Warhammer 40,000/Tactics/Inquisition(7E)
Contents
Why Play Inquisition
The Inquisition may seem like a peculiar army at first glance- for starters, they have no Troops, Heavy Support, or Fast Attack units and their army selection in general is just barely enough to qualify as an army. However, that misses the point of playing them- their role is to act as a secondary Allied detachment that can cover whatever bases that the main army (and their big allied detachment) can't cover for. Combined with some impressive wargear and the ability to nominate an HQ as the army's warlord while remaining as an allied detachment, the Inquisition makes an ideal ally for just about any Imperial faction (and maybe several xenos factions as well).
Inquisitorial Detachment
Unlike normal armies, the FOC for the Inquisition consists of a minimum of 1 HQ unit (2 max) and up to 3 Elites (along with any Dedicated Transports). Naturally, this means that you'll have to get creative with your wargear to make the most of your army. Nominating this as the lead detachment grants you a mere re-roll on the Codex Warlord Traits table. Not a bad idea, but do consider keeping the bigger army as the main detachment for at least Objective Secured.
The Big I's Armory
Wargear
- Bolt Pistol: Allows your Inquisitor to have an extra attack. All Inquisitors have 1 base but it is almost always a better call to replace it with another weapon.
- Chainsword: Bog-standard Close Combat Weapon. All Inquisitors have 1 base but it is almost always a better call to replace it with another weapon.
- Psyk-Out grenades: All Inquisitors have it by default and this can't be swapped for anything so I'll leave this here. Made from the psychic shit that condenses from the bottom of the Golden Throne. Drops any Psykers or Daemons you charge/get charged by to I1. Will absolutely punish people who take Psykers (Many do to take advantage of the Psychic phase), especially Daemons and Grey Knights, but it's a bit case-by-case.
- Combi-Weapon: Tried and true option, comes with a 1-use Flamer, Meltagun, or Plasma Gun. If you know when to use it, it will never disappoint. Acolytes and Priests can also take these.
- Plasma Pistol: The same pistol Space Marines, Imperial Guard, and Sisters of Battle know and only wish they could love since you only get 1 shot and still as likely to kill you. Combi-Plasma does it better. Skip.
- Power Sword: AP3, but unless you're an Ordo Xenos Inquisitor with Rad Grenades, you're wounding Space Marines on 5s. Let the S4 I6 Death Cult Assassins who come with these base do the work instead.
- Power Fist: Interestingly, the Ordo Xenos Inquisitor cannot take it. It's S6 AP2 so a step up but drops you to I1. The concussive Thunder/Daemonhammer is just better at that job.
- Force Sword: A souped up Power Sword with the Force Special rule. A Psyker Inquisitor can take 1 for free, and that is awesome. Generally won't disappoint if you want to smack things with Instant Death.
- Condemnor Boltgun: This Combi-weapon 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.
- Conversion Beamer: Who forgot these? An interesting little item for Xenos 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.
- Power Armor: It only adds a marginal price upgrade to any Inquisitor and is a straight upgrade from the Carapace the Inquisitor has. A great investment overall and pretty much is an auto-include.
- Terminator Armor: The good old famous Deathwing/Grey Knight Paladin armor available on your Daemonhunter Inquisitor! It more than doubles the Inquisitor's point cost but you're taking it anyway because you get a 2+ Armor, 5+ Invuln. It confers the ability for your Inquisitor to Deepstrike so it's advised you take a Servo-skull in that case. Also, its Stormbolter can upgrade to the...
- Psycannon: The good ol' signature ranged weapon of Grey Knights and the shit responsible for 20% of the rage directed against them before 7E, a strength 7 AP 4 rifle with Salvo (2/4), both with the Rending USR. It is always fired in the latter mode if the model using it is in terminator armor due to Relentless which also means it always fires 4 shots since only Terminator Inquisitors can use it. 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 forcing Daemons/Psykers wounded by this to ted Ld or get instakilled. 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.
- 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.Technically the Inquisitor in Terminator Armor gets 1, along with a lucky warlord trait roll and a lucky Jokaero ingenuity roll can see the Inquisitor get a 6+ and 5+ invuln respectively (But for the latter the Inquisitor MUST stick in the squad to claim the invuln) - Digital Weapons: Re-roll 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. It doesn't work on Flying Monstrous Creatures with Psyker rule, sadly. Psyocculum pushes your BS up to 10, but then Snap Shooting from them being flyers drags it back down to 1, regardless of the circumstances. Maybe if your Inquisitor takes just this and mounts an Icarus Lascannon he can pop a Flyrant, but don't bet on it.
- Inferno Pistol: The same Blood Angels and Sisters of Battle Pistol they know and love. S8 AP1 with a range just slightly longer than the average charge range. Also has the Melta rule, but at 3", you are more than likely to be caught in the blast. Still preferable over the Plasma Pistol.
- Thunder Hammer: Ordo Hereticus only. An interesting buy, but 5 points more than the Malleus Daemon Hammer without the Nemesis ability (Unless the Daemonhunter took Terminator Armor). Concussive is a nice bonus and may come into effect more often since you're not insta-killing things at only S6.
- Rosarius: Gain a 4++ invulnerable save. Given to Ministorum Priests. 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. Pretty much a guaranteed brief enfeeble on the enemy.
- Psychotroke Grenades: Ordo Xenos only again. Roll a d6 when in the first round of an assault and something hilarious could happen, ranging from auto-hits to jack-shit.
- 1 - Jack shit.
- 2 - All your attacks auto-hit. Also, the enemy models only get 1 attack each. Roll this against Genestealers or Orks and watch the opponent rage harder than the Angry Marines.
- 3 - You simply re-roll failed hits. Be careful, because a Priest will nullify it with Hatred.
- 4 - The enemy is now Ld2. Fearless ignores this natch, but for any non-fearless units the price of losing combat by even a pitiful 1 wound just got extremely high.
- 5 - The enemy is now I1. Of course, this result is worthless if going against Psykers because your Psykout grenades reduce the model to I1 anyway.
- 6 - All enemy models must make initiative tests. If a model fails they attack their own guys instead of yours, and any wounds count toward your Combat Resolution. Single model units re-roll this result.
Inquisitorial Relics:
Only one Relic can be used per army.
- Liber Heresius: 15 points. Also known as "The Big Book of Heresy", the bearer of this tome can take a Leadership test at the start of any turn (At Ld10, that's not too shabby). If the test is passed, the bearer of the Liber Heresius and his unit, gain either Scouts (only before the start of the first turn), Split Fire, Counter-Attack, Fear, or Hatred until the start of their next turn. You can't choose the same rule twice, though. Overall, a well-rounded choice and good for all-comers lists.
- Grimoire of True Names: 5 points. When the bearer of the Grimoire of True Names is fighting a challenge against a model with the Daemon special rule, his opponent suffers a -5 penalty to his WS, I, and Ld characteristics (to a minimum of 1). Cheap, but its benefits are far too specific to be useful.
- Alternate take: For 5pts you make your inquisitor a daemon bashing machine. Now bearing in mind that now, EVERY army can take daemons thanks to Demonology this is actually quite useful. It's only 5pts. A lot of chaos space marine armies that you see at the tournament scene tend to take a daemon prince these days, and if it comes to slay the warlord, your inquisitor will likely wipe the floor with one. Coming standard with psyk-out grenades, and then being able to hit it on 3s is a godsend. Combined with giving him a force weapon, it will be a breeze. And against chaos daemons it works just as well, in fact well enough to stand a chance against greater daemons, this works against eldar avatars too and is down right hilarious when your 60pts inquisitor goes all calgar on him.
** Don't trust it to work against an Avatar or Keeper of Secrets. If they strike first against you, you're gonna get smacked with S6 and that means Instant Death. So be careful who you use it against. If you challenged when you charged and they foolishly accepted (Nothing about not being able to challenge on the turn you charge), then your Psykout grenades drop them to I1. Feel free to go Calgar on them!
- The Tome of Vethric: 20 points. If your opponent's detachment is a xenos army, the tome's bearer gains a USR from the following list that corresponds to that xenos race. If both the primary and allied detachment are xenos, you get both of their corresponding USRs. Since all of them are ideal for countering their corresponding race, this one is a must-have when fighting xenos. Unfortunately, since over half the factions in the game are Imperial/Chaos, it may not be the best choice if you aren't tailoring.
- Eldar: Split Fire
- Dark Eldar: Night Vision
- Tau: Furious Charge
- Necrons: Tank Hunter
- Orks: Counter-Attack
- Tyranids: Monster Hunter
Vehicle Upgrades
- Dozer Blades: It's a Dozer Blade. You know what it does.
- Storm Bolter: It's a storm bolter. You should know what this does too, hopefully.
- Hunter-Killer Missile: If you need to ask this, no, you need to go back to Basic.
- Searchlight: Right, report to your Commissar
- Smoke Launchers: Well, people always forget to use these, so...I suppose it's tolerable to mention. A nice use to get your transports semi-safely to their destination.
- Psybolt Ammo: All Bolter, Heavy Bolter, Storm bolter, Hurricane Bolter, and Assault Cannon shots gain an additional +1S. Give this to a Land Raider Crusader and revel in the dakka.
- Truesilver Armor: If a model with the Daemon, Psyker, Brotherhood of Psykers/Sorcerers or Psychic Pilot hits this vehicle in close combat, it suffers a Strength 6 hit for each hit once damage has been resolved against the vehicle. Why are you buying this? Seriously, there's no reason to. Even against Grey Knights, it'd only be moderately useful.
- Psyflame Ammo: Psybolt ammo for flame weapons. Rinse repeat.
Warlord Traits
- 1- Unquestionable Wisdom: The Warlord and his unit can choose to pass or fail any Morale Test. Take that Papa Smurf!
- 2- Reader of the Tarot: While the Warlord is alive, you can roll two dice and choose the more favorable result when rolling for Reserves, Outflank, Mysterious Terrain, and Mysterious Objectives. This one...this one's interesting. It doesn't say that it doesn't effect Allied Detachments, it just says you can choose dice when rolling, this one's pretty sweet. Might be FAQ'd or updated, but...keep an eye on it.
- 3- Burner of Worlds: Once per game, the Warlord can skip the shooting phase to call down an orbital bombardment (infinite range, S10 AP1, Ordnance 1, Large Blast, Barrage, and Orbital). Exterminatus on demand, baby.
4-6 are different depending on which Ordo your Inquisitor is a part of.
Hereticus
- 4- Witch Hunter: The Warlord and his unit gain Preferred Enemy (Psykers). Karamazov has this trait by default. It's alright, but a Psyocculum in the unit renders it useless, so...be careful.
- 5- Will of Iron: The Warlord and his unit gain Adamantium Will. If your Inquisitor is a Psyker, this makes you Deny on a 4+, pretty sweet.
- 6- Master of Interrogation: Enemy Infiltrators can't be set up within 24" of the Warlord. If you also took 3 servo skulls, well, just laugh at your opponent as you ask them to set up Infiltrators. Considering how rare they are now, though...you might not even get a giggle. Still cool.
Xenos
- 4- Xeno Hunter: The Warlord and his unit have Preferred Enemy (Xenos) when targeting enemy non-vehicle units from the following lists: Dark Eldar, Eldar, Necrons, Orks, Tau, and Tyranids. Pretty sweet, not gonna lie. Can be fuck-mothering useful if you're actually facing one of those units.
- 5- Xenotech Collector: The Warlord gains a 6++, and one of the Warlord's ranged weapons gains S+1 and Rending for the duration of the battle. One of the only ways to give an Inquisitor an Invuln save.
- 6- Purity of Mankind: Humanity Fuck Yeah in game. The Warlord and his unit gain Hatred.
Malleus
- 4- Daemonhunter: The Warlord and his unit gain Preferred Enemy (Daemons). Coteaz has this by default. See the other two, it's conditional at best, but can be damn nice in the right spot.
- 5- Incorruptible: All units with the Daemon USR within 12" of the Warlord suffer a -1 penalty to their invulnerable save on top of any other modifiers. Watch Daemons weep if you combine this with a Grimoire of True Names and a right roll on a Daemonblade.
- 6- Forbidden Lore: If the Warlord is a Psyker, he generates a bonus Warp Charge each turn; otherwise, the Warlord gains Adamantium Will. Awesome. Just awesome. It lets you cast Prescience and get a Force weapon strike! Win-Win! The other one doesn't apply, you should ALWAYS take a psyker as an Inquisitor.
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, Telepathy, Telekinesis, oh, yeah, and Divination- and that's on top Daemonology (Sanctic). 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 well rounded character just as able to wade in with a Daemonhammer and brain mines as he is to sit back and snipe. A close combat 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 unique half of the warlord table are mostly...er, useless. Daemonblade can be fun, but don't rely on getting something amazing. If you're taking an Inquisitor for an all-comers list, then this should be your first choice.
- Inquisitor Torquemada Coteaz : "Torquemada – 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!" [1] - 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 Daemonhammer, a psyber-eagle (an Assault d6 S4 AP- "weapon"),and artificer armor. On top of that, he's a Mastery Level 2 Psyker with access to the Divination, Pyromancy, Telepathy, Telekinesis, or Daemonolgy (Sanctic) disciplines. 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 it can be done limitlessly. That Space Marine player and his Drop Pod spam is in for a horrible day when he lands within 12" of Coteaz with Hot-Shot Lasgun Acolytes, Servitors with Plasma Cannons and Jokaero), and he can force either player to re-roll to seize the initiative. He comes with the Daemonhunter Warlord trait, giving him Preferred Enemy: Daemons. 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 (No more Psybolts) and a unique Force Sword called "Arias" that requires no worse than a 2+ to wound any Daemon or Daemon Lord and Armourbane against Daemon vehicles, 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 with access to Banishment, Hammerhand, and Sanctuary, Stubborn, and a Hood and Adamantium Will, making him just as good at denying powers. 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. of the three he's the choppiest with his two unique guns are a one shot anti psyker cross bow for a bolter, or melta pistol with range just barely longer then the average charge. The thunderhammer is barely a unique weapon as the Malleus get the same thing just with an anti deamon rule (which is somehow cheaper for them), the null rod can chew up psykers, while also being unable to target the inquisitors unit with powers. Generally the Hereticus is good for one thing, killing psykers but Psykers are getting more common these days since the more warpcharges to get the more reliable your psykers all get so he's probably the one to take given how popular Psykers are these days. 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. In all, he's a bit more situational than the other two but does have a whole bucket of fun tools should your opponent bring psykers en-masse (Grey Knights, Eldar, Chaos Daemons).
- 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). He also has his "Dread Reputation rule" which means his unit auto-passes a Morale/Pinning test and all friendly units in 12" can choose to auto-pass or fail Ld tests, so he's an expensive but good tool to use alongside Imperial Guard. 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, 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...at 200 points, you are getting what you pay for.
- 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 'dexes. Of the three, the Xenos is the shooting inquisitor and of the three he has some of the best guns. 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! Overall, a solid choice that works well in gunlines and has the right tools to help out in Close Combat should things go south.
- Inquisitor Solomon Lok (Forge World) - This guy had a SERIOUS drop in price to a measly 60, along with some boosted stats over a normal Inquisitor (+1 WS/I) and the loss of his special retinue, though he can still take a generic one which can add Major Durra (another 3-wound character) to it. He's got more grenades (Krak, Frag, and Psyk-Out), psybolts, an MC Power Sword with Digi-weapons, a 2+/5++, and a Skull. He gets a special Warlord Trait that gives his team FNP within 3" of an objective, which makes them a lot more of a pain to remove.
- Major Markus Durra - This guy (who can be either a member of Lok's retinue or replace the head of the D-99 CS) is the head of the Elysian Drop Troops D-99. He's also got some serious weapons (A shotgun, a heavy Chainsword, and a laspistol, which he can swing at I5, as well as a 4+/5++ and Preferred Enemy (Nids).
- Inquisitor Solomon Lok (Forge World) - This guy had a SERIOUS drop in price to a measly 60, along with some boosted stats over a normal Inquisitor (+1 WS/I) and the loss of his special retinue, though he can still take a generic one which can add Major Durra (another 3-wound character) to it. He's got more grenades (Krak, Frag, and Psyk-Out), psybolts, an MC Power Sword with Digi-weapons, a 2+/5++, and a Skull. He gets a special Warlord Trait that gives his team FNP within 3" of an objective, which makes them a lot more of a pain to remove.
Elite
You only have one choice for this, but it's a fairly customizable one at least. Minimum of 3-12 of these Henchmen in any combination.
- Inquisitorial Henchmen - Your Inquisitor's band of ragtag misfits, think of them as the Inglourious Basterds IN SPACE! Under 7th edition, everything is scoring, but even with Coteaz, there's no way to get Objective Secured.
- 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 and power weapon attacks like a sponge.
- With 3++ and power swords these guys will almost always win combat with [MEQ]s, making them incredibly useful against most armies. A unit of 8 With an Eviscerator Priest with plasma and 3 Power armor plasma acolytes can provide a very strong unit.
- 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, and a wannabe obliterator. 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.
- Putting five of these in a Chimera allows you to move full distance and still fire 5 Lascannon shots, albeit at BS3, but is still quite strong.
- These Space Monkeys can also upgrade your squad, depending on a dice roll at the beginning of the game. Roll a D6 for every unit containing a Jokaero and add 1 for every extra Jokaero in the unit you may have taken. Results range from jack shit (1) to The Works (You get 2 random upgrades, rerolling doubles and more 6s). If you have an Inquisitor in the squad, pray you roll a total of 5 as it gives the Jokaero, the Inquisitor, and the rest of the unit a 5+ blanket invulnerable save!
- 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 - Basic psykers to take to bolster your chances in denials and casting, these guys are merely ML1, but get a lot of options between Sanctic, Pyromancy, Divination, Telepathy, and Telekinesis. Oh, and also like Imperial Guard Wyrdvane Psykers, they're Brotherhood of Psykers so that means the Inquisitoral squad they're part of needs 5+ to deny the witch. A cheaper way to get Prescience on the field. Alternatively, manifest all Telepathy and roll Invisibility and watch your opponent break down in tears.
- 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.
- Don't forget, if you want to play Sisters of Battle without Acts of Faith or using rules that will get nerfed the moment someone finds a way to make it effective, you can use them as Acolyte's with Bolters and Power Armour. Not optimal but just a point to consider until GW finally gives them a break, or outlaws the miniatures.
- Ministorum Priest - Ported from the Sisters of Battle Codex, and no less potent for it. Zealot gives the unit they're with Fearless and Hatred basically, don't forget hatred!!! Unlike the other henchmen, they are considered to be Characters. Use their Hymns to keep everyone buffed (beware Ld7 though) and give them either an Eviscerator, combi-weapon, Condemnor boltgun, 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.
- Note: If you're planning on abusing Land Raiders as Assault Vehicles for Battle Brothers that don't have Assault Vehicles (Adepta Sororitas or Astra Militarum) you could take an Imperial Guard Priest (Exact same stats and rules, but almost none of the wargear options save a Plasma Rifle), a small Inquisition Henchmen squad (minimum requirement is 3 per Henchmen squad), a Land Raider Crusader as their dedicated transport, and have an allied squad jack it from them.
Dedicated Transports
This is your main source of big guns, so be sure to get one Dedicated Transport for each unit if you can. Any allies you have will always thank you for one, as of 7th Edition Battle Brothers can take each other's transport. This allows for cheesy combos like 5 allied Ogryns and a Priest in a Land Raider.
- Rhino: The METAL BAWKSES we all know and love. Cheap, effective, and 2 Fire Points with that psybolt ammo upgrade will help give it a little extra power.
- Razorback: Another Space Marine vehicle ported over, with all the strengths and weaknesses intact. It's 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 your 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 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?
- Land Raider Prometheus (Forge World) The uber crusader granted to the Inquisition via the FAQ for IA2:2nd. Four Twin-Linked heavy bolters (two on each sponson) is the same number of shots as hurricane bolters at <12", twice as many at 12-24, and can actually shoot up to 36, with the advantage of being S5. It's a HB dev squad, twin-linked and it fucks with cover saves by one, ignores night fighting, and boosts reserve rolls by one (2+ reserves ftw!). Don't put it near enemy heavy armour, but a solid tank overall.
- The real bonus here is that it's a dedicated transport in an Inquisitorial list, where Marine non-Siege armies are stuck taking it as an Elites choice and have to sacrifice a FOC slot. When taken as allies, Inquisitors can take it as a transport for a cheap dude and still leave Marine players with the three full elite slots to play with.
- Chimera: This is the best choice, right here. The king of the Metal Boxes, Jokaero and Heavy Weapon Servitors love these things because 5 models can fire out the top hatch. FIVE MODELS. This lets your servitors/Jokaero/Acolytes fry while staying relatively safe from retaliation. The most cost-effective transport by far and has a decent amount of transport slots, allowing a full Inquisition squad to go in it. Change out the turret to a bolter and grab Psybolt for S6 AP4 goodness. Not to mention, it's AV12 so you have solid AV unlike the Rhino and it can transport things like your Ordo Malleus terminator Inquisitor. Overall, there's nothing bad to say about the Chimera!
- 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.
- The Forgeworld FAQ to IA2:2nd allows a squadron of 1-3 Valkyries to be taken as Fast Attack choices in Inquisitor armies, granting the detachment the additional FA slot specifically for these flyers. So spamming Valkyries becomes much more viable, particularly if you're playing allies and just wanted flying transports for your army without paying too much in the allies FOC tax.
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. However, a Valkyrie can be positioned on it at the start of the game with the Ready for Takeoff formation that gets you a guaranteed flier on turn 2 without reserves. It also gives what ever is parked on it a 4+ Invulnerable save. Still, as with the Aegis Defence Line, you don't just want it on your own. Save it for another flier if your detachment you're allied with has one.
- 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.
Supplements
Dataslate: Officio Assassinorum
This dataslate allows for any Imperial Army to utilize Assassins as a separate FOC. While it only allows for one Assassin per FOC, using one as the main force allows for the player to win 1 VP if they slay the Warlord. However, Assassins themselves can never be joined with any characters or roll a Warlord Trait, so choose your main FOC with care.
Elites
- Vindicare Assassin - The most expensive of the four at 150, but it comes with some serious power. Defensively, it has Move Through Cover, Stealth, Blind Grenades, Fearless, and Infiltrate. They also get a free 4++, as well as the ability to charge through terrain at initiative. The Exitus weapons are largely similar (Rifle has a MASSIVE 72" range, Pistol has basic 12"),with all to-hit rolls outside of snap-firing gaining Ignores Cover and Precision Shot, alongside inflicting a tasty -2 Penalty against all LOS! rolls. As for ammo, the Hellfire rounds are unchanged from their 2+ to-wound, while the Shield-Breaker rounds just ignore all invulnerable saves without destroying equipment and Turbo-Penetrator Rounds being S10 shots against vehicles and causing d3 wounds against anything else.
- Callidus Assassin - Same as the Vindicare, it has Move Through Cover, Fearless, and Precision Strikes, alongside Fleet and Hit & Run. In addition to the -2 LOS! penalty and 4++ with no hampering when charging through cover, Callidus can either Infiltrate within 1" of an enemy model (LoS is ignored) or arrive from Reserves from the opposing side of the table. Either way, on that turn, all enemies can only fire snap-shots at them. In a more meta way, the Callidus also allow you to re-roll on Seize and force a MASSIVE -3 penalty on the opponent's first reserve roll, screwing him over on a vital deep-striking force. As for weapons, the Neural Shredder now always wounds on a 4+, though it's now AP2 with no use on vehicles or buildings. The (no longer specifically C'Tan) Phase Blade is similarly S:User AP2, with a to-wound roll of 6 ignoring Invul saves, which makes it a deal less effective. However, if you want guaranteed hits, they now pack poisoned blades, CCWs with 3+ Poison and Rending, ensuring that someone will die quickly. This also means that Callidus should never be going up against Fortifications or vehicles of any sort.
- Eversor Assassin - The cheapest of the pack (though not by much. He's 135 to the Vindie's 150), he comes with the basic 4++ with charging through cover as well as -2 to LOS!, along with Infiltrate, Fearless, Move Through Cover, FNP and a roided-up Furious Charge that gives 3d6 distance as well as +3 Attacks. They also get some survivability by being able to overwatch with their hybrid Executioner Pistol (Bolt Pistol and S1 AP- Poisoned (4+) pistol, which can be fired in any combination so long as both get used in the 4 shots) at full BS. Melee-wise, it took a bit of a hit with the Neuro-Gauntlet no longer being a Lightning Claw and instead being a CCW with Fleshbane and Shred, but he also has a Power Sword and Melta Bombs to help it kill vehicles. And if that still doesn't cut it and the Eversor goes down swinging (and he will with only a 4++ to save him), he'll trigger Bio-Meltdown and explode, causing S5 AP- hits to everyone within d6" of him. tl;dr, send him towards mobs, keep him from anything you know he'll steamroll through or else he'll be shot to death, keep him killing.
- Culexus Assassin - To start off, he has the basic 4++ with charging through cover, -2 on LOS!, Move Through Cover and Fearless, but he also gets Preferred Enemy (Psykers) and Fear, as well as Psyk-Out grenades, which can either remove an attack from a charging psyker or be thrown as a Haywire Grenade with a blast template that auto-perils a random psyker, and the ability to reduce all shooting and melee attacks to BS/WS1 for the added rage. In addition to that, they can ignore armor saves in combat, with 6's to-wound causing ID while just hitting psykers will ID them. They also inflict -3Ld to all psykers within 12" of them, forcing them to not generate Warp Charges (a seriously risky move in 7E with the Psychic Phase), only being able to harness psychic powers on a 6. However, as a bonus, they're utterly immune to psychic powers and if anyone else gets hit by a malediction or blessing, they'll automatically lose it the moment they get within 12" of the Culexus (Which can backfire on you if you accidentally put a squad within that range, costing you that glorious Invisibility). Their trademark weapon, the Animus Speculum, has also been reworked in 7E; the thing will only fire in the Psychic Phase (meaning no overwatch, though snap-firing is allowed), being an 18" S5 AP1 weapon with Assault X (X being the ML of all psykers within 12" of the Culexus, with the option to add up to 3 more Warp Charges to the weapon), making it a potentially deadly hail of doom among psyker-heavy armies like the Grey Knights and Eldar.
Formation
- Assassinorum Execution Force - All Assassins pooled together.
It's not a godsend like the old Assassin formation from Warzone Pandorax, so don't even try it; it's invalidated anyways.This can actually be a quite useful secondary detachment as all four assassins are a decent pointsink for an army that lacks such a thing, and are all very powerful in their own right. The only bonuses you get for this are Preferred Enemy (Warlord) and a free VP if one of the Assassins kills the Warlord.
Building your Army
Step One: Figure out what you're doing with your Inquisitorial Detachment and which army it's allying to. If you're going to ally your guys with Marines, grabbing some extra bodies and taking Coteaz is a great way to get extra scoring, for instance. If you're allying Guard, you might want more Jokaero for cheaper Heavy Weapons Squads and a Psyker Inquisitor for Divination. Once you get a good idea of what you're going to ally into, you can start off.
Step Two: Grab an Inquisitor model and some Inquisitorial Stormtroopers. No matter what, you'll usually need a few acolytes, unless you're just having the guy run around on his own. It's fair game, but the Inquisitorial Henchmen have access to the transports, not the Inquisitors. For weaponry on these guys, I'd recommend grabbing the Special Weapon guys. Meltas and Plasma are a good option, as most armies lack ways of putting more then one in a squad without making the cost skyrocket. You usually can't go wrong with a bit of plasma in any list. I'd recommend grabbing a Chimera as well. It can be nice to give a little mobile cover to the hat-wearing ponce.
Step Three: Toy about with what you're taking out of your normal lists for Inquisition. If you're going to just add an Inquisitor, where will he stand, what will you need to do to make sure he's protected? That 55 point no invuln save humie isn't the most resilient thing in the world, even in Terminator Armor he's still T3 with a 5++ at best.
Step Four: Experiment and Playtest. They don't stand that well on their own (due to the fact that they're missing 3 FOC slots), but you can easily make them into the most dangerous thing on the field if your opponent has other things to worry about. More then any other, Inquisition Detachments are about finding the balance between your squishy support HQ Inquisitor and the rest of your army.
Allies
As a result of the unique FOC and Inquisitorial Detachment rules, this section will focus more on how you can be a more effective ally to a main detachment than how well the other factions can act as your allies. Keep in mind that when an Inquisitorial detachment is used in addition to another allied detachment, both relationships will be used (e.g. in a Space Marines army with a Tau allied detachment, the Inquisitorial detachment will be Battle Brothers with the Space Marines, but Desperate Allies with the Tau). For simplicity's sake, the following section assumes that you are the only allied detachment present.
Battle Brothers
- Imperial Guard: Probably the best bet for an ally, both in practice and in a fluffy list. You can take the specialized weapons that they can't, and provide nice fire support with a good shooty unit that's loaded to the gills with Marine killin' weapons. Alternatively, you could kit out an Ordo Malleus for melee, and Deep Strike him in with Tempestus. Deliver that Nemesis hammer to the face.
- Militarum Tempestus: Like allying with Dark Eldar (Thankfully without one eye open), they're squishy on their own but very fast with their own Valkyries. They don't get the big guns or numbers of the Imperial Guard, but you can bring the big guns with the Conversion Beamer, Razorbacks, Land Raiders and Jokaero. Team up with Sisters of Battle also and you're back in 2nd Edition with Witchhunters, baby!
- Space Marines: Blobs of Acolytes are your best bet with Space Marines- you give them some extra strength in numbers while they give you some extra bulk and deal with the tougher enemies that you're not suited to fighting yourself (e.g. MCs, named ICs). A good choice as an ally to support, as most of the 'vanilla' chapters also don't get access to Divination. Prescience on Devastators, by the Emperor, think of the devastation.
- Sisters of Battle: An interesting blend here. You get a ton of anti-infantry with Sisters and ways to get around Cover saves without giving up your precious Prescience. With Immospam back in full force, it could be a very neat combo, giving the Sisters the psyker support they need and some extra long range firepower outside of the (admittedly amazing) Exorcist. Coteaz in a 20 girl block of sisters is hilarious just from the amount of now guided bolter fire, not to mention the torrent of unhappiness that awaits any unit foolish enough to deep strike within "I've Been Expecting You" range. You can also add some Valkyries in (since they have no flyers on their own). Plus Sisters used to be teamed up with Inquisition, time for a reunion.
- Blood Angels: Your fire support is pretty good, and Servo Skulls can make sure that Deep Striking Land Raider ends up on target and not suffering Mishaps. Though you may find your Inquisitorial Henchmen overlapping with how versatile that Blood Angels units can be.
- Dark Angels: Servo skulls reduce friendly Deep Strike scatter and deploy pre-game, so value is found with Deathwing Deep Strike armies, alongside giving them continued Prescience when Deep Striking. Otherwise, mostly same advantages as per regular SM. Dark Angels can add some speed to your lists as well, though, with bikers. Also, their Nephilim and Dark Talon fliers are considered the worst Imperium fliers in the game. Supplement this with those Transport Valkyries!
- Grey Knights: Apart from the Stormraven, GK don't have any air units- they'll be grateful if you bring along a Valkyrie or two. And because they lost most of their anti-armor options with the Codex split, a bunch of Acolytes with meltas, lascannons, and whatnot is exactly what they need to stay in the game.
- Space Wolves: Valkyries (ironic for space vikings) are very affordable fliers for Space Wolves, though it lacks the utter cheese of Helfrost. Make sure you kit the buggers out with Lascannons. It also helps to add another cheap source of Psyker onto the field, freeing up for either another Wolf Lord/Character or give the Rune Priest space to roll for more helpful powers. 55 points for a Prescience on your Long Fangs on either side of the field? Sign me up. (Coteaz and long fangs also a pretty great combo).
- Imperial Knights: Never a bad addition. A big, scary distraction spewing death up the battlefield. If this is the main detachment, Prescience on these big guys is epic.
Allies of Convenience
- Eldar: The space elves are as squishy as it gets, so bring along some Rhinos or Land Raiders they can hide behind. They won't benefit from the Priest's buffs, but if they brought any Farseers or Warlocks they won't need them anyway. Try to check on your ally's army and see what they're specializing in to complement their army more effectively.- for example, if it's mostly ranged units like Dire Avengers, consider taking Crusaders to act as meat-shields so the Dire Avengers won't get stuck in melee combat.
- An Alternate Opinion: Why? Why ally your army that, is pretty much there to provide psyker support, to a super psyker army? While you can add decent infantry, you're pretty much just better off using Eldar alone, or allied with Tau. Your troops are eerily similar in statlines, except yours are more garbage in melee due to low initiative. While you do have access to a durable flier, as well as Land Raiders, do you really want them in a list where they won't keep up with the bulk of the force?
Desperate Allies
- Dark Eldar: They add overwhelming anti-tank and speed to your rather slow list. They're not very good at holding the line, however, and fold when they get sneezed upon. One Eye Open won't apply much, however, which is pretty damn nice. They'll be so far forward that it won't matter.
- Tau Empire: The main reason to go InquisiTau is still to fill up the big lack of psychic support that Tau are usually stuck slogging through, but it has to be thrown at the enemy's face, not hanging back to mess with blessings. Remember that the Inquisition, like most Imperial armies, relies on short-ranged firepower, so be sure to make the most of Tau's longer range and jump-shoot-jump; One Eye Open stings like a bitch.
Come the Apocalypse
- Chaos Daemons: Perhaps an extremely, extremely, Radical Inquisitor attempted to score a deal with a Daemon to fight other daemons. There's stunning overlap between Death Cult Assassins and Bloodletters. Not to mention there's not much Daemons have to offer you.
- Chaos Space Marines: Anything they can offer, Space Wolves and Blood Angels do it better.
- Tyranids: Close combat beasts you want up far and ahead.
- Orks: Same as Tyranids.
- Necrons: Simply put, what do Necrons have to offer you that Battle Brothers don't offer? Nothing. All you get is a 12" no deployment zone and the risk of stopping your entire army. This in fact sums up the whole fucking CtA level allies for Inquisition.
Tactics
Attack of the Flying Monkeys: A new spin on an old classic from the Grey Knights codex, and surprisingly MORE infuriating than ever. Due to the unique FOCs, you will need two Inquisition detachments- one as the Ground Force and the other as the Air Force. Here is a basic template you can use as a base, chop and screw to taste/points/etc:
+++ Ground Force +++ Primary Detatchment +++
Inquisitor Coteaz - 100
5 Jokaero + Chimera - 230
5 Jokaero + Chimera - 230
5 Jokaero + Chimera - 230
5 Jokaero + Chimera - 230
5 Jokaero + Chimera - 230
5 Jokaero + Chimera - 230
TOTAL = 1480pts
If you're trying for BattleForged, you'll need another Inquisitor to unlock the second batch of three squads; keep in mind it's 25 points plus equipment.
For your Inquisitorial Air Force, you can take ̶A̶N̶O̶T̶H̶E̶R̶ ̶C̶o̶t̶e̶a̶z̶ ̶(̶c̶u̶e̶ ̶r̶a̶g̶i̶n̶g̶ ̶s̶m̶e̶l̶l̶y̶ ̶n̶e̶c̶k̶b̶e̶a̶r̶d̶s̶)̶ (Read page 117 of the rulebook you stupid git) a generic Inquisitor, or better yet Hector Rex (for that extra unit of henchmen). Grab as many Jokaero as you can, and let the lascannon/multi-melta shitstorm commence. Give all squads a Valkyrie as a Dedicated Transport, being sure to take the heavy bolter sponsons and multiple rocket pods. Hilarity will ensue as you grav-chute drop your space apes all over while blasting infantry off the map with the Valkyries, backed up by Chimera and more lascannon spam on the ground.
For even more barrels of monkey fun, deploy Servo Skulls to block cheeky enemy infiltrators (White Scars), take Cypher and infiltrate your own ninja monkeys deep into enemy lines so they can absolutely smear monkey shit everywhere; 5 Jokaero will guarantee Cypher has a 5+ invuln, while 6 will take him from 1/6 chance of granting both of his pistols Rending when Shooting to 100%, although it won't let his pistols Rend in melee due to GW giving him melee weapons that hit with their stats, rather than ranged weapons that hit in melee.
Xeno-tastic Grenade Jugglers: An Ordo Xenos Inquisitor with Rad Grenades and Psychotroke Grenades will cost you 55 points. Give him Hammerhand for 30 points more, and stick him with a unit that doesn't have any grenades. Awesome ensues. For example, consider the following. Imagine you had a unit of 5 Assault Terminators with Lightning Claws charging a Hive Tyrant/Monstrous Creature through Difficult Terrain. Normally, you wouldn't do this retarted tactic because you'd be:
- attacking last (so you'd die)
- hitting on 4's (so you'd miss)
- wounding on 6's (true you'd be re-rolling, but no thanks).
Just by sticking our grenade happy Xenos Inquisitor in there, suddenly you're:
- attacking first (Frag Grenades to ignore initiative penalty, Psyk-out grenades drop the Tyrant to I1)
- possibly hitting on 3's, or even auto-hitting (Psychotroke Grenades)
- wounding on 5's, (Rad greandes) or 4's if you cast Hammerhand.
Suddenly you've got a much greater chance of surviving. Alternatively, Rad Grenades + Hammerhand and a Space Marine with a Thunder Hammer = Instant Death to anything T:6 or lower.
Inquisitorial Henchmen loadouts: Inquisitors have only one unit choice, the Henchmen, it's so versatile though it's possible to write whole tactical articles about it alone, so we will.
- Priest smash! an expensive tactic, take a squad of priests and crusaders, or drop the crusaders for a land raider Crusader. If foot slogging the Crusaders soak up range fire with there storm shields as you get up to the enemy lines. once your in combat have all the priests but two use the emperors strength, the other two use Emperor protects and Righteousness of the emperor. You now have a unit striking at intuitive with AP2, rerolling to wounds and failed invuls. This is something that can terminators and marines, it's nowhere near point efficient against anything except power and terminator armor though, but it can still do a lot of damage.
- Shield Wall Crusaders with 3 acolytes. the Crusaders tank hits with there storm shields, while the acolytes use melta guns to cook tanks. This has the advantage of being a tough, relatively hard to kill distraction to anyone who does not want to see his tanks disappear in puffs of smoke while also being a fairly decent melee tarpit thanks to the shields. if you think your might want to charge with these guys rather then just melt tanks, then snag a priest so you can reroll invul saves. Alternately you could use plasma guns, but in that case my instincts say go for power armor so you have a chance to save your guns if your roll a one, but that's up to personal taste.
- Melee Squad 3 Crusaders, 3 Death Cult Assassins, 5 Arco-Flagellants and a Priest thrown in for taste. This type of unit can mulch through anything you throw at it/the enemy throws at you for high initiative power sword attacks (You hit first), then get a metric fuckload of S5 attacks (AF), and are able to stop the enemy's AP2-AP1 (Crusaders) all on top of possibly rerolling saves (a godsend with the 3++ Crusaders), wounds and definitely rerolling hits in the first round of combat (Priest). All this for a decent cost too. Otherwise, you can replace all of your Arco-Flagellants with vastly superior crusaders and death cult assassins, and give them a few priests or inquisitors with rad grenades and prescience to get Zealot, rerollable 3++ saves on the crusaders, and reroll to hit and to wound (against enemies with reduces toughness from rad grenades) on your DCAs. This = Rape. If you're feeling evil, you can put them in Valkyries with servo-skulls or scouting Land Raiders if you've got points, to be sure to get your charge off. Also, don't forget to take a Combi-Flamer on the Priest for a quick template to the enemy's face before charging action.