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====Wargear==== *'''Condemnor Boltgun''': This boltgun also incorporates a single-shot crossbow- while S5 AP- seems like a joke, it also has the Psi-Shock rule that forces Psykers which take an unsaved wound from it to roll for Perils of the Warp. A bit too situational to be useful. **<b>UPDATE</b>: You now just have to hit the group with the psyker now to cause Perils on them. This is great, but if there's more than one psyker in the group, you randomly choose which psyker gets the Perils. A great buff, but it might cause some grief if you want to kill that one specific heretic or mutant. * '''Conversion Beamer:''' Who forgot these? An interesting little item for Xeno Inquistors that fires a blast that gets more powerful the farther it shoots (At 1-18 inches it's S6 AP-, 19-42 it's S8 AP4 and at 43-72 it's S10 AP1). Obviously this is best used for a heavy weapons Inquisitor at the way back, maybe with a couple Jokero to back them up. Combines oddly well with Split Fire granted by the Liber Hersius, allowing you to shoot 1 Vehicle wayyyyy the fuck off on the other side of the board while your Jokero hit another. Don't forget Prescience. *'''Hellrifle''': Not to be confused with the [[Hellgun]], this fucker does an impressive job of tearing up MEQs with S6 AP3, and Heavy 1 plus Rending makes it even better at it. Malleus lists should probably include this with a shooting HQ, if you're not going for Terminator Armor, that is. *'''Incinerator''': S6 AP 4 flamer. A good choice, but generally the psycannon is a better pick. However, it's hilariously destructive against Blobguard, Blobtau, Blobgreen and Blobanids. Fire it and watch instant death melt those hundreds of units away. Shares the same strong points (albeit stronger by a point or two) as all flamer weapons, great for overwatch and for clearing occupied buildings. Shish Kebab time. *'''Psycannon''': The [[Daemonhunters|good ol' signature ranged weapon of Grey Knights]] and the shit responsible for 20% of the rage directed against them, a strength 7 AP 4 rifle with two firing modes: 2 shots as an assault weapon or 4 shots as a rending heavy weapon if the shooter didn't move on this turn. It is always fired in the latter mode if the model using it is in terminator armor. Mercifully, you only get two of them in the list, max, so people don't bitch at you 24/7. As an Inqusitor, you also need to shell points out the nose just for it. May be too overpriced here. *'''Nemesis Daemon Hammer''': Standard thunder hammer plus Nemesis Force rules. Malleus terminators get this by default. *'''Scythian Venom Talon''': S User, AP-, Poison (2+). Use the Needle Pistol instead. Really. I mean, it's okay if you get the rending, then you can be a shitty version of a Dark Eldar, but... *'''Needle Pistol''': ...why do that when you have this? The range stinks, but AP2 and Poison (2+) mean that it's guaranteed to ruin the day of any Terminator that gets too close. Pretty nice if the Jokaero you're taking give you the +12" range upgrade! *'''Null Rod''': It would be an average power weapon if it weren't for its special Witchbane rule, which cancels the effects of psychic powers (from allies and enemies) on the user's unit and causes models with the Psyker and Brotherhood of Psykers/Sorcerers rule to suffer Instant Death when they take unsaved wounds. *'''[[Heresy|Daemonblade]]''': While using a daemon weapon is almost always a bad idea if you aren't with Chaos (especially because it's S User and AP-), it gives you two randomly selected powers from the following list (roll 2d6, doubles lets you choose which buffs you want). It can be funny if you get the right rolls, and since 7 is statistically likely, it's alright versus Daemons, I guess...Or you could take a Hellrifle. **2-3: S increases to User+3. **4: Gain +3 attacks. **5: Gain AP2. **6: Gain +1W each time an unsaved wound with the Daemonblade is inflicted. **7: Always wound Daemons on a 2+, and forces them to reroll successful invulnerable saves. **8: Gain Furious Charge and Rage. **9: Gain Feel No Pain and Eternal Warrior. **10: Gain Poison (2+). **11+: Gain Force and generate a bonus Warp Charge each turn. *'''Orbital Strike Relay''': Unlike Inquisitors with the Burner of Worlds Warlord Trait, Inquisitor Krazypantsoff gets a choice of three different forms of [[Exterminatus]]. All of them have infinite range and the Orbital rule. **'''Barrage Bomb''': S6, AP4, Ordnance D3(!), Large Blast. When you absolutely have to blow everything up. **'''Lance Strike''': S10, AP1, Heavy 1, Lance, Blast. Your go-to Titan-killer. **'''Psyk-out Bomb''': S6, AP4, Ordnance 1, Psi-Shock, Large Blast. Situational at best and probably the weakest of the three. *'''Defense Orb''': Adds 5++ invulnerable save. Jokaero get these, not you. Your Inquisitor doesn't get an Invulnerable save. Go fuck yourself. *'''Digital Weapons''': Reroll a single failed To Wound roll each assault phase. If you're in melee, and Ordo Xenos, things have probably gone wrong already, but it might be okay...maybe. Probably not. Could help get that lucky Force strike through. *'''Empyrean Brain Mines''': After assault moves have been made but before any blows are struck, Nominate one enemy model in base contact with the bearer. That model must pass an Initiative test to avoid the brain mine. If the test is passed, nothing happens. If the test is failed, the victim cannot strike any blows during this Assault phase. It's...alright. A good protection in Challeneges, to be sure. You could derp out an opponent and own them with your Nemesis Hammer. *'''Psyocculum''': The user's unit gets BS10 when shooting at a unit which has at least 1 model with Psyker, Psychic Pilot or Brotherhood of Psykers/Sorcerers. AMAZINGly situational. Emphasis on Amazing. Bonus points for using this versus Tyranids. *'''Rosarius''': Gain a 4++ invulnerable save. Nope, Inquisitors can't get it. *'''Servo-skulls''': These are placed on the battlefield (and can be placed anywhere outside the enemy deployment zone) after deployment areas have been determined, but before any forces are deployed. Enemy infiltrators cannot set up within 12" of a Servo-skull and enemy scouts can't use their pre-game move to approach 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 and friendly blast templates placed within 12" of a Servo-skull roll one D6 less for scatter. They can't technically be destroyed, but if an enemy gets within 6" of one it will be removed from play. It's also a great way of rounding out points if you take three Acolytes with special weapons and those are the only ones you take. Yaaaay, OCD! *'''Ulumeathi [[Plasma Syphon]]''': [[Matt Ward]]'s infamous addition to the Grey Knights is now (mercifully) in an army that isn't quite as likely to abuse it. It still reduces all models firing plasma weapons within 12" to BS1, making it a pain in the ass to anyone who relies on them, though the Tau are no longer quite as badly affected by it as they used to be (since it only affects weapons that are explicitly described as being plasma weapons in the rulebook, and pulse weapons aren't considered to be a part of that category now). *'''Rad-Grenades''': Ordo Xenos only. Grenades that reduce the enemy's toughness by 1 for a round when in assault. Pretty nifty. *'''Psychotroke Grenades''': Ordo Xenos only again. Roll a d6 when in assault and something hilarious could happen, ranging from auto-hits to jack-shit.
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