Friday, June 17, 2011

Inquisition HQ review they are also in the Grey Knight codex


They are the C.I.A, K.G.B., MI6, and every other black op’s agency in the 40K universe. They are the Inquisition. They are humanity’s defense against the demon, heretic and the alien. A secret origination run by humanity to protect humanity. They have three main orders and many many sub-orders, but the Ordo Malleus, Hereticus and Xenos are the biggies. They watch over entire planetary systems and can call in insane amounts of Imperial help: guard, PDF, Arbites, the Mechanicus etc., etc. to get the task at hand complete. The Grey knights are also their Chamber Militant, if the Inquisitor and his cronies can’t get the job done they call the Grey Knights.  Lastly they tend to come in two dogmatic flavors, the puritan and the radical. The puritan is the good guy; he fights against the bad with good. The radical is bad guy and will fight the bad with the bad. Well at least this is basically what they tell you. (If you want a descent look into the Inquisition I recommend the Eisenhorn and Ravenor books they are pretty good. Read more about it moment over.)
The other HQ choices for the Grey Knights are these guys, the Inquisition. They aren’t “pure” Grey Knights so I chose them last. They are all the same, when it comes to gear, rules and stats. The only difference is in the upgrades they can take. That is what throws them into their specific Ordos.
All the Inquisitors come with WS 4, BS 4, strength toughness attacks and wounds of 3, an initiative of 4, leadership 10 and a 4+ save. They are all Independent Characters and have the Stubborn rule. They all come equipped with flak armor, bolt pistol, chain sword, frag, krak and psyk-out grenades. They will cost a mere quarter to use before upgrades. This makes them very very important if you want a throwaway HQ and more points to spend on Grey Knight penny whistles and Moon Pies. As I said before their upgrades is where you will choose what Ordo you are using.


XENOS
These alien fighters can swap their pistol and/or chainsword to take: a power weapon, combi- choice, needle pistol, Scythian venom talon, and conversion beamer. They can also purchase power armor, servo skulls (up to 3), digital weapons, orbital array, rad and psychotroke grenades, or an Ulumeathi Plasma Syphon. They may also grab Psy Mastery 1 and grab Hammerhand or Psychic Communion. They must also swap a weapon for a force sword.
The three italics items are really specific to this type of Inquisitor.
Needle Pistol- is strength 3 A2 and has a 12” range. It also always wounds on a 2+. This is fairly handy to have vs. high toughness or low armor save models.
Scythian Venom Talon- is a poisoned close combat weapon that always wounds on a 2+
Ulumeathi Plasma Syphon- will lower the BS of anyone firing plasma weapons, within 12” of this model, to 1. It states in the codex, plasma pistols, guns and cannons, but with the new FAQ it will neuter any weapon deemed plasma. The mere mention of plasma, even in the fluff, will mean that weapon is affected by the Syphon. This could be a very useful upgrade or never seen. It really will depend on the local scene.
HERETICUS
The bane of the witch and heretic can swap their pistol and/or chainsword to take: a power weapon, combi- choice, plasma pistol, inferno pistol, condemnor boltgun, power fist, demon hammer, and a null rod. They can also purchase power armor, servo skulls (up to 3), and a Psyocculum. They may also grab Psy Mastery 1 and grab Hammerhand or Psychic Communion. They must also swap a weapon for a force sword.
Condemnor Boltgun- is a combi-bolter and stake crossbow. The one shot crossbow is S5 AP- and has a 24” range. It also causes psi-shock.  A psyker hit by this crossbow bolt takes a Perils of the Warp attack first and then any additional damage from the gun. Well that is helpful.
Null Rod- is a power weapon which also will cause Instant Death to any psyker wounded by it. Then there is the ability to give the wielder and the squad they are in, immunity to psychic powers. Sounds helpful, but it does not differentiate. It stops all psy powers, friendly and unfriendly.
Psyocculum-gives the Inquisitor, and any unit they are attached to, BS 10 if they are shooting at a psyker or a unit containing one. This is probably my favorite option. Who doesn’t want to have a 2+ to hit with a re-roll against psykers and attached units? That is unless there are little of no psy users in your area. Myself I know of a Demon Prince or two that might just get a rude awakening as they fly their Warptime having asses across the field.
MALLEUS
The demon fighters and most similar to Grey Knight Inquisitors can swap their pistol and/or chainsword to take: a power weapon, combi- something, plasma pistol, power fist, incinerator, demon hammer, demonblade, and hellrifle. They can also purchase power armor, terminator armor with demon hammer, terminator combi- choice, psycannon (terminator only),brain mines, psybolt ammo, and servo skulls (up to 3), They may also grab Psy Mastery 1 and grab Hammerhand or Psychic Communion. They must also swap a weapon for a Nemesis force sword (the only Inquisitor choice that gets the cool Nemesis type).
Hellrifle- is a S6 AP 3 36” heavy 1 and rending gun. A descent ranged weapon, too bad you can’t take it with terminator armor.
Demonblade- now this is fun. It is a close combat weapon that has two random powers. These powers are rolled for randomly with 2D6, and I usually hate that, and are all descent. If you roll doubles you choose the second power.
Roll of…….
2-3 gives +3 strength in hand-to-hand
4 gives +3 attacks
5 acts as a power weapon (no saves)
6 an unsaved wound caused will add 1 wound to the wielder (maximum of 10)
7 wound demons on 2+
8 gives the wielder Rage and Furious Charge
9 gives the wielder Feel No Pain and Eternal Warrior
10 is a 2+ poisoned weapon
11-12 becomes a force weapon and gives Psy Mastery 1

Now all these guys can take great wargear and can be made to perform many different battlefield roles. They are also dirt cheap, especially if you go conservative on the upgrades. I’m glad they included the Inquisition in this codex.  There is not one Inquisitor here that I couldn’t build an army for or that he would not be a benefit to. That is the beauty of this HQ option.
I am also sad since it means that the Deathwatch (the Ordo Xenos go to Marine squads) will probably never be seen again, but that is another tale for another day.

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