2017-02-24

- Removed references to Imperial Agents that are either covered there, or are not applicable here since the 7th edition Inquisition codex is not the Imperial Agents codex.

← Older revision

Revision as of 17:21, 24 February 2017

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*'''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 to I1. Will absolutely punish people who take/rely on Psykers (Grey Knights, Tyranids, Daemons), but it's a bit case-by-case.

*'''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 to I1. Will absolutely punish people who take/rely on Psykers (Grey Knights, Tyranids, Daemons), but it's a bit case-by-case.

*'''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!

*'''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!



** Just a FYI on Servo-skulls. According to the recent "Imperial Agents" book, Inquisition no longer have servo skulls. Be aware of this as the inquisition in the electronic Codex is a separate codex from the Imperial Agents Codex, and you can only use one or the other, not a mix of the two.  So if you are using the original Inquisition codex, you can still use servo-skulls (but can't use anything unique to the Imperial Agents codex).  GW Facebook replies from GW confirm that this is intended and they've pointed out the omission of Draigo and Celestine from the Imperial Agents Codex as proof that the two are meant to be different separate codexes rather than Imperial Agents being an update of the others.

=====Ordo Malleus=====

=====Ordo Malleus=====

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===Elite===

===Elite===



You get 3 slots of Elites, and just one thing you can put in them: an '''Inquisitorial Henchmen Warband'''.  They're 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.  You can put 3-12 models of any combination in each slot (plus dedicated transports) for a total of 36 "troops" in your detachment.  If that's not enough, remember you can always take more Inquisitorial detachments; they just need an Inquisitor to lead each one
. These units got a serious change-up in Imperial Agents, which now throws the older dataslate into question due to the printed rules. Email GW customer service to see if the ruling is the same as the Iron Priest (You can use either one)
.

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You get 3 slots of Elites, and just one thing you can put in them: an '''Inquisitorial Henchmen Warband'''.  They're 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.  You can put 3-12 models of any combination in each slot (plus dedicated transports) for a total of 36 "troops" in your detachment.  If that's not enough, remember you can always take more Inquisitorial detachments; they just need an Inquisitor to lead each one.



*'''Acolyte''' - They are your bread-and-butter Swiss Army Knife choice.  Can be anything from simply worse Guardsmen to I-wish-I-was-a-Grey-Knight. No matter how many points you throw at them, though, they're still just puny humies with 3 WS/BS/S/T. Ask yourself two questions when you kit out an Acolyte: "Could a specialist do this better and cheaper?" and "Should I just throw more bodies at it instead?" Keep them cheap and expendable, and remember that quantity has a quality all its own.
(But note that in Imperial Agents, both of their upgraded armor options got their costs cut in half. Carapace is probably worth it now and power armor could be.)
Above all, their strength is in their flexibility. If you follow the FOC you get 3 special weapons per Elites slot, for a maximum of 9 per Inquisitor. That's a lot of cheap and relatively tanky melta or plasma without needing to worry about them getting mindlocked like Servitors. It's also nice that you can proxy them with damn near anything.

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*'''Acolyte''' - They are your bread-and-butter Swiss Army Knife choice.  Can be anything from simply worse Guardsmen to I-wish-I-was-a-Grey-Knight. No matter how many points you throw at them, though, they're still just puny humies with 3 WS/BS/S/T. Ask yourself two questions when you kit out an Acolyte: "Could a specialist do this better and cheaper?" and "Should I just throw more bodies at it instead?" Keep them cheap and expendable, and remember that quantity has a quality all its own. Above all, their strength is in their flexibility. If you follow the FOC you get 3 special weapons per Elites slot, for a maximum of 9 per Inquisitor. That's a lot of cheap and relatively tanky melta or plasma without needing to worry about them getting mindlocked like Servitors. It's also nice that you can proxy them with damn near anything.



**'''Mystic''' - A living, breathing Locator Beacon. 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
. In the Imperial Agents codex, these guys are now a 6 point upgrade to an Acolyte. Do upgrade at least one if you plan on taking any Grey Knight forces, which will be likely given the new formations
.

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**'''Mystic''' - A living, breathing Locator Beacon. 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 options from Divination, Pyromancy, Telekinesis, Telepathy, and Sanctic Daemonology. Oh, and the squad they're a part of needs 5+ to Deny.  There is little reason not to include one of these in nearly every retinue, unless for fluff reasons. A warp charge for a mere 10 points is a better deal than any other dex gets. However, due to Brotherhood of Psykers, they generate powers as a unit, so don't go thinking 3 Psykers in a single unit gets you 3 rolls on a Discipline's table. So, take multiple squads to have multiple warp charges. Unfortunate considering the tax you must pay, but oh well.

*'''Psyker''' - Basic psykers to take to bolster your chances in denials and casting, these guys are merely ML1, but get options from Divination, Pyromancy, Telekinesis, Telepathy, and Sanctic Daemonology. Oh, and the squad they're a part of needs 5+ to Deny.  There is little reason not to include one of these in nearly every retinue, unless for fluff reasons. A warp charge for a mere 10 points is a better deal than any other dex gets. However, due to Brotherhood of Psykers, they generate powers as a unit, so don't go thinking 3 Psykers in a single unit gets you 3 rolls on a Discipline's table. So, take multiple squads to have multiple warp charges. Unfortunate considering the tax you must pay, but oh well.

*'''Daemonhost''' - Fun the same way that Orks are, being unreliable but interesting. 10 points for a D6 table and a 5+ Invulnerable Save. Most useful for ablative wounds and to tank some hits if you somehow did not take Crusaders for that job.

*'''Daemonhost''' - Fun the same way that Orks are, being unreliable but interesting. 10 points for a D6 table and a 5+ Invulnerable Save. Most useful for ablative wounds and to tank some hits if you somehow did not take Crusaders for that job.

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***4 - Penetrating Ammunition: The Unit's shooting weapons gain the Rending special rule. This would be why you want a lot of storm bolters. You've seen what Eldar infantry can do, well, now you can do it too. But better.

***4 - Penetrating Ammunition: The Unit's shooting weapons gain the Rending special rule. This would be why you want a lot of storm bolters. You've seen what Eldar infantry can do, well, now you can do it too. But better.

***5 - Augmentative Energy Shields: 5++ blanket Invuln for the unit. One of the only ways to get an Invulnerable save on an Inquisitor. Fantastic if you have Arco-flagellants.

***5 - Augmentative Energy Shields: 5++ blanket Invuln for the unit. One of the only ways to get an Invulnerable save on an Inquisitor. Fantastic if you have Arco-flagellants.



***6 - The Works: roll twice more on the table, ignoring duplicates and more sixes.
(If you're taking them from the new Imperial Agents book, this is changed to "pick two different upgrades" instead!)

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***6 - The Works: roll twice more on the table, ignoring duplicates and more sixes.

**Take a good, hard look at the "add 1 for every extra Jokaero" rule and the results from a roll of 6.  Yup, followup sixes are wasted, and the more Jokaero you have the more sixes you'll get.  A big mob of Jokaero can make a sweet heavy weapons team, but they won't be rolling many customizations.  Also, keep in mind that having several Jokaero per warband makes certain customizations impossible.  Taking two will make sure you never roll Aesthetic Alterations, which is great, but having three means you also can't get the awesome Improved Gun Sights.

**Take a good, hard look at the "add 1 for every extra Jokaero" rule and the results from a roll of 6.  Yup, followup sixes are wasted, and the more Jokaero you have the more sixes you'll get.  A big mob of Jokaero can make a sweet heavy weapons team, but they won't be rolling many customizations.  Also, keep in mind that having several Jokaero per warband makes certain customizations impossible.  Taking two will make sure you never roll Aesthetic Alterations, which is great, but having three means you also can't get the awesome Improved Gun Sights.

***In general if you take more than 3 Jokaero you'll receive diminishing returns on the table, to the point that it can stop being worth it.  If you actually want useful bonuses then try to limit it to 2-3 at most and just get more units if you want more Jokaero.

***In general if you take more than 3 Jokaero you'll receive diminishing returns on the table, to the point that it can stop being worth it.  If you actually want useful bonuses then try to limit it to 2-3 at most and just get more units if you want more Jokaero.

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===Imperial Agents===

===Imperial Agents===

A throwback to the Witchhunters and Daemonhunters codices of old, the codex includes a formation and a detachment for Inquisition. The formation, in particular, allows for an Inquisitor to add a retinue of agents from their dedicated chambers militant in addition to their warband. Inquisition specific information is available [[Warhammer_40,000/Tactics/Imperial_Agents#Inquisition|here.]]

A throwback to the Witchhunters and Daemonhunters codices of old, the codex includes a formation and a detachment for Inquisition. The formation, in particular, allows for an Inquisitor to add a retinue of agents from their dedicated chambers militant in addition to their warband. Inquisition specific information is available [[Warhammer_40,000/Tactics/Imperial_Agents#Inquisition|here.]]



====Inquisitorial Representative Detachment====



*1 Inquisitor plus 1-3 elite units. Similar to the old Inquisitorial detachment, but a big change: an Inquisitor can roll on ANY warlord table, even if they are not the Warlord. Also, the way henchmen groups are formed are changed.



**A roll on the Tactical traits is almost always worthwhile for maelstrom and city fight missions



====Inquisitorial Henchmen Warband====



*Closer to Codex: Inquisition's warbands, it requires an Inquisitor and a unit of acolytes which all form a single unit. You may pick and choose what specialists to then add to the acolytes to form the warband, selecting from among many of the choices exclusive to other FotI and giving them the Inquisition faction. You get the same bonus as the Inquisitorial Representative Detachment alongside the option to take a unit depending on which Ordo the Inquisitor belongs to..



**'''Grey Knight Terminators:''' For Ordo Malleus Inquisitors only. Slightly cheaper Terminators with Brotherhood of Psykers, and all get Force Weapons. Perfect retinue for a Terminator Inquisitor.



**'''Battle Sister Squad:''' For Ordo Hereticus Inquisitors only. Perfect Power Armored retinue.



**'''Deathwatch Veteran Squad:''' For Ordo Xenos Inquisitors only. Even better Space Marines with a Veteran's stat-line and special ammunition base.

==Building your Army==

==Building your Army==

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-Cheap(ish) Options: Cultists work great as some henchmen. I have used them as Acolytes and arco flagellants, and people are pretty ok with it. Just make sure to file off the chaos sigils and stuff. Now get to kitbashing!

-Cheap(ish) Options: Cultists work great as some henchmen. I have used them as Acolytes and arco flagellants, and people are pretty ok with it. Just make sure to file off the chaos sigils and stuff. Now get to kitbashing!

-Best option: The new armoured claw set for [[Genestealer]] cults is a good way to get cheap acolytes and a chimera. just use green stuff to turn the ridges on their heads into an =][=.

-Best option: The new armoured claw set for [[Genestealer]] cults is a good way to get cheap acolytes and a chimera. just use green stuff to turn the ridges on their heads into an =][=.



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 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.

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