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==Wargear of the Inquisition== ===Special Issue Wargear=== ====Digital Weapons==== A model armed with digital weapons can re-roll a single failed To Wound roll in each Assault Phase. ====Rosarius==== A model armed with an rosarius has a 4+ invulnerable save. ====Psybolt Ammunition==== When a model armed with psybolt ammunition fires one of the following weapons: :: - Bolt pistol :: - Boltgun :: - Storm bolter :: - Heavy bolter :: - Assault cannon :: - Autocannon :: - Hurricane bolter Whether it is twin-linked or not, as long as all models in the same unit as the model firing the weapon are all armed with psybolt ammunition, add +1 to its Strength and the weapon gains the Soul Blaze special rule. This means, that if a character without psybolt ammunition joins a unit with psybolt ammunition the unit cannot make use of their psybolt ammunition until he leaves their unit or is destroyed. ====Psyocculum==== The bearer of a psyocculum (and their unit) count as being Ballistic Skill 10 if shooting at a unit containing one or more models with the Psyker, Psychic Pilot or Brotherhood of Psykers/Sorcerers special rules. ====Rad Grenades==== During a turn in which a unit equipped with rad grenades launches an assault, or is assaulted, the enemy unit(s) suffer a -1 penalty to their Toughness until the end of the qwphase (this does affect the victims’ Instant Death threshold). ====Psychotroke Grenades==== When a unit equipped with psychotroke grenades launches an assault, or is assaulted, roll a D6 for each enemy unit being assaulted or assaulting to see what the effect is. The effects of psychotroke gas only ever last for the duration of a single Assault phase. {| border="1" cellspacing="0" cellpadding="5" align="left" ! D6 ! Result |- | '''1''' | '''What’s this? Smells a bit odd.:''' No effect. |- | '''2''' | '''Suddenly, it’s all so clear. The fighting, your allies, that mortal wound – everything’s just a huge cosmic joke! Best to sit down and have a good laugh about it:''' The enemy unit is hit automatically in this Assault phase. They can still fight, but with a maximum of 1 Attack per model (to represent their maddened flailing). |- | '''3''' | '''Hah! Those enemies aren’t real, they’re just an illusion – you’re not falling for that!:''' You re-roll failed To Hit rolls against the enemy unit during this Assault phase. |- | '''4''' | '''They’re horrible! Your darkest fears have been given form and are coming to kill you!:''' The enemy unit is reduced to Leadership 2 for the remainder of the Assault phase. |- | '''5''' | '''The world is spinning – everything is all jumbled up. It’s all you can do to keep your feet:''' The enemy unit is reduced to Initiative 1 for the remainder of the Assault phase. |- |- | '''6+''' | '''They say they’re your friends, but they’re not – they’re out to get you. Best get them first!:''' Every model in the enemy unit must immediately take an Initiative test. Any models that fail must strike blows against their own unit during this Assault phase, rather than against the enemy, exactly as if they were on your side. Wounds inflicted must be allocated amongst the entire unit, not just amongst unaffected models. Unsaved wounds caused by affected models count towards your close combat total. Units composed of single models re-roll this result. |- |} <br style="clear: both; height: 0px;" /> ====Psyk-out Grenades==== '''''Shooting''''' Psyk-out grenades may be fired as a shooting attack using the following profile, only one model per phase in each unit may make use of the ranged profile. ::{| border="1" cellspacing="0" cellpadding="5" align="left" ! Range ! S ! AP ! Type |- | 8" | 2 | - | Assault 1, Blast, Psi-shock |- |}<br style="clear: both; height: 0px;" /> ::'''Psi-shock:''' If a unit containing at least one Psyker (i.e. a model with the Psyker, Brotherhood of Psykers/Sorcerers or Psychic Pilot special rule) is hit by a weapon with this special rule, randomly determine one Psyker model in that unit suffers a Perils of the Warp in addition to any other damage. '''''Assault''''' Models with the Psyker, Brotherhood of Psykers/Sorcerers or Psychic Pilot special rules that are charging a unit including one or more models equipped with psyk-out grenades do not gain bonus Attacks from charging. However, if the charged unit was already locked in combat from a previous turn, or has gone to ground, these grenades have no effect. ====Krak Grenades==== '''''Shooting''''' Krak grenades may be fired as a shooting attack using the following profile, only one model per phase in each unit may make use of the ranged profile. ::{| border="1" cellspacing="0" cellpadding="5" align="left" ! Range ! S ! AP ! Type |- | 8" | 6 | 4 | Assault 1 |- |}<br style="clear: both; height: 0px;" /> '''''Assault''''' When fighting a unit including a Vehicle and/or a Monstrous Creature any number of models armed with krak grenades may make a single attack with the profile below instead of attacking normally: ::{| border="1" cellspacing="0" cellpadding="5" align="left" ! Range ! S ! AP ! Type |- | - | 6 | 4 | Melee |- |}<br style="clear: both; height: 0px;" /> ====Frag Grenades==== '''''Shooting''''' Frag grenades may be fired as a shooting attack using the following profile, only one model per phase in each unit may make use of the ranged profile: ::{| border="1" cellspacing="0" cellpadding="5" align="left" ! Range ! S ! AP ! Type |- | 8" | 3 | - | Assault 1, Blast |- |}<br style="clear: both; height: 0px;" /> '''''Assault''''' Models equipped with assault grenades don’t suffer the penalty to their Initiative for charging enemies through difficult terrain, but fight at their normal Initiative in the ensuing combat. ====Servo-skull==== Servo-skulls are treated as counters, rather than units, for all intents and purposes. They are placed on the battlefield after deployment areas have been determined, but before any forces are deployed. Each servo-skull can be placed anywhere on the battlefield outside the enemy’s deployment zone. Once deployed, servo-skulls do not move. Enemy infiltrators cannot set up within 12" of a servo-skull. Similarly, enemy scouts cannot use their pre-game move to approach to within 12" of a servo-skull. A friendly unit arriving by Deep Strike rolls one D6 less for scatter if it aims to arrive within 12" of a Servo-skull. Likewise, friendly blast templates placed within 12" of a servo-skull roll one D6 less for scatter. If an enemy unit moves within 6" of a servo-skull, the Servo-skull is removed from play. ====Storm Shield==== A model armed with a storm shield has a 3+ invulnerable save. In addition, a model equipped with a storm shield can never claim the +1 Attack gained for being armed with two Melee weapons in an assault. ===Armour=== ====Terminator Armour==== Terminator armour confers a 2+ Armour Save and a 5+ invulnerable save. Models in Terminator armour have the '''Bulky''', '''Deep Strike''' and '''Relentless''' special rules, and may not make Sweeping Advances. A model upgraded to have Terminator armour increase their Toughness characteristic by 1. '''(this bonus is already included in the profiles of models that have Terminator armour as part of their standard wargear)'''. ===Ranged Weapons=== =====Bolt Weapons===== ::{| border="1" cellspacing="0" cellpadding="5" align="left" ! ! Range ! S ! AP ! Type |- | Bolt pistol | 12" | 4 | 5 | Pistol |- | Boltgun | 24" | 4 | 5 | Rapid Fire |- | Storm bolter | 18" | 4 | 5 | Assault 2, Heavy Recoil |- | Hurricane bolter | 24" | 4 | 5 | Heavy 6, Twin-linked |- |}<br style="clear: both; height: 0px;" /> ::'''Heavy Recoil:''' When fired by a model with the Relentless or Slow and Purposeful special rule treat this weapon as Assault 4. ====Combi Weapons==== ::{| border="1" cellspacing="0" cellpadding="5" align="left" ! ! Range ! S ! AP ! Type |- | Combi-condemnor | | | | |- | | 24" | 4 | 5 | Rapid Fire |- | | 24" | 5 | - | Assault 1, Psi-shock |- | Combi-flamer | | | | |- | | 24" | 4 | 5 | Rapid Fire |- | | Template | 4 | 5 | Assault 1, One Use Only |- | Combi-melta | | | | |- | | 24" | 4 | 5 | Rapid Fire |- | | 12" | 8 | 1 | Assault 1, Melta, One Use Only |- | Combi-plasma | | | | |- | | 24" | 4 | 5 | Rapid Fire |- | | 24" | 7 | 2 | Rapid Fire, One Use Only |- |}<br style="clear: both; height: 0px;" /> ::'''Psi-shock:''' Any Psyker that takes an unsaved Wound from a weapon with this special rule suffers the Perils of the Warp in addition to any other effects. ====Meltagun==== ::{| border="1" cellspacing="0" cellpadding="5" align="left" ! Range ! S ! AP ! Type |- | 12" | 8 | 1 | Assault 1, Melta |- |}<br style="clear: both; height: 0px;" /> ====Laser Weapons==== ::{| border="1" cellspacing="0" cellpadding="5" align="left" ! ! Range ! S ! AP ! Type |- | Laspistol | 12" | 3 | - | Pistol |- | Lasgun | 24" | 3 | - | Rapid Fire |- | Lasgun array | 24" | 3 | - | Assault 6 |- | Hot-shot lasgun | 24" | 3 | 3 | Assault 2 |- | Multi-laser | 36" | 6 | 6 | Heavy 3 |- | Lascannon | 48" | 9 | 2 | Heavy 1 |- |}<br style="clear: both; height: 0px;" /> ===Melee Weapons=== ====Arco-flails==== ::{| border="1" cellspacing="0" cellpadding="5" align="left" ! Range ! S ! AP ! Type |- | - | User | - | Melee, Shred, Rampage |- |}<br style="clear: both; height: 0px;" /> ====Scythian Venom Talon==== ::{| border="1" cellspacing="0" cellpadding="5" align="left" ! Range ! S ! AP ! Type |- | - | User | - | Melee, Poisoned (2+) |- |}<br style="clear: both; height: 0px;" /> ====Servo-arm==== ::{| border="1" cellspacing="0" cellpadding="5" align="left" ! Range ! S ! AP ! Type |- | - | x2 | 1 | Melee, Specialist Weapon, Unwieldy |- |}<br style="clear: both; height: 0px;" /> ===Relics of the Ordo Hereticus=== ====Liber Heresius==== ''First laid down during the Age of Apostasy, this tome has grown to contain the wisdom of thousands of Ordo Hereticus Inquisitors. By properly interrogating its pages, the reader can glean sufficient wisdom to predict and counter the strategies of renegades and traitors before their ruinous schemes come to fruition. Over the course of centuries, the Liber Heresius has become incredibly unwieldy, as each new wielder scribbles his own notes into its broad margins.'' Once per turn when your enemy generates a tactical objective you may take a Leadership test. If the test is passed your opponent must immediately discard his objective and generate a new one. ====Tools of Regret==== ''A gruesome set of devices handed down from one Ordo Hereticus Inquisitor to the next, many a witch confess their vile betrayal of the Emperor before their interrogation even begins upon seeing this now half rusted set of tools, usually covered in the congealed blood of the previous victim. Over their centuries of use the Tools of Regret have come to inhibit a supernatural power over witches and traitors.'' A model armed with the Tools of Regret has the Fear special rule. Fear tests taken by models with Armies of the Imperium or Chaos Space Marines faction must be made using 3D6. ====The Tears of Saints==== ''The Tears of Saints is a vial containing the tears of more than a thousand saints, it's purity disturbs those wielding infernal magicks.'' Enemy psykers within 24" of the wielder of The Tears of Saints manifest warp charges on a 5+. In addition the wielder of The Tears of Saints has the Adamantium Will special rule. ===Relics of the Ordo Malleus=== ====Grimoire of True Names==== ''He who knows a Daemon’s true name wields a terrible power over the beast, for it is the one verity that a Warp-spawn cannot deny. Accordingly, Grimoires of True Names are highly sought after by Daemon hunters, regardless of whether they intend to obliterate the Daemon, or bend it to their will. Alas, most are copies, with their information incomplete or subtly altered in such a way to put the reader at risk of damnation. Only one, the Malefact Maloreum, contains a complete and unswerving record of all the Dark Gods’ daemonic servants. As such, it is highly sought after – and often fought over.'' When the bearer of the Grimoire of True Names is fighting a challenge against a model with the Daemon special rule he may take a Leadership test. If the test is passed, his opponent suffers a -5 penalty to his Weapon Skill, Initiative and Leadership characteristics (to a minimum of 1) until the end of the game. If the test is failed the bearer of the Grimoire of True Names suffers a -5 penalty to his Weapon Skill, Initiative and Leadership characteristics (to a minimum of 1) until the end of the game. ===Relics of the Ordo Xenos=== ====Ball of Farsight==== ''Claimed from a now extinct xenos species, this mysterious ball allows its wielder to scry into the future.'' The top card of both players objective decks must be revealed at all times to both players. If you do not use objective decks both players should instead each generate a single objective in advance. ====Canoptek Phase Shifter==== ''A piece of technology of Necron orign. A phase shifter causes its bearer to fluctuate in and out of an incorporeal state, not only affording protection against harm but also allowing the wearer to walk through solid walls.'' The wielder of the Canoptek Phase Shifter may ignore impasssable terrain while moving, but may not end its move inside impassable terrain. In addition the wielder has a 3+ invulnerable save. ====Solarphile Cloak==== ''A mysterious cloak of unknown orign, it seems to absorb light, creating an aura of unnatural darkness around its wearer.'' A model armed with the Solarphile Cloak has the Stealth and Shrouded special rules. ====The Tome of Vethric==== If your opponent’s Warlord has one of the factions shown in the table below, the bearer of the Tome of Vethric gains the corresponding special rule. {| border="1" cellspacing="0" cellpadding="5" align="left" ! D6 ! Result |- | '''Dark Eldar''' | '''Night Vision''' |- | '''Eldar''' | '''Split Fire''' |- | '''Orks''' | '''Counter Charge:''' All models in the same unit as a model with this special rule have the Counter-attack special rule. |- | '''Necrons''' | '''Tank Hunters''' |- | '''Tau Empire''' | '''Furious Zeal:''' All models in the same unit as a model with this special rule have the Counter-attack special rule. |- | '''Tyranids''' | '''Monster Hunter''' |- |} <br style="clear: both; height: 0px;" /> ====Ulumeathi Plasma Syphon==== ''This peculiar array of alien crystals creates a distorting resonance on the frequencies used by plasma weaponry, causing such guns to fire much more wildly, making it almost impossible to keep them on target.'' Models firing plasma weapons while within 12" of a model with the Ulumeathi Plasma Syphon will count as Ballistic Skill 1. *Note that Ork kustom mega-weapons and Tau pulse and burst weapons as well as pulse rounds fired by Kroot rifles all count as plasma weapons.
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