rad and Psychotroke grenades, and the Ulumeathi Plasma Siphon. Xenos is...interesting. His gear is exotic, his traits are useful, but only against Xeno codices. Conversion Beamer can be fun, but the poor guy's only BS4, if you're making him a psyker, which you should be, and giving him some Jokaero, you can take Prescience and really lay some hurt on tanks. Little pricey, and you're going to need to drop Prescience on them to make it really reliable. Incidentally, someone really needs to make a tournament-legal Inquisition army consisting of nothing but max numbers of Ordo Xenos Inquisitors and max numbers of space monkeys - [[Jokaero]] with this as a banner: http://goo.gl/FRng0 SUFFER NOT THE ALIEN TO LIVE! **'''Inquisitor Solomon Lok (Forgeworld)''' - Who forgot about this guy? A Xenos Inquisitor from IA4: The Anphelion Project, Lok and his retinue unfortunately get eaten by the Nids, but that won't stop him and his group from having their own set of rules! Lok has WS5 and BS4 which go great with his wargear: MC Power Sword, Bolt Pistol with Psybolt Ammo, Artificer Armor, Digital Weapons, Frag, Krak and Psyk-Out Grenades AND a Refactor Field. That's right, an Inquisitor with a stock Invuln Save. Emperor be praised. He is however, only S/T3 with 3 Wounds, so be careful with him (his Warlord Trait grants him and his unit FnP while they're within 3" of an objective so that helps). Our good Inquisitor even has Stubborn, so he and his unit are that much harder to get rid of. Lok even comes with his own Warband, bringing the total amount you can take in an Inquisitorial Detachment up to 4! The catch here is that they can't be upgraded beyond what is already listed for them in the rules, so take that with a grain of salt. Lok can either start the game with this unit or not. The best part? You get ALL THIS, for only 80 Points. EIGHTY POINTS. How's that for cost-efficiency? ***'''Autosavant Wassily:''' Counts as a Warrior Acolyte with no upgrades, and whilst within 6β of Solomon Lok he grants him +1 to his BS. ***'''Astropath Zarneck:''' Counts as a Mystic ***'''Major Durra, D Company, 99th Elysian Regiment:''' Counts as a Warrior Acolyte with the following upgrades: hot-shot lasgun and melta bombs. ***'''Tech-Priest Magos Biologis Arthon:''' Counts as a Warrior Acolyte with the following upgrades: power armour and power axe. ***'''Four Servitors:''' No Upgrades ***'''One Servo Skull:''' Yeah. That's right. An extra Servo Skull. Boom. ===Elite=== You only have one choice for this, but it's a fairly customizable one at least. *'''Inquisitorial Henchmen''' - Your Inquisitor's band of ragtag misfits, think of them as the Inglourious Basterds ''IN SPACE!'' If you're the primary detachment, these are scoring units, but Coteaz can make them scoring units when used as an Inquisitorial detachment as well. Take a bunch of them and make like you're playing [[Dark Heresy]]. (Not like you have a choice.) **'''Arco-Flagellant''' - Puts out 4 S5 attacks per turn (that unfortunately allow armor saves) and has Feel No Pain. Good for being used as beatsticks against low-armor units, such as Orks or lesser daemons. Can glance light vehicles to death in a heartbeat. It's debatable if these guys are better then Assassins now, but they lay on the saves. **'''Crusader''' - Comes with power weapon and storm shield, use them to suck up wounds that would otherwise be unsaveable. Not so good for offense, but soak heavy fire like a sponge. **'''Daemonhost''' - Fun the same way that Orks are, being unreliable but interesting. For ten points you could get a servitor with a Heavy Bolter or something, though. It's reliable too! **'''Death Cult Assassin''' - If you use Crusaders for defense, you use these girls for attack. S4, 3 power sword attacks (4 on the charge) and 5+ invuln saves, they can dish out the hurt, but they can't take it. **'''Inquisitorial [[Servitor]]''' - Well-armored and start with power fists, but are better when outfitted with heavy weapons. A cheap way to put some plasma cannons onto the field. But there's a catch- if a unit with a Servitor in it doesn't also have an Inquisitor in it, the unit the Servitor is in has a 50-50 chance of being unable to move, shoot, or assault that turn. **'''[[Jokaero]] Weaponsmith''' - You can thank the Old Ones for these guys; Space Monkeys that make your guns better! Yay! Also, their digital weapons can function as either a multimelta or a lascannon (and a heavy flamer for painful overwatches), making them one of the few anti-armor units in the codex. Unfortunately, they suffer when taken in bulk, due to being expensive and having mediocre BS. A good rule of thumb is two. I've found more just bloat the squad's cost. **'''Mystic''' - Unless you're planning to 'defensive deepstrike' some guys in Valks using your Grav Chutes, mystics won't do much for your army. However, they do a great job at helping allied reserves come in better. **'''Psyker''' -<strike> S10 Ap1 Large Blasts. The Vindicator wishes it could do this shit. Unfortunately you need eight of them to pull off such a powerful attack, and if you roll Perils they'll all pop like a psychic balloon. Put a squad of Psykers in a rhino and drive them round dropping s10 ap1 large blasts using your opponent's tears as lube for your massive troll dick. Or, ya know, they'll just ignore it with Deny the Witch. Fear rule lawyers for they may point out the AP doesn't '''get better''' with the number of psykers but actually '''increases''', meaning it will stay AP6 or end up AP- altogether.</strike> FAQ updates into the 7th edition have taken away this power and replaced it with a roll on any of the general tables. 10 point psyker models for the win! Brotherhood of pyskers, of course. **'''Acolyte''' - Can be anything from simply Glorified Guardsmen to I-wish-I-was-a-Space-Marine. They're cheap, expendable, and they can have their wargear customized. It's like having a build a bear for Guardsmen! Really you should only be taking about three though. They can be used for warm bodies but their real power is in Melta/Plasma. Still: ***Any of them can swap out their usual wargear for boltguns, storm bolters, or hot-shot lasguns. ***Up to three can take meltaguns, plasma pistols, power swords, combi-weapons, etc. You can kit them out to deal with nearly anything. ***Carapace armor doubles their cost, and power armor more than triples it, but makes them a lot more survivable. **'''Ministorum Priest''' - Ported from the Sisters of Battle Codex, and no less potent for it. Unlike the other henchmen, they are considered to be Characters. Use their Hymns to keep everyone buffed and give them either an Eviscerator, power maul or a chainsword and plasma pistol for maximum close-combat effectiveness. Meltabombs are a good investment if you have points to spare. If you want a shooting unit, though, these guys can stay home and preach. (Here's a fun after thought that I've been playing in recent games. 9+ priests in a squad, all armed with eviscerators, and given a land raider. Costs more than a fully upgraded Knight Crusader, and they will never, ever earn their points back, but they WILL absolutely murderfuck pretty much anything they charge. 27+ S6 AP2 Armorbame attacks, re-rollable 4++, and just for giggles 9 las pistol shots before the charge to mock the enemy. Throw a chaplain or a librarian with Telekenisis or Telepathy in the blob for a little extra kick, and/or some Bullgryns in front to keep these zealots alive for more than one combat.) ===Dedicated Transports=== This is your main source of big guns, so be sure to get one Dedicated Transport for each unit if you can. *'''[[Rhino]]:''' The METAL BAWKSES we all know and love. Cheap, effective, and that psybolt ammo upgrade will help give it a little extra power. *'''[[Razorback Transport|Razorback]]:''' Another Space Marine vehicle ported over, with all the strengths and weaknesses intact. (Another Take- A much passed over option, 6 warrior acolytes with 3 bolters and 3 plasmaguns mounted in a Razorback with the stock twin-heavy bolter with psybolt ammo comes in under 120 points and is pretty badass. 3 S6 heavybolter shots with rerolls and 3 plasmaguns..... yeah you're thinking about it now.) *'''[[Land Raider]]''' - The Inquisition gets 3 of the variants. All of them can use the Inquisitorial vehicle upgrades. ** '''Classic''' (or '''Godhammer''') pattern Land Raider - 2 sets of twin-linked lascannons and a twin-linked heavy bolter. Carries 10 (it was 12 in 5th edition until it got changed). Power of the Machine Spirit allows an additional weapon to be fired at a different target (even while shaken/stunned), theoretically allowing you to move 6" and destroy two enemy tanks (if you're lucky). As schizophrenic as it is, you don't have too many other anti-tank options to choose from so you may as well use it as one. If you're allying in your Inquisitors to a different list, though, use their Anti-tank options. ** '''Crusader''' - 2 sets of "Hurricane Bolters" (3 regular bolters, all twin-linked) and 1 twin-linked Assault cannon, and the 6th edition changes to the rules have greatly improved its weapons. Carries 16(!) Often with a multi-melta added (for popping shots at tanks). The Crusader WANTS to be up close, where it's short-ranged anti-infantry guns work wonders to support the squad it was escorting. Give it Extra Armor, nothing sucks more than a stunned Land Raider. Psybolt Ammunition ammunition is a must-have as well, given all those Bolter shots you'll be firing with it. ** '''Redeemer''' - Keeps the twin-linked Assault Cannon of the Crusader, but replaces the side-mounted Hurricane Bolters with a pair of Flamestorm Cannons, nasty S6 AP3 flamers. Carries 12. Far nastier against infantry than the crusader, but needs to be up closer... which means melta-range. Whoops. Also, it doesn't help that Flamestorm Cannons being mounted on the side means that the Redeemer can have difficulty hitting things directly in front of it. Multi-Melta optional, but nice. And the cherry on top: 10 points cheaper than the other two Land Raider varieties. Remember, you may not be allowed to snap shot templates, but power of the machine spirit means you can move 12" and still make someone extra crispy. And did I mention that it can upgrade itself with Psyflame ammo for only 15 points? *'''[[Chimera Transport|Chimera]]:''' This is the best choice, right here. The king of the Metal Boxes, Jokaero and Heavy Weapon Servitors love these things. Change out the turret to a bolter and grab Psybolt for S6 AP4 goodness. Not to mention, it can transport things like your Ordo Malleus terminator Inquisitor. *'''[[Valkyrie]]:''' Grav chute insertion might be useful in some cases, and it's the only flyer you've got (not to mention your only reliable anti-air defense). It starts with extra armor and a searchlight too. Pretty sweet. It doesn't get access to the Armory. Really, why you'd put a Dozer Blade on a Valk is beyond me, but...who knows. ===Fortifications=== * '''Aegis Defence Lines:''' Not on your own, you don't. Your guys are WAY too expensive to have out in the open, even behind a Defence Line, the amount of Ignore cover in the game is too much to risk getting out of your METAHL BAWKSES. If you're going to Ally Guard, or another similar gunline army, then yeah. I'd say go for it, but flying solo? Stay clear. * '''Skyshield Landing Pad:''' Well. It, uh, looks nice. * '''Imperial Bastion:''' Huh...ya know. It has potential as a command tower, but...you could also just do what the smartass below me suggests and be even more effective. * '''[[Fortress of Redemption]]:''' Upgrade an inquisitor with divination and hide out in the missile bunker while your allies do all your fighting for you. Or just stand the Inquisitor on top of the tower with a Conversion Beamer and Orbital relay and just have him scream rage down upon your foes.
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