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===Inquisition=== The Inquisition has a long history of being a low tier, unloved (by GW) army of Warhammer 40K. For nearly a decade, Inquisition players had to rely on outdated Witch/Daemonhunter Codices; then Grey Knights released, then many small codices published for Inquisitors, and GW began to separate them from Sisters of Battle and Grey Knights. Then, in the late 7th edition, Inquisitors got a fully playable army. Now, 8th edition has happened. They moved many Inquisition related units to other Imperium factions. Ironically, some of these units are still in the "Inquisition" section on GW's official web store. Are Inquisition units weaker in 8th edition? <s>Kinda</s> Definitely. But as a "standalone" faction, the Inquisition has ''almost'' been removed from the game. - It's clear GW intend the inquisition as a soup faction in 8th, sustained only by the Index and now the November 2019 issue of [[White Dwarf]]. The rule of 3 prevents you fielding a stand-alone Battle-Forged Inquisition army above a few hundred point's especially now that you're limited to 1 Inquisitor per detachment. *Assuming a standard three detachment limit, it is possible to field, ''at absolute maximum'', a total of 2,001 pts of just Inquisitorial units, and this means taking '''EVERYTHING''' and giving them the most expensive wargear possible. Increasing the number of detachments barely budges this number, as all you can bring after this point are more Inquisitors, who seldom cost more than 100 points each. TL;DR is that while it is ''technically'' possible to build a dedicated Inquisition Army, unless you are playing a game with a very small points limit or just for fun, it's best to ally them with another Imperial faction if you want to get the most mileage out of your Inquisitors on the tabletop. There are two sensible ways to run inquisition now: *A solo NOFOS inquisitor in an imperium army (So actually playable awesome + fluffy one inquisitor in a requisitioned army) Also due to GW wording correctly for a change doesn't block SM doctrines, Admech canticles, or Adepta Sororitas Sacred Rites. *A vanguard detachment - (Note: This will block SM doctrines so if you're souping with SM consider the NOFOS option). This option also means taking a lot of small characters so if your playing with kill points or kill more this is a weaker option but if your not this option got a lot more effective now all your models are likely characters. As of the WD update, Supreme-Command detachments with 3 psykers are no longer legal due to the one inquisitor maximum per detachment clause. <div style="margin-left: 1em;> ====Special Rules==== *'''Authority of the Inquisition:''' Allows the unit to hijack an {{W40kKeyword|Imperium Transport}}, even if transports are usually faction-locked. Note that this won't let you shove terminator daemonhunters into rhinos. *'''Quarry:''' The Ordos now have their specific keyword which determines their bonus against their favoured prey. **{{W40kKeyword|Ordo Malleus}}: Re-roll to hit and to wound rolls against models with the {{W40kKeyword|Chaos}} and/or {{W40kKeyword|Daemon}} keyword. "Daemon" also includes Avatars of Khaine and the Yncarne as well. If you want Terminator armour, you're stuck with this. Then your terminator winds up facing Tau. At that point just [[Rage|smile and breathe.]] **{{W40kKeyword|Ordo Hereticus}}: Re-roll to hit and to wound rolls against models with the {{W40kKeyword|Chaos}} and/or {{W40kKeyword|Psyker}} keyword. Ironically a good all-comers option, since plenty of non-chaos factions have psykers. ''(Also funnily enough since all greater daemons have {{W40kKeyword|Chaos}} and three of the four have {{W40kKeyword|Psyker}} as well, you can do the Ordo Malleus's job for them, minus [[Avatar of Khaine|Avatars]] and [[Khymerae]].)'' **{{W40kKeyword|Ordo Xenos}}: Re-roll to hit and to wound rolls against units that do not have the {{W40kKeyword|Chaos}}, {{W40kKeyword|Imperium}}, and/or {{W40kKeyword|Unaligned}} keyword. **{{W40kKeyword|Ordo Minoris}}: A new keyword representing all the other minor Ordos. Re-roll to hit and to wound rolls against {{W40kKeyword|Character}}s. </div> <div style="margin-left: 1em;> ====Telesthesia Discipline==== The Inquisition psychic discipline is Telethesia, a Greek word for remote sensing. An odd choice, to say the least, since none of the powers have anything to do with sensing. #'''Terrify:''' WC6. Target a single enemy unit within 18". The unit subtracts 1 from their leadership and cannot fire Overwatch. #* Good for backing up melee-oriented squads, and since it targets the enemy, completely compatible with soup. #'''Mental Fortitude:''' W4. Targets a friendly {{W40kKeyword|Imperium}} unit within 12". The unit automatically passes morale tests. #* With the way morale works in 8th, this may not help you very much. Useful, perhaps, on large conscripts blobs to avoid more casualties. One of the advantages of this power is the low WC value, making it incredibly likely to go off (an 11/12 chance!). #'''Dominate:''' WC6. Targets a non-{{W40kKeyword|vehicle}} enemy model within 12". You must then beat its leadership on 3d6 to immediately take control of it and can shoot one gun or make one melee attack with it as if it were your own and not a member of its old unit. #* You could use this to make an enemy commissar BLAM one of his friendly guardsmen. Worth it for the lulz, but unless your target has a good gun, like a T'au commander, or seeing as the gaze of death has been relegated to a shooting attack, a C'Tan, don't bother, usually - it will only probably succeed (accounting for both the cast and the leadership test) against a target with Ld8 or less, you'll only get full output from a gun, not a melee weapon, and virtually nothing in the game with Ld that poor has a gun good enough to compete with Castigation, below, which also gets better with lower target Ld. #* This power is pretty great if you can manage to cast it on a non-vehicle with a consumable gun who hasn't used it yet, like Anrakyr the Traveller, as you get the additional benefit of consuming the gun (or melee weapon, although one-use melee weapons are pretty rare outside of Elysian Drop Troops, and even there, most opponents won't spring for it). Or even better, get an enemy HQ to die from overcharging their plasma weapon while shooting at another HQ or Monster. The lulz are magnificent. #* Not to mention, if your enemy wants to lessen the likelihood of their non-vehicles shooting each other, they'll need to spread them out, hopefully out of weapons range. Since most auras are about 6", you'll be forcing them to choose between the safety of their characters/units, or buffing their units. #* An important distinction to make is now the wording specifically mentions a non-{{W40kKeyword|vehicle}} model, not a {{W40kKeyword|character}} specifically. So models with big guns (lascannon devastators/havocs come to mind) or melee weapons that could do some damage against their own squad are perfectly viable targets for this power, and oftentimes easier to get to work. #'''Mental Interrogation:''' WC6. A visible enemy {{W40kKeyword|character}} model 12" away gets -1 to hit until your next psychic phase, and if that's not good enough, roll 3d6 against that model's leadership to gain 1 CP (so target an Ld8 or less model to probably get a CP, after accounting for the odds of the power going off). #'''Psychic Pursuit:''' WC7. Allows ''one'' {{W40kKeyword|<Ordo>}} unit to snipe a {{W40kKeyword|character}}, provided that character has less than 10 wounds, is within 18" of and visible to the caster, and the psyker is within 6" of the ordo unit. While most Inquisitorial units lack the firepower to make real use of this, this turns your Inquisitorial Land Raider Prometheus into a nightmare for any army that relies on Characters to hold their battleline together. #'''Castigation:''' WC6. Pretty much a lesser smite - roll 3d6 against ''lowest'' LD in target visible enemy unit within 18" to deal d3 Mortals. The only direct damage psychic power, so may be viable if you have more than one power to cast, but if you only have 1 stick to smite and pick something else. *'''{{W40kKeyword|Ordo Hereticus}} only - Ascertainment:''' WC6. One enemy unit within 12" suffers -1A (minimum 1)+ 2d6 vs LD for -1 to hit. A nice debuff option, but 2d6 vs LD will be inconsistent on a lot of units, and is -1A really enough to justify? Situational. *'''{{W40kKeyword|Ordo Xenos}} only - Psychic Veil:''' WC5. {{W40kKeyword|Ordo Xenos}} units within 6" can only be attacked if they are the closest unit and can only be charged if the enemy is within 6. Potentially a good anti-sniper countermeasure in the SM meta, but to get real value should be on a vanguard inquisitor. Less good than it sounds now since nearly all Inquisition models are characters by default, but it will provide some protection to 6 man acolyte squads who don't have the character rule and are squishy. **Keep in mind that this applies to 'all' types of {{W40kKeyword|Ordo Xenos}} units as it doesn't specify that it only works on '''Infantry''', which means that '''''YES, YOU CAN TURN A LAND RAIDER PROMETHEUS INVISIBLE'''''. *'''{{W40kKeyword|Ordo Malleus}} only - Warding Incantation:''' WC6. Gives an {{W40kKeyword|Imperium infantry}} or {{W40kKeyword|biker}} unit within 12" 5++. Great to have a soup buff in a soup faction, but an inquisitor may struggle to keep pace with a bike or jump infantry unit, and what other single unit justifies the inquisitor's cost? **This stacks with the Guard's Psychic Barrier power, which means that you can give a Guard infantry unit 4++. Effectively halving the wounds that a Conscript tarpit takes isn't bad. Keep in mind your points aren't always going to be spent on killing power. It can be worth it to force your enemy to really dedicate firepower into a 80-120 pt unit to keep your 200 pt ones safe. </div> <div style="margin-left: 1em;> ====Warlord Traits==== Warlord traits are not restricted to inquisitors but to Inquisition units [[What|so if you want to make your]] [[Jokaero]][[What| your warlord you can.]] 3 warlord traits are open to anyone and 3 are ordo specific. While all the main HQs have fixed WTs, the 2 Forgeworld Inquisitors are not restricted. Also curiously, only one of them (Greyfax) takes their Ordo-specific WT. #'''Radical:''' once per battle round re-roll 1 hit roll, wound, damage, saving, psychic test or deny the witch for this warlord - Reroll's always come in handy makes for more reliable psykers. Eisenhorn and Draxus have this one. #'''Puritan:''' +1 invul capped at 3+. Extra defense is always nice but a T3 model is still squishy. Coteaz has this one. #''' Formidable Resolve:''' +1LD and increase unquestionable wisdom by 6". Ok if you are primarily using your inquisitor to buff LD. Karamazov has this one. *'''Ordo Hereticus: No Escape:''' 6" heroic intervention and Enemy units within 1" can't fall back on a 4+. Could be useful but your inquisitor has to survive a round of combat first and most aren't that tanky. Greyfax has this one. *'''Ordo Xenos: Esoteric Lore:''' When your opponent uses a stratagem gain a CP on a 5+. Extra CP is always nice. *'''Ordo Malleus: Psychic Mastery:''' Know, cast and deny 1 extra psychic power. Who doesn't want to cast more? </div> <div style="margin-left: 1em;> ====Stratagems==== *'''Alpha-Class Psyker (1CP):''' One unnamed {{W40kKeyword|Psyker Inquisitor}} knows one more power. They can also deny twice, which you might appreciate if you want a budget psyker HQ and don't want to take Eisenhorn and some daemonhosts. *'''Arbiter of the Emperor's Will (1CP):''' Once per battle, before battle, give an inquisitor who is not your warlord a warlord trait, then give them a relic if they can take one and is not a vehicle (weird addition given the only vehicle inquisitor can't take a relic). Other weird wording is that while you can't give two inquisitors the same relic you can take the same warlord trait. 1CP for a relic and warlord trait is a bargain. *'''Clandestine Operation 1 CP:''' Before the battle, you can set up your Inquisitor, a pack of acolytes, a daemonhost and a monkey anywhere more than 9" from the enemy deployment zone. *'''Execution Bombardment (4CP):''' Select a point on the battlefield 2d6" radius each Non-Character unit on a 4+ and each character unit on a 5+ takes D3MW - Big boom! Note: it hits your units as well (Karamazov would be proud). *'''Strategic Excruciation (1CP):''' When an enemy character is destroyed within 3" of an Inquisition unit, you gain D3 CP and the enemy's army gets -1LD for the rest of the game. One use per game (Hard to trigger but really strong). *'''To the Exclusion of All Else... (1CP):''' Triggers when an {{W40kKeyword|Imperium infantry}} or {{W40kKeyword|Imperium biker}} fires overwatch shoots or fights within 6" of an inquisitor. For the phase, you can reroll to-hit results of 1 if the target matches a keyword for the Inquisitor's Quarry. Not terrible but given the volume of reroll 1's, it's not going to be used much. ** You could reroll 1s on SoS Bolters with Greyfax for some psyker hunting if your meta is psyker heavy. Another good use is in Guard armies, where it frees you up to use different orders for buffs. ***Useful as a last resort if your other HQ's have somehow bit it. </div> <div style="margin-left: 1em;> ====Wargear==== Most Inquisitors (unless you're Esienhorn, who has his own FNP, and Karamazov, now with a 4++) from the November WD update come standard with a refractor field for that sweet 5++ now. Due to the FAQ, if you're an unnamed Inquisitor, you get a melee and a pistol ''or'' ranged weapon - no double pistols, double melee, double ranged, or pistol and ranged combinations, the last of which may be the strangest absence. <div style="margin-left: 1em;> =====Pistols===== *'''Bolt Pistol:''' Comes standard on Inquisitors, although for some reason Acolytes start with a laspistol and can (and should) swap this for free. Eh, it's free. Auto buys for Acolytes if you do not plan to buy another pistol; note that your Inquisitors should automatically swap this out for the free boltgun if you don't want to spend points on their gun. *'''Inferno Pistol (Inquisitor Only):''' More of a melee weapon than a gun, with only 6" range, but feel free to blast that marine in the face with S 8 AP-4 D1d6, rolling two dice for damage within 3" and discarding the lowest. Really, blast that Space Marine in the face. Bonus points for killing his friends with Ork Snipers. Also looks really cool. The big downside is the shitty range; it's half the cost of a meltagun, sure, but you have to get ''incredibly'' close (to within grenade range, in fact). ** If you ''do'' manage to get within range, this pistol will outperform any of the others against almost any target, even if you're willing to overcharge the Plasma Pistol, and it doesn't need to be within 3" for that to be true. Still, since you should always be Falling Back with your Inquisitor when able, you really shouldn't take this - assuming you can get your Ordo bonus, just about any of the non-Pistol guns will serve you better. *'''Laspistol:''' Comes standard on Acolytes for no reason, and is a bolt pistol but worse, to see if you're paying attention. Just swap it out as soon as you see it. *'''Needle Pistol:''' Wounds everything except vehicles on a 2+. No AP to speak of. Probably best to pass. Pretty cheap, though. ** Note: with their cost and the wounding on a 2+ this might be the only (albeit niche) pistol pick for acolytes; {{W40kKeyword|Monster}}s have average saves. Still, it will struggle to outperform your other options, since it has the lowest possible rate of fire, AP, and damage. *'''Plasma Pistol:''' Once again Quarry will let you re-roll those dangerous ones, so feel free to overcharge. Also good for close combat, like the inferno pistol. Have fun when you imagine jamming your pistol down a heretic's throat and letting it go. Less than half the cost of a plasma gun for half the shots at 12" and no shots at farther away than that, though, and like with the inferno gun, suffers from costing enough to make the bearer a poor tarpit. </div> <div style="margin-left: 1em;> =====Ranged===== *'''Boltgun:''' Bog-standard gun. You won't ever take this except for the times that you can't afford anything better, because it's free, but less points efficient than a storm bolter. Potentially interesting for keeping an Inquisitor cheap, since they come with frag and krak grenades, which are also free and can be readily spammed since an Inquisitor is a 1-model unit. This weapon is why your Inquisitors have no excuse at all for carrying a bolt pistol. **'''Condemnor Boltgun (Inquisitor Only):''' A default bolter that does D1d3 if the target is a {{W40Kkeyword|psyker}}, and can only be taken by Inquisitors, and costs a point. Hot garbage; the number of targets against which this will outperform a Storm Bolter are so few they can safely be ignored (psykers with 3 or more wounds only). **'''Storm Bolter:''' Strap two bolters together. Good for lots of weak shots, but then you could take a combiflamer for assault, or an incinerator. This thing's advantage over those is the range (and its ability to be taken by acolytes, for whom it's very compelling, given how cheap it is). A better option for Acolytes than anything else except for combiplasmas, depending on your target, assuming your Ordo bonus is up. *'''Flamer:''' Default Assault D6 strength 4 gun, but badly overcosted compared to a combi-flamer, or, if you have your Ordo bonus up, a Storm Bolter. Just don't take this. **'''Combi-Flamer:''' This should be your go-to choice over a Flamer if you want to provide a unit of Acolytes with some charge resistance, or you want maximum anti-GEQ dakka and may not have your Ordo bonus available (the Storm Bolter will outperform it otherwise). It's a flamer with a bolter strapped to it for 2 additional points that fires the bolter shots too at a -1 penalty (so no loss of accuracy in Overwatch). **'''Incinerator (Inquisitor Only):''' 8" Assault 1d6 S6 AP-1, auto-hits. Can't be taken on acolytes. This seems tailor-made for annihilating GEQ, wounding T3 on 2+ and negating half their armor, but usually, only 3.5 of them will be hit. This gun is actually decently costed over a Heavy Flamer, because its +1S is paired with being able to shoot it after Advancing, and is worth considering for your Inquisitor, but its still-steep cost is absolutely worth noticing. *'''Hot-shot Lasgun''': Better AP but one less strength than the Bolter at 18" range. Absolute garbage given its point cost (4 points to the Bolter's 0, or the Storm Bolter's 2). If you want to field this weapon, just use actual stormtroopers, they have better rules and statlines. *'''Meltagun:''' Short-ranged, but is an assault gun. Not worth its increased cost over a plasma gun. **'''Combi-Melta:''' Spend 1 additional point to add a bolter you can fire instead, or fire both profiles at a -1 penalty. Firing both is only better than the meltagun against very light targets, where you still won't output enough to kill very effectively for your cost; you already shouldn't be carrying a meltagun, but ''definitely'' don't carry this. *'''Plasma Gun:''' This is a combi-plasma without the bolter for the same cost, so just don't take this. **'''Combi-Plasma:''' Since you can use your Ordo and Quarry rules to get re-rolls to hit, the risk of your Inquisition dudes burning their fingers is mitigated, so feel free to over-charge against your enemy if they match your Quarry target, but it's still quite dangerous on an Inquisitor, since it slays without wounding, so you can't make your Acolytes die for you. Lets you fire both the bolter and the plasma gun at -1 to hit, which is only useful against light targets (GEQ, for example), but generally speaking, there are no targets where you both want all 4 shots and overcharging would help, so mix and match between all 4 non-overcharged or just the 2 overcharged one. *'''Psycannon (Terminator Inquisitor Only):''' Heavy 4 Str 7 Ap-1. Only usable by a termi-inquisitor, but not a bad gun for him. Hilariously similar to the Reaper Autocannon, proving that Inquisitors were sick heretics all along... =====Melee===== Melee weapons are more expensive compared to Imperial Guard variants, since you pay Space Marine prices (and currently, ''Index'' Space Marine prices at that), so beware! Best avoided on Acolytes, since they give up a gun to carry one, so primarily of interest on an Inquisitor. *'''Nemesis Daemonhammer (Inquisitor Only):''' A thunder hammer with a different name but the same rules costing an extra 2 points (well, you pay for the brand/prestige to have that =][= on your hammer...I guess??); see below for the discussion of the thunder hammer. Note that Acolytes can take a Thunder Hammer, so the Inquisitor only restriction on this item is meaningless; the only reason to ever take this is on an Ordo Malleus Inquisitor in Terminator Armor, since they're banned from taking the Thunder Hammer instead. *'''Null Rod (Inquisitor/Index Only):''' SU AP-2 D1, D1d3 against {{W40Kkeyword|psyker}}s, and the same cost as a Power Sword. Hard pass - reliably worse than a Power Sword, which you should ''also'' be avoiding. (Now legended) *'''Force Axe, Sword, or Maul:''' Double the price of a Power Weapon to increase its damage to D1d3. You're paying twice as much for less than twice the performance (due to D1d3 being worse than D2 against W2 targets), so never take any of these under ordinary circumstances - the only reason to do so is when you're an Ordo Malleus Inquisitor in Terminator Armor, so it's one of these or the Daemonhammer, or when you have relic (in particular, the Bio-Corrosive Ordo Xenos Relic is best on a Force Sword). Otherwise, if you're willing to pay this much for D1d3, take a Power Fist. *'''Power Maul:''' The best power weapon available to you, all told. S5 is a huge improvement over S3 against many targets, AP-1 is the most reliably useful AP value in a world with Storm Shields, and its cost, a mere 4 points, can't be beat - plus, no to-hit penalty. Just about the only option here compelling enough to replace the Inquisitor's stock Chainsword, and still not good enough to be worth taking on an Acolyte. *'''Power Fist:''' Due to the costs of what can carry this, this is better than a Force Weapon but worse than a Thunder Hammer on anything that can carry this, and it's only worth the effort on an Inquisitor, really. *'''Power Sword:''' Nope. No. Yes, it's AP-3, but you're only S3, and there are an awful lot of targets out there where you can't use nearly that much penetration. Take a Maul instead, if you're willing to drop points. *'''Thunder Hammer''' ''Staggeringly'' expensive; an Acolyte with this should have taken a meltagun, instead, full stop, even before accounting for the better range on the meltagun. Because your Inquisitor is A4 and WS3+, if you have a way to get him into melee, this is normally the most points efficient melee weapon you have available, and in a vacuum, the most points efficient weapon he can carry (ignoring the difficulties involved in getting him where he's going). Since he's rocking an S6, you still shouldn't count on him to do any work with this unless he has his Ordo bonus on. ======Relics====== Unlike Warlord traits relics are restricted to Inquisitors *'''Bio-Corrosive Poisons (Ordo Xenos Only):''' Bearer's melee attacks always wound non-{{W40Kkeyword|VEHICLE}}, non-{{W40Kkeyword|titanic}} units on 2+. Against the targets it works on, this will outperform a Thunder Hammer - take a Force Sword instead, and watch almost anything you're in melee with evaporate. *'''Blade of the Ordo:''' Replaces a Power Sword, granting it D1d3 like a Force Sword, S+1 (so now it's a Force Axe with slightly better AP), and the D goes up to 3 flat against your Quarry target. While this is more points efficient than any Power or Force weapon you can take, it's still not usually better than a Thunder Hammer. *'''Ignis Judicium (Ordo Hereticus Only):''' Replaces an Inferno Pistol with one that's range 12", so it's a meltagun for half the cost, and the melta rule goes off against {{W40Kkeyword|chaos}} or {{W40Kkeyword|psyker}} units even at max range. Provided you get the bonus, this is genuinely your best weapon against heavy targets, but it'll suffer against light ones. There are worse choices you can make, but think carefully before you stick with a normal gun and either a melee relic or a blackshroud. *'''Digital Weapons:''' The bearer gains an additional attack that can only be made with this weapon, which deals a mortal wound when it hits. Because you can combine it with a Thunder Hammer, this makes it the best general-use melee relic you can take. *'''[[Heresy|Tainted Blade]] (Ordo Malleus Only):''' Replaces a Power Sword, and only works on a 2+ you roll the first time you choose the model to fight in the Fight phase; on a 1, the bearer suffers a mortal wound, and can't use this weapon that phase. Note that this means if you make an attack during any other phase, the roll doesn't happen and you swing normally. It has S+3, and the target's failed saves let you explode into attacks that can't explode (so you have to hit and wound and they have to fail the save in order for you to roll to hit again). Worse than the Blade of the Ordo against most targets, largely because it has a 1/6 chance of not only hurting you, but also forcing you to resort to your basic CC weapon. **Alternate take - If you want a 1w infantry killer its not terrible 2+ will go off most of the time and then your looking at 3+ 2+ vs guardsmen or 3+ 3+ then a 6+sv vs SM which will generate 2ish extra attacks on avg. With the added S this outperforms the Ordo blade by more than 50% its only once you get to multiwound models that the Ordo blade becomes better. </div> <div style="margin-left: 1em;> =====Non-Weapon Relics===== *'''Blackshroud:''' -1 to wound the bearer, which is particularly good against sniper rifles, which usually deal their mortal wounds on a 6+ to wound, which isn't possible against this without a +1 or better to counter it. </div> </div> <div style="margin-left: 1em;> ====Unit Analysis==== <div style="margin-left: 1em;> =====HQ===== *[[Inquisitor|'''Inquisitor:''']] Now their Ordo chamber is decided by their keyword, which you choose. No longer can you upgrade their armor, so you're stuck with carapace armor like a peasant. Still just a human stat-line, so don't expect amazing feats, but can be equipped with basically anything. Still has 5 wounds and four attacks, and with Quarry and 4 attacks he might prove a modest threat in a fight, but he's much better at letting nearby units use his excellent [[Awesome|leadership of 9.]] You can make him a psyker for the discipline as well. But to be honest, he's mostly just a support HQ. Notably excellent anti-pysker since he has a pseudo-Deny that only protects ''him'' from psychic powers but functions an infinite number of times per turn. Now costs 55 points. **Making him a Psyker costs no points, but instead has him relinquish the Iron Will ability (aka pseudo Deny the Witch). Making him a Psyker allows him regular Deny the Witch, cast smite and one other psychic power from their Psychic Discipline, plus ability to have Force weapons. So make them Psykers unless you have any other quite specific tactic. ***Making them a psyker makes them more vulnerable to certain anti-psyker units/options. It's a tactical choice and one that greatly depends on the opponent. **Having gained a 5++, some of their equipment options getting a pts reduction and now getting a relic and a warlord trait for a single CP these guys have gained a lot. If your going to tool them up your probably better with a named character but if you keep them cheap they are very cost-effective for what they do. **'''Ordo Malleus Inquisitor in Terminator Armor:''' One of the only ways to give the Inquisitor a 2+ save and deeptrike. Locked into Ordo Malleus, so hope you're fighting Chaos or Daemons or your Quarry rule is wasted. He can still teleport and can actually move 6" instead of 5"; so you can wobble faster than the SS/TH terminators you're requisitioning. He lost the extra attack from the Index, so he has just the standard A4 like non-TDA Inquisitors (...sigh). Comes stock with storm bolter and Daemon Hammer; the former you can swap for a combi-weapon or a psycannon, which is a [[Dakka|double auto-cannon.]] ***Sure, they can now take a relic and warlord trait, but at 1 point '''more'' than Coteaz and then having to pay for equipment on top, you're paying a lot for mobility. <div style="margin-left: 1em;> ======Special Characters====== *'''Inquisitor [[Torquemada Coteaz]]''': He's still been expecting you - his Spy Network rule allows ''one'' {{W40Kkeyword|ORDO MALLEUS}} unit within 6" of him to fire Overwatch on units that are set up on the battlefield after the game begins (e.g. outflanking, deep striking). Additionally, once per battle when your opponents uses a stratagem you can make it costs an extra CP! While none of his guns hit harder than a basic bolter, his master-crafted Nemesis Daemonhammer doesn't come with the normal -1 to-hit penalty, and as a psyker he can manifest 2 powers and deny 1 each psychic phase. With his Warlord trait manifests 3 powers and denys 2 for the same points as a librarian with a power axe for 1CP (only cool abilities better armour and CC). He is quite cheap if you lack psykers in your army and if need be he can punch stuff. Could be competitive. Only problem is that, thanks to the nerfs of what Inquisitors get? There aren't a lot of units who can BENEFIT from that free shot...at most, you get six acolytes. Or, of course, himself. *'''Inquisitor [[Inquisitor Greyfax|Katarinya Greyfax]]''': [[Celestine]]'s tsundere lover is still around. She comes with Power Armour, a master-crafted (-1 AP and auto-3 damage to {{W40Kkeyword|Psyker}}s) Condemnor Boltgun and a master-crafted Power Sword. She can target {{W40Kkeyword|Psyker}} or {{W40Kkeyword|Daemon}} {{W40Kkeyword|CHARACTER}}s even if they are not in front of her, and can manifest one psychic power and deny 2 powers (with a +1 bonus to the latter) per psychic phase. Between the {{W40kKeyword|Ordo Hereticus}} rules and Quarry, and her anti-psyker rules, she's most effective when used to shut down enemy psykers. Given that Coteaz can manifest two extra powers and now has the same number of denys she is a tough sell but still has a niche due to being slightly better at denying. Her warlord trait of 6" heroic intervention and preventing enemies falling back could be useful in the right situation. *'''Inquisitor [[Fyodor Karamazov]]''': Good old chap Krazypantsoff is still there. Sadly he lacks the dreadnought's tankiness, but he's got a 4++ save. All in all he is beefy and can roast Stuff. He comes with the Throne of Judgment (which got the stompy feet of Judgment) boosting him into a T5 8W model, and since he is a character you can not snipe him out of his acolytes. Oh Dear, if that's not sexy enough he got a 30" Assault 1 master-crafted multi-melta. Sadly he is slow (his bipedal wheelchair is only movement 5), which is sad, especially since he cannot be transported. He also lost his Orbital Strike, but to compensate he now forces enemy {{W40Kkeyword|PSYKER}}s within 12" to subtract 1 from their psychic tests and imposes a penalty of -1 Ld to all ''enemy'' {{W40Kkeyword|INFANTRY}} within that same radius. Additionally, he gets a quasi-Deny the Witch that only affects himself, like all non-Psyker Inquisitors not from Forge World. Interestingly his warlord trait makes him the only LD11 Inquisitor and with a 12" bubble he is now the best LD buffer in the imperium. Combined with the throne being stompier and cheaper he now becomes a situational choice. Extra credit if you use him with purge soul from the GK. **Note that while Karamazov has Authority of the Inquisition, he is still a {{W40kKeyword|VEHICLE}}, so he can't be transported. Give up, he can not go into that Stormraven, we are both sad. *'''Inquisitor [[Eisenhorn]]''': Eisenhorn is an 80 points (as of the November '19 WD update) {{W40kKeyword|Ordo Xenos}} Inquisitor with two psychic powers, a bolt pistol with -1 AP and +1 D, and the choice of a +3 strength Force Staff and a Force Sword that gives him +1 to hit. Generally, you're going to use the staff since the sword only really is better against low-toughness high armour units like Sisters of Battle. In addition, he has some grenades that gives him the ability to deal mortal wounds to vehicles, and has a 6+ Feel No Pain. But what really makes him special is the ability to sacrifice his leadership buff to summon a Daemonhost who isn't shit (representing Cherubael), with the {{W40Kkeyword|CHARACTER}} keyword, +2 Strength, Toughness, Wounds and Attacks, and who gets +1 to hit, wound and invulnerable save rolls within six inches of Eisenhorn. This Daemonhost must be paid for in reinforcement points, however, and dies if Eisenhorn does. **He has gained the warlord trait of a reroll per battle round - not a bad bonus. *'''Lord-Inquisitor [[Kyria Draxus]]:''' The new {{W40kKeyword|Ordo Xenos}} Inquisitor with the coming of [[Psychic Awakening]]: Pariah. Despite having a strong 2+ WS, she only has a Power Fist, so her fighting and shooting game are equivalent. And as of shooting, she has a Shuriken Catapult, S4 AP0 D2 (Though it ups to AP-3 if you roll a 6+ to wound). She also has paralysis grenades that force a single unit in melee range to go last (or just not automatically go first, thus scrubbing White Scars and Emperor's Children), which helps her fisting. The most peculiar weapon of all, however, is her pet familiar Shang, which lets her cast smite any enemy rather than just the closest. This makes her a good psy-sniper. *'''Inquisitor-Lord [[Solomon Lok]] (Forge World)''': Inexplicably lacks Iron Will, but has a pretty sweet force sword that deals 2 damage rather than 1D3, an up-gunned bolt pistol at S5 D2, and Feel No Pain (6+). Is wearing Power Armour, which is a nerf from Artificer one in the past, and is in the {{W40Kkeyword|Ordo Xenos}}. Still has Unquestionable Wisdom, thankfully, but despite his improved points efficiency over a stock Ordo Xenos Inquisitor, both offensively and defensively, still of dubious utility, both due to his static Ordo and his inability to provide Smite or psychic buffs. **Has a choice of warlord trait but is the weakest named inquisitor - take a basic inquisitor instead. *'''Inquisitor-Lord [[Hector Rex]] (Forge World)''': If you face daemonic opponents (he's in the {{W40Kkeyword|ordo malleus}}), then you take Hector. For starters, he's essentially a Terminator with a Storm Shield, since he has a 2+/3++ and the ability to teleport onto the battlefield, except he is not actually bulky and can fit in any transport he can commandeer; he's also still M6, but has only W5, one less than a terminator suit would grant. (Might be because he wears Artificer armour, which explains the 6" Move, the 2+ Sv and the fact that he doesn't have the {{W40Kkeyword|TERMINATOR}} keyword. It does not, however, explain how the hell he can teleport strike, but well, most power armour Grey Knights can, so... the Warp did it?) The Storm Shield is significant because no other Inquisitors get access to that level of invulnerable save, meaning he is comparatively well protected. His suit also comes with a psychic hood, so he gets +1 to deny the witch within 12", which only Greyfax can compare to, though Hector can cast ''two'' and deny ''three'' powers per turn, which makes him hands down the best psychic inquisitor available. Now he can take a choice of warlord trait you can push this to cast 3 deny 4 justifying his expense. The reason you take him against daemonic opponents is the blessed sword ''Arias'', which causes an automatic mortal wound on any {{W40Kkeyword|DAEMON}} merely ''hit'' by the weapon, in addition to its other effects, and he has his Quarry rule to re-roll failed hits and wounds, so he has the unusual potential to cause up to '''twelve wounds on three attacks''', or, when looked at another, more sensible way, when you consider that Mortal Wounds carry over, the potential to '''slay six models on three attacks'''. Against non-daemonic opponents, however, the sword is just a basic Force Sword with no particular benefits, other than that he himself has S4 for being such a big giant of a man; however, Hector has one less attack than usual for an Inquisitor (including Terminator Inquisitors as they no longer get 5 attacks - nerfed!), probably to counter the sheer amount of destruction he can level at daemons. You take him as a tank who is the best psychic and denier of all the inquisitors, fighting daemons is a happy bonus. **Note he can choose any warlord trait. </div> </div> <div style="margin-left: 1em;> =====Elites===== *'''Acolytes''' Guardsmen equivalents that can buy almost any weapon an Inquisitor can. They also can steal any ride they want and have the same Quarry rule. This is more useful for them because they only have BS/WS of 4+. The real reason you take them, however, is for their loyal servant rule. Anytime an Inquisitor takes a wound ''from an attack'' within 3" of this unit, roll a d6; on a 2+, the Acolytes lose a model instead. Note that this will never apply to psychic powers, including Perils. Comes stock at one dude, who will be a character, up to six (but 2 or more means the unit hasn't got the character keyword). They start with a laspistol and chainsword, the former of which you will upgrade to a bolt pistol or report to your commissar (because it is damn free to swap with bolt pistol...GW what was in your mind?...). The chainsword can be swapped for melee weapons or guns. But really, they're just there to be wound batteries for your inquisitor. Give them some combi-plasmas or stormbolters, stick 'em round your big I, and laugh as he never dies. *'''Daemonhost''' S4/T4/W4 5++ with GEQ accuracy, like your Acolytes, the Unholy Gaze (12" Assault 1 S8 AP-1 D1, D3 on a roll of 6 to wound), and a power sword at A3. At the start of its movement phase, it gains a randomly chosen buff based on a d6; on a 1-2, its movement rises to 12" and it gains {{W40Kkeyword|FLY}} until the start of your next turn, on a 3-4 it regains all lost wounds, and on a 5-6 all enemy units within 3" suffer d3 mortal wounds on a 2+. If you're really set on using a Daemonhost, use it with Eisenhorn's special rule to give it the boosts it needs. **This unit has many crippling problems; for starters, it's too slow, since it can't ride a transport outside of your dedicated Land Raider (and it can't even ride in that now because in addition to being the only Inquisition infantry unit to lack AotI, it also inexplicably lacks the Ordo keyword), and has only a 1/3 chance of going faster, giving you an average M of 8. **Following up, it's also ''less'' points efficient in melee - for 25 points, 3 Chainsword Acolytes could swing 9 S3 hits to the Daemonhost's 3 S4 AP-3 hits, with a point left over. **Its gun is not the absolute worst thing ever, but it's still competing with Acolytes - and due to its low AP and Damage, will undershoot its weight in Combi-Plasma Acolytes against just about anything. Jokaero will also outshoot it (although it will outfight Jokaero). **Its mortal wounds gun is terrible, because it fires at the ''start'' of ''your'' Movement - meaning it will only ever go off ''after'' it's been charged, and even then, its average output is 5/9 of a mortal wound per unit (and your opponent will probably not let you even threaten more than one unit with it). **And a further kick to the balls, it doesn't have a proper model anymore. Cue the tears. *'''Jokaero:''' Quarry insurance. You use them to buff allies' weapons in the shooting phase, but the buff only lasts for that turn (though it ''does'' usually do something useful - since it upgrades you to either re-rolling all failed hits, all failed wounds, or both, they're only completely useless if you are up against a target you can get full Quarry against). When you're up against your Quarry, they can target themselves with their own ability, since they don't have Quarry, and while they won't be as good as Acolytes, they'll do a pretty good job, still. They are also the perfect escort for an Inquisitorial Land Raider. </div> <div style="margin-left: 1em;> =====Dedicated Transports===== None, but you can use any Imperium transport, and some are better than others. Remember, the only restrictions you can ignore are Faction keywords; restrictions don't actually tell you which keywords are Faction and which are not, but it's possible to back-solve this by studying datasheets, so presumably you can't load up your Acolytes in e.g. a Land Speeder Storm, as {{W40Kkeyword|scout}} is (we think) not a Faction keyword, there is a much less clear argument to be made around {{W40Kkeyword|Primaris}}. You can take an up-gunned transport, of course, but you can't buff it like the models' home factions usually can in some fashion, so usually, even a normally deeply compelling option, such as a Twin Assault Cannon Razorback, becomes less than compelling under the Inquisition - the more you're interested in that sort of transport, the more you should be looking into a mixed army. *'''Null-Maiden Rhino''' **This is the reason why you should ''never'' take a standard Space Marine Rhino - this is the same vehicle for 10 points less, except it can't take a second Storm Bolter, and you shouldn't be spending 12 points to strap a second Storm Bolter on. **Likewise, you shouldn't be taking a Sororitas Rhino over this - Shield of Faith is worth the 3 point charge over a Space Marine Rhino, but not the 13 points it would take you to upgrade from this one. **Most other Imperium transports cost more than this does, and none have the better capacity per point, but it will limit you to 10 models at once. *'''Drop Pod''' **You can Deep Strike in one and show up immediately, but it's ''very'' expensive for what you get; if you want to Deep Strike in, you should consider an Elysian Valkyrie (a Flyer, not a Dedicated Transport) instead. *'''Repressor''' **The heaviest option you can take in the Dedicated Transport slot. Functionally a tougher, shootier Rhino, it boasts +2 Wounds, +1 WS, a Heavy Flamer and the option to take a second, a nasty Dozer Blade and, most importantly, 6 Firing Ports. This last one combines very, very nicely with your Acolyte squads in the same way the Sisters use it for Dominions. Load up an Acolyte squad with Plasma, Melta, Storm Bolters, Combi-weapons, whatever your fancy is, and drive around shooting up your enemy's units while your dudes sit cozy and (relatively) safe. *'''Taurox Prime''' **The Taurox's bigger, angrier brother. With good BS and an impressive selection of weaponry for its points, the Taurox Prime is the new king of metal boxes. It won't last long with T6 and 10W, but it'll make back its points in the meantime. Your two options for firepower are the twin Gatling gun and hot-shot volley guns or the twin autocannons and mini-battle cannon, which has been buffed in 8th. The Gatling array is better vs infantry, while the cannon array is better vs multi wound targets (while you can mix your firepower, it's not recommended that you do so - you want to be able to bring all your guns to bear at once, and completely destroying enemy units is more important than ever, since many armies have a medic equivalent that can resurrect fallen models). The Taurox Missile Launcher, firing 2d6 Frag or 2 Krak Missiles, is also viable, though it raises the cost significantly. Still, two Krak missiles and successful autocannons can take just about anything down. If an Inquisitor is looking for an effective fire support vehicle, the Taurox Prime may be the best all-around option. </div> <div style="margin-left: 1em;> =====Flyers===== None, but like with Dedicated Transports, you need to be aware of your options for sweet rides. *'''Elysian Valkyrie''' **This can Deep Strike in, while carrying you; you can't disembark on the same turn, but you can do so later, and right next to anything you like, without the standard 9" restrictions on a Deep Strike, thanks to the Valkyrie's best-in-the-game disembark special rule. </div> <div style="margin-left: 1em;> =====Heavy Support===== *'''Inquisition Land Raider Prometheus (Forge World)''': Identical to its Space Marine counterpart, save for the Quarry rule (which is great, given how many shots it can put out, in conjunction with Power of the Machine Spirit and Battle Auspex), and the {{W40Kkeyword|Ordo}} keyword, which its Transport rule is changed to restrict on, making this your only Transport capable of carrying a Daemonhost (except the Daemonhost lacks the Ordo keyword for Reasons so no dice there either). Use it in the same way as you would use it in a Space Marine army. The Command Relay is particularly helpful if you're fielding an Inquisitor HQ, as none of them are great at providing Command Points. ''Does not'' have {{W40Kkeyword|Authority of the Inquisition}}, so can't be carried by a Thunderhawk transporter [[Meme|or a Rhino.]] **For comic value, cast Psychic Pursuit on your Land Raider to create the best sniper in the imperium. Combine with your monkey and this will allow you to delete multiple light {{W40Kkeyword|Characters}} at the same time with disgusting efficiency. </div> ====Tactics==== '''NOFOS''' There are a number of good options for a single Inquisitor. These can be added to detachments without penalty so are the best SM option, to make best use of them you must spend 1CP on the Inquisitorial Mandate stratagem. *'''Top Tier''' **Basic Inquisitor - CP farming - Mental Interrogation psychic power, Esoteric Lore warlord trait and Seize For Interrogation stratagem; switch the bolt pistol for a Boltgun and take the Blackshroud Relic. For support swap Mental Interrogation for Terrify. **Coteaz - Points efficient all-rounder - at 3 casts and 2 denies (taking the warlord trait) with solid offense and defense and an interesting ability. What's not to love? **Rex - Deny the witch - With the right warlord trait he can potentially know 3, cast 3 and deny 4 (with +1 within 12"), he's a tank, and amazing against daemons. The best caster and denier, a solid option but almost twice the points of a basic inquisitor. **Karamazov - LD buff/ Hold the line - LD11 in a 12" bubble is going to make guardsmen hold their ground and makes a nice counter-charger. Your trade off is no psychic powers but some psychic defense. *'''From middling to bad''' **Greyfax - Hector Rex is a better denier if you're prepared to pay a premium. While at 5 pts more Coteaz is better in almost every way except denial (The +1 to deny decreases the odds of a successful cast, relative to a normal deny, by ~10% for a WC 5 power, dropping to ~5% for WC 8 power). Still its a widely owned model so it will see play. **Eisenhorn - He's fun, the demonhost mechanic is cool and a great model but the other inquisitors synergise better. Notably, he can cast two Telethesia powers, rather just one and a smite. **Lok - a slightly better armor save for no psychic powers or relic? Not a good trade. **Terminator Ordo Malleus Inquisitor - Too pricey, by the time you deck it out it's competing with Karamazov and Rex, who both outclass it. '''Inquisitorial detachments''' Having an inquisitorial detachments disrupts SM doctrines unlike the NOFOS however there are no negatives at present for combining with other factions such as Astra Militarum or Admech. *''' The 3 monkeys:''' If you're imperium but not SM, a detachment of 3 jokaero sets you back an extra 66 points for 9W of characters with either 18 S4 AP1 shots or 3 S8 AP D3 shots - not game breaking, but decently flexible and a small premium for 1CP. *'''The Von Braun experiments:''' While the relics are limited to Inquisitors the warlord traits can be given to Inquisitorial characters - who doesn't want an ordo malleus Psychic Monkey. </div> <div style="margin-left: 1em;> </div> </div> [[Category:Warhammer 40000 Tactics(8E)]] {{Warhammer_40k_Tactics}}
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