Codex - Inquisition Angry Edition

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Introduction

This is an initiative to improve internal and external balancing of codices.

Every Angry Codex should be able to make the game more fun on its own. While ideally two angry codices will face each other, an angry codex should be able to play against both a normal codex and an angry codex.

The two most important rules are that angry codices should be fun to play with, which is obvious, but just as important, it must be fun to play against.

Disclaimer

Games Workshop in no way endorses any of the Angry Codices. No infringement is intended with this work, nor any other of the Angry Codices. The intent of the angry codices is NOT to make GW go out of business, but rather to improve the quality of the hobby, which leads to a happier and larger player base.

Editing

Feel free to edit wordings to improve readability. Add anything you like to any of the Angry Codices, except the Angry Necrons, Dark Eldar and Daemons, for these documents you should instead first argue in the discussion page before adding or changing anything. If someone objects to something you have written or changed, you should civilly discuss and prove why your idea is good and how it fits with fluff/is more balanced etc. etc. If no conclusion can be made then the Angry Pirate has the final say, if he does not say anything remove any changes from the official codex. If you don´t agree with an edit the Angry Pirate has made you can write in the talk page of the relevant talk page or in my page by clicking the first blue link. Angry Pirate (talk)

WIP

Allies

Sworn Enemies: Units with Sworn Enemies are treated exactly like Come the Apocalypse but the One Eye Open special rule has a range of 12" and is failed on a roll of 1,2 or 3.

Army Level of Alliance
Ordo Xenos Battle Brothers
Ordo Malleus Battle Brothers
Ordo Hereticus Battle Brothers
Armies of the Imperium Allies of Convenience
Armies of the Eldar Sworn Enemies
Forces of Chaos Sworn Enemies
Xenos Sworn Enemies

  • Armies of the Imperium includes: Imperial Knights, Space Wolves, Space Marines, Legion of the Damned, Grey Knights and Adepta Sororitas.
  • Forces of Chaos includes: Radical Inquisitors, Daemons of Chaos, Chaos Space Marines, Mutants and Heretics.
  • Xenos includes: Orks, Tau Empire, Necrons, Eldar Craftworlds, Harlequins, Dark Eldar, Tyranids and Genestealer Cults.

Detachments and Formations

Formations




Xeno Hunters

Formation:

  • 1-2 HQ
  • 0-3 Elites
  • 0-6 Troops

Special Rules:

  • Preferred Enemy (Orks, Tau Empire, Necrons, Eldar Craftworlds, Harlequins, Dark Eldar, Tyranids and Genestealer Cults)

Forces of the Ordo Xenos

HQ

Ordo Xenos Inquisitor

WS BS S T W I A Ld Sv Unit Type Composition
Inquisitor 25 pts 4 4 3 3 2 4 3 10 4+ Infantry (Character) 1 Inquisitor


Wargear:

  • Bolt pistol
  • Close combat weapon
  • Frag grenades
  • Krak grenades
  • Psyk-out grenades

Special Rules:

  • Independent Character
  • Stubborn

Options:

  • May replace bolt pistol and/or close combat weapon with one of the following:
- Plasma pistol - 4 pts each
- Combi-flamer - 5 pts each
- Power sword or combi-plasma - 10 pts each
- Combi-melta - 13 pts each
- Needle pistol or scythian venom talon - 15 pts each
- Conversion beamer - 35 pts
  • May upgrade Sv to 3+ - 5 pts
  • May take up to three servo-skulls - 10 pts each
  • May take any of the following:
- Digital weapons - 5 pts
- Ulumeathi plasma syphon - 10 pts
- Rad grenades and/or psychotroke grenades - 15 pts each
  • May take the Psyker (Mastery Level 1) special rule and replace close combat weapon with force sword - 35 pts
  • May take items from the Ordo Xenos Relics list.

Psyker:

Inquisitors generate their powers from the Daemonology (Sanctic), Divination, Pyromancy and Telekinesis disciplines.

Elites

Inquisitorial Henchmen

WS BS S T W I A Ld Sv Unit Type Composition
Acolyte 15 pts 3 3 3 3 1 3 1 8 5+ Infantry 3 Acolytes
Arco-flagellant 5 1 5 3 1 3 3 8 Infantry
Crusader 4 3 3 3 1 3 1 8 5+ Infantry
Death Cult Assasin 5 3 4 3 1 6 2 8 5+ Infantry
Jokaero Weaponsmith 1 3 2 3 1 3 1 8 - Infantry
Ministorum Priest 3 3 3 3 1 3 2 10 5+ Infantry (Character)
Mystic 3 3 3 3 1 3 1 8 5+ Infantry
Psyker 3 3 3 3 1 3 1 8 5+ Infantry
Servitor 3 3 3 3 1 3 1 8 4+ Infantry


Wargear

Acolyte

  • Laspistol
  • Close combat weapon

Arco-flagellant

  • Two arco-flails

Crusader

  • Power weapon
  • Storm shield

Death Cult Assasin

  • Two power weapons

Jokaero Weaponsmith

  • Defence orbs
  • Digital Weapons
  • Lascannon
  • Multi-melta
  • Heavy flamer

Ministorum Priest

  • Two close combat weapons
  • Frag grenades
  • Krak grenades
  • Rosarius

Mystic and Psyker

  • Laspistol

Servitor

  • Servo-arm

Special Rules:

Arco-flagellant

  • Feel No Pain

Death Cult Assasin

  • Uncanny Reflexes: A model with this special rule has a 5+ invulnerable save.

Jokaero Weaponsmith

  • Inconceivable Customisation: When an Inquisitorial Henchmen Warband containing one or more Jokaero is deployed, roll a D6 on the following chart. Each time you roll, add

+1 to the result for each Jokaero in the unit beyond the first. All results apply for the duration of the game.

D6 Result
1 Aesthetic Alteration: No effect.
2 Improved Gun Sights: Increase the range of all non-template shooting weapons in the unit by 12".
3 Reinforced Armour: The Sv characteristic of all models in the unit is one better than normal.
4 Penetrating Ammunition: All ranged weapons fired by the unit gain the Rending special rule.
5 Augmentative Energy Fields: All models in the unit have a 5+ invulnerable save, models that already have a 5+ invulnerable save instead get a 4+ invulnerable save.
6+ Aesthetic Alteration: Roll twice more on this table and apply both results. Re-roll dublicates, including further The Works results.


Ministorum Priest

  • Zealot
  • The Emperor Protects: All friendly models in a unit including one or more models with this special rule gain a 6+ invulnerable save.

Mystic:

  • Psychic Beacon: Friendly units do not scatter when they Deep Strike, so long as the first model placed is within 6" of a model with this special rule. This model must have

been on the battlefield at the start of the turn in order for this special rule to be used.

Psyker

  • Brotherhood of Psykers (Mastery Level 1)

Servitor:

  • Mindlock: If a unit containing one or more models with this special rule does not include an Independent Character with the Ordo Xenos faction is not locked in combat, it must test for Mindlock at the start of each friendly turn. To test for Mindlock, roll a D6. If the result is a 1, 2 or 3, the unit have succumbed to Mindlock – the unit (including any characters) may not move (though they may fall back), shoot or assault that turn (though they will fight normally in close combat if already engaged).

Options:

  • May include up to seventeen additional Acolytes - 5 pts/model
  • Any Acolyte may be upgraded to one of the following:
- Arco-flagellant - 10 pts/model
- Crusader - 15 pts/model
- Death Cult Assasin - 10 pts/model
- Jokaero Weaponsmith - 30 pts/model
- Ministorum Priest - 20 pts/model
- Mystic - 5 pts/model
- Psyker - 15 pts/model
- Servitor - 10 pts/model
  • Any Acolyte may take carapace armour - 2 pts/model
  • Any Acolyte may take power armour - 5 pts/model
  • Any Acolyte may take melta bombs - 5 pts/model
  • Any Acolyte may replace close combat weapon with one of the following:
- Boltgun - 3 pts/model
- Storm bolter - 5 pts/model
- Hot-shot lasgun - 5 pts/model
  • Up to two acolytes may replace their close combat weapon with one of the following:
- Combi-flamer - 5 pts/model
- Plasma pistol - 8 pts/model
- Plasma gun - 15 pts/model
- Meltagun - 15 pts/model
- Power weapons - 5 pts/model
- Storm shield - 10 pts/model
- Power fist - 10 pts/model
  • Any Ministorum Priest may replace one close combat weapon with one of the following:
- Power weapon - 10 pts
- Evoscerator - 20 pts
  • Any Ministorum Priest may replace one close combat weapon with one of the following:
- Laspistol - 1 pt
- Bolt pistol or shotgun - 2 pts
- Boltgun - 3 pts
- Plasma pistol
- Storm bolter or combi-flamer - 5 pts
- Combi-plasma - 8 pts
- Plasma gun or condemnor boltgun - 10 pts
  • Any Ministorum Priest may take melta bombs - 5 pts/model
  • Up to three Servitors may replace their servo-arms with one of the following:
- Heavy bolter - 0 pts/model
- Multi-melta - 0 pts/model
- Plasma cannon - 10 pts/model
  • The unit may select a Rhino, Razorback, Chimera, Valkyrie or Land Raider as a Dedicated Transport.

Troops

Crusader Henchmen

WS BS S T W I A Ld Sv Unit Type Composition
Crusader 75 pts 4 3 3 3 1 3 1 8 5+ Infantry 5 Crusaders


Wargear

  • Power sword
  • Storm shield

Options:

  • May include up to fifteen additional Crusaders - 15 pts/model

Acolyte Henchmen

WS BS S T W I A Ld Sv Unit Type Composition
Acolyte 30 pts 3 3 3 3 1 3 1 8 5+ Infantry 10 Acolytes


Wargear

  • Laspistol
  • Close combat weapon

Options:

  • May include up to ten additional Acolytes - 3 pts/model
  • All models may take carapace armour - 2 pts/model
  • All models may take power armour - 5 pts/model
  • Any model may take melta bombs - 5 pts/model
  • All models may replace close combat weapon with one of the following:
- Boltgun - 3 pts/model
- Storm bolter - 5 pts/model
- Hot-shot lasgun - 5 pts/model
  • Up to two models may replace their close combat weapon with one of the following:
- Combi-flamer - 5 pts/model
- Plasma pistol - 8 pts/model
- Plasma gun - 15 pts/model
- Meltagun - 15 pts/model
- Power weapons - 5 pts/model
- Storm shield - 10 pts/model
- Power fist - 15 pts/model

Arco-Flagellant Henchmen

WS BS S T W I A Ld Sv Unit Type Composition
Arco-Flagellant 50 pts 5 3 3 3 1 3 1 8 5+ Infantry 5 Arco-Flagellants


Wargear

  • Two arco-flails

Special Rules:

  • Feel No Pain

Options:

  • May add up to fifteen additional Arco-Flagellants - 10 pts/model

Fast Attack

Chimera

BS FA SA RA HP Unit Type Unit Composition
Chimera 65 pts 3 12 10 10 3 Vehicle (Tank, Transport) 1 Chimera


Wargear:

  • Multi-laser
  • Smoke launchers
  • Searchlight
  • Two lasgun arrays

Special Rules:

  • Amphibious: A model with this special rule treat all water features as open terrain for movement purposes.
  • Mobile Command Vehicle: Models embarked upon a vehicle with this special rule may still issue orders to squads. Measure range from any part of the Chimera´s hull.

Transport:

  • Transport Capacity: Twelve models.
  • Fire Points: Two models can fire from the top hatch. Note that Heavy Weapons Teams only count as a single model.
  • Access Points: A Chimera has one Access Point on the rear.

Options:

  • May take any of the following:
- Searchlight - 1 pt
- Relic Plating - 3 pts
- Dozer Blade*1 - 5 pts
- Heavy Stubbor or Storm Bolter - 5 pts
- Recovery Gear - 5 pts
- Smoke Launchers - 5 pts
- Extra Armour - 5 pts
- Fire Barrels*1 - 5 pts
- Veteran Crew - 5 pts
- Hunter-killer Missile - 8 pts
- Camo Netting - 15 pts
  • May replace heavy bolter with heavy flamer - 0 pts
  • May replace multi-laser with heavy flamer or heavy bolter - 0 pts

Razorback

BS FA SA RA HP Unit Type Composition
Razorback 40 4 11 11 10 3 Vehicle (Tank, Transport) 1 Razorback


Wargear:

  • Twin-linked heavy bolter
  • Searchlight
  • Smoke launchers

Transport:

  • Transport Capacity: Six models. It cannot carry models with the Bulky, Very Bulky or Extremely Bulky special rules.
  • Fire Points: None.
  • Access Points: The Razorback has one Access Point on each side of the hull and one at the rear.

Options:

  • May take up to one of each of the following:
- Dozer blade - 5 pts
- Storm bolter - 5 pts
- Hunter-killer missile - 8 pts
- Extra armour - 5 pts
  • May replace twin-linked heavy bolter with one of the following:
- Twin-linked heavy flamer - 0 pts
- Twin-linked Assault cannon - 10 pts
- Lascannon and twin-linked plasma gun - 10 pts
- Multi-melta - 10 pts
- Twin-linked lascannon - 10 pts

Rhino

BS FA SA RA HP Unit Type Composition
Rhino 35 4 11 11 10 3 Vehicle (Tank, Transport) 1 Rhino


Wargear:

  • Storm bolter
  • Searchlight
  • Smoke launchers

Special Rules:

  • Repair: If a Rhino is Immobilised, then in subsequent turns, it may attempt to repair itself instead of shooting. To make the attempt, roll a D6 in the Shooting phase; on the roll of a 6, the vehicle is no longer Immobilised. Note that a successful Repair does not restore a Hull Point.

Transport:

  • Transport Capacity: Ten models. It cannot carry models with the Bulky, Very Bulky or Extremely Bulky special rules.
  • Fire Points: Two models can fire from the Rhino´s top hatch.
  • Access Points: The Rhino has one Access Point on each side of the hull and one at the rear.

Options:

  • May take up to one of each of the following:
- Dozer blade - 5 pts
- Storm bolter - 5 pts
- Hunter-killer missile - 8 pts
- Extra armour - 5 pts

Valkyrie Squadron

BS FA SA RA HP Unit Type Composition
Valkyrie 100 pts 3 12 12 10 3 Vehicle (Flyer, Hover, Transport) 1 Valkyrie


Wargear:

  • Multi-laser
  • Two hellstrike missiles
  • Extra armour
  • Searchlight

Special Rules:

  • Grav Chute Insertion: If a model with this special rule has moved more than 6", passengers may disembark using this special rule during the movement phase. To use this special rule nominate a point which this model moved over this movement phase. The unit immediately deep strikes onto the chosen point. If any model cannot be placed for any reason, the unit is destroyed.

Transport:

  • Transport Capacity: Twelve models.
  • Fire Points: None.
  • Access Points: One access point on each side of the hull and one on the rear

Options:

  • May include up to two additional Valkyries - 100 pts/model
  • May replace multi-laser with a lascannon - 0 pts
  • May replace two hellstrike missiles with two multiple rocket pods - 10 pts
  • May take two heavy bolters - 25 pts

Heavy Support

Land Raider

BS FA SA RA HP Unit Type Composition
Land Raider 240 pts 4 14 14 14 4 Vehicle (Tank, Fast, Transport) 1 Land Raider Redeemer


  • Note that all Land Raider variants use the same profile.

Wargear:

Land Raider Crusader

  • Extra armour
  • Frag assault launchers
  • Twin-linked assault cannon
  • Two hurricane bolters
  • Searchlight
  • Smoke launchers

Land Raider Redeemer:

  • Extra armour
  • Frag assault launchers
  • Twin-linked assault cannon
  • Two flamestorm cannons
  • Searchlight
  • Smoke launchers

Land Raider Phobos:

  • Extra armour
  • Twin-linked heavy bolter
  • Two twin-linked lascannons
  • Searchlight
  • Smoke launchers

Special Rules:

  • Assault Vehicle
  • Power of the Machine Spirit
  • Move Through Cover
  • Massive: Models with this special rule counts as having the Heavy type for the purpose of ramming.

Transport:

  • Transport Capacity: (Land Raider Crusader only) Sixteen models.
  • Transport Capacity: (Land Raider Redeemer only) Twelve models.
  • Transport Capacity: (Land Raider Phobos only) Ten models.
  • Fire Points: None
  • Access Points: The Land Raider has one Access Point on each side of the hull and one at the front.

Options:

  • May be upgraded to one of the following:
- Land Raider Crusader - 10 pts
- Land Raider Phobos - 10 pts
  • May take up to one of each of the following:
- Dozer blade - 5 pts
- Storm bolter - 5 pts
- Hunter-killer missile - 8 pts
- Extra armour - 5 pts
  • May take a multi-melta - 8 pts

Wargear of the Ordo Xenos

Ranged Weapons

Bolt Weapons

Laser Weapons

Range S AP Type
Lasgun 24" 3 - Salvo 2/1, Old School
Lasgun array 24" 3 - Assault 6
Hot-shot lasgun 24" 3 3 Assault 2
Lascannon 48" 9 2 Heavy 1

Old School: Note that this weapon fires a higher number of shots when the firing model has moved than when it has remained stationary.

Melee Weapons

Arco-flails

Range S AP Type
- User - Melee, Shred, Rampage