Tuesday, October 18, 2011

The workhorses of the Inquisition part 2

Now, the remaining Warband units…………
Psykers
These maybe be Imperial Sanctioned or rouge, but they all have creepy mind powers. As far as the Inquisition is concerned they only have one usable power.
WS 3, BS 3, strength, toughness and initiative 3, 1 attack and wound, leadership 8, and a 5+ save. They have the Psychic Barrage power, a las pistol and flak armor. They also cost as much as a Mystic.
Psychic Barrage- is a 36” S 3 AP 6 assault 1 large blast. It can be adjusted by adding more Psykers to the squad. For each Pysker added the strength goes up 1 and the AP goes down 1.
The fun part is if there is a Perils from the Warp attack, then all Psykers in the unit suffer it. Yup, roll a 2 or 12 and lose all the Psykers since they have no invulnerable saves to take against that attack.

Explosive mind powers, but a horrible fashion sense.






Servitor
These are like the Astartes and Guard versions, except they cannot repair vehicles.
They have WS 3, BS 3, strength, toughness and initiative 3, 1 attack and wound, leadership 8 and a4+ save. They come with carapace armor, a servo arm (powerfist) and Mindlock. They also cost the same as a Psyker, but can get a few upgrades.
Mindlock- is rolled for if there isn’t an Inquisitor in the unit.  You roll a D6 at the start of your turn, and on a 4+ all is well. On a 1-3 then the unit cannot move, shoot or assault. This is the entire unit and anyone/thing attached to it. They can react to being charged, but that is it for the entire turn.
They may upgrade up to three Servitors with a heavy bolter or multi-melta for free. They can also buy a plasma cannon for +10.


Why are we only programed to kill..beep..bop...bo ...beep..and not to love?

Daemonhost
These are usually channeled into some poor sap and bound to service. This is also seen as a bit heretical by the Inquisition, but hey whatever works right?
A WS 3, BS 3, strength and toughness 4, initiative 3, 1 attack and wound, a leadership 8 and a 5++ save is what they bring. They also have a Warp Shield, demonic claws and runic chains (these are a single close combat weapon) and Demonic Power. These also cost the same as the previous two entries.
Warp Shield- gives them a 5++ save.      
Demonic Power- is rolled for at the beginning of your turn on a D6. All daemonhosts in the unit get the same power. This power lasts a full turn.
1.       Re-Knit Host Form- is Feel No Pain
2.       Warp Grasp- close combat attacks ignore armor saves
3.       Demonic Speed- fleet and initiative 10
4.       Warp Strength- close combat attacks are S 6
5.       Energy Torrent- 24” S 4 AP 3 assault 1 blast
6.       Unholy Gaze- 24” S 8 AP 4 assault 1

If these guys were 1/3 as cool as Cherabuel...
Jokaero Weaponsmith
These are a xenos race that looks like orangutans. They are techno savants and capable of turning a small weapon into something extraordinary, or just making it look pretty. Their upgrade performance is a bit random.
A WS 1, BS 3, strength 2, toughness and initiative 3,  1 attack and wound, leadership 8 and a 5++ save is what they have. They are armed with digital weapons (re-roll 1 wound in assault phase), Defence Orbs and Jokaero Ingenuity. They also have the Inconceivable Customization rule.  These are the most expensive unit costing just five points less than four of the previous entries combined.
Defence Orbs- give these guys a 5++ save.
Jokaero Ingenuity- allows for these guys to turn their digital weapons into ranged weapons. They can fire them a lascannon, heavy flamer or multi-melta. All Jokaero in the squad must fire the same type of gun.
Inconceivable Customization- is used when this unit is deployed. You roll a D6 and apply that result to the squad that contains the Jokaero. You also add +1 to the die roll for each additional Jokaero in the squad.
1.       Aesthetic Alteration- no effect, your gear just looks prettier
2.       Improved Gun Sights- non-template ranged weapons increase their maximum range 12”
3.       Reinforce Armor- improves the squad armor save by +1
4.       Penetrating Ammo- gives ranges weapons Rending
5.       Augmentative Energy Field- gives the squad a 5++ save
6.       The Works- roll 2d6 and apply both results and duplicates are ignored, including 6’s

Yeah it they are bit like this only with a backpack.


Thoughts on this list of goons……………
Psykers are rubbish. One Perils attack and away they go, like that scene in Scanners. Plus they only have one power that isn’t great without several more of them in the squad.
Servitors have a place if you need some more anti troop or mid-range anti vehicle. Three of them with guns is also dirt cheap. These are probably under utilized as well, but more on that later.
Deamonhsts are the fun/fluffy choice in this group. What they have in cheap points and strength 4, they lose in only one attack and a random rolled power. A shame their power were not more like the Ymgarl Genestealers (choose each phase, but not repeatable) then these guys might have a place in an army.
Jokaero Weaponsmiths are both useful and useless. They can give a squad a descent upgrade, it is just random. I really hate random. You really need two of these guys to ensure a descent customization roll, if that is what you are hoping for.  I used them and hoped for rending guns (8 storm bolters and rending please) I got 5++ save. I also hoped for 12” longer range but missed that as well.    These are fun or if you cannot live without lascannons in a list.

3 comments:

  1. Good post. Found it while working on my 500/1000 no GK, no vehicles lists.

    Agreed on Psykers. 3x Servitors plus 2x Jokaeros with Coteaz, and with an Ordo Xenos Inquisitor if you can afford it after picking 3 assassins for fun.

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  2. the servitors, jokae and heriticus with psyocculum is fun too. BS 10 vs psykers and squads with pskyers! take that rune priest attached to long fangers, farseer & things, demon princes and anything else like that

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