his rules were in a
gw edition 304
INQUISITOR LORR . .
Inquisitor Gideon lorr, scourge of heretics,
witches and occasslonally lellitimate
psykers. is only available lor a limIted
period. .
Pts
ws bs S T W I A
Ld SV
165 5 4 3 3 3 4 3 .10 3+
EQUIPMENT
Master-crafted plasma pistol, power weapon, excruciators, purityseals: psi-tracker
rosarius
RETINUE
InQulsilor lorr is accompanied by a relinue of three Imperial Guard Veterans. men he
has gathered to him, and of whom he' will dispose of ruthless.ly when thay are no longer of use .
• Each is armed with a shotgun, trag and'krak grenades, and wears carapace armour (
Sv 4+).
The
ws increase for taking these henchman is Included in Lorr's profite, as is their poInts value.
SPECIAL RULES
· lron Will: An Inquisitor lord has an unbendlng determination to prevail, backed by a clinical
understandIng of how to 'achieve his goals. As such, he can choose whether to pass or 'fall any
Morale check or Pinning test he is called upon to make. Thls ·ability is conveyed to any unit he.
Joins. Even If failure is automatic, the lord may slill choose whether to pass or fail the test.
.
INDEPENDENT CHARACTER
Unless accompanied by his retinue inquisitor lorr is an independent character and follows all of the rules for characters In the Wamammer 40,000 rulebook.if the
retinue is destroyed he becomes an Independent character and Is free to join other units
allso introduced the ability for sisters to " recruit " zellots to fight for him in his holy quest (..2pts or so..
bs sucks ..
ws sucks.. )but what does it matter when there is 50 of us
Automatically Appended Next Post:
If you wish to field these trothlng maniacs in
your Witch Hunters force, then you can
Include them as Troops choices, though they
do not count towards the minimum numtier
df computsorY Troop choices you must '
include. Therefore, you must include two
Troop choices from the army list In Codex
Witch Hunters before you can Include the
zealots in your army.
pts
ws bs s t w i a
ld sv
Zealot +5 3 3 3 3 1 3 1 7 6+
Fanatlc +5 3 3 3 3 1 3 2 7 6+
demagogue +10 4 3 3 3 1 3 2 8 6+
number/squad10 -20 Zealots.
EQUIPMENT
Mob weapons.
zealots may not be joined by any other
models. with the exception of a Priest, and
may never be transported In a vehicle
OPTIONS
Up to two models mlay be armed
with one of the followjng weapons each
plasma gun +8pts
flamer +6pts
melta gun + 10 pts
heavy stubber +3 pts
grenade launcher +5 pts
Up to one model In five (round up) may be
upgraded to a Fanatic at +5pts. Fanatics may
be given Evlscerators for +15 pts each.
The entire squad may be. armed with
Exterminators for +3'pts per model.
SPECIAL RULES
HERE COMES THE PAIN
death holds no fear for zealots , indeed the more desperate the fighting the more likely they will fight to the death . whenever a unit of zealots is forced to take a morale teast,pinning check or leadership test for any reason , treat any negotive modifiers as positive modifiers to there leadership
enemy models or items of wargear that affect leadership allso affect them in the same way . units (like pariahs) which reduce leadership to a specific value affect zealots but they then still get any modifiers. note there leadership can never rise above 10
DEMAGOGUE
one model may be upgraded to a demagogue for +10 pts
he may be given upto 25 pts of wargear from the witchhunters armoury
MOB WEAPONS
few of those called to fight for the minestorium are equiped with proper armaments, often bringing there own weapons in service to the eclesiarchy.even then these are generally of poor quality and often equipped with poor ammunition. moreover each zealot comes with an eclectic mix of "favoured "weapons which makes any training irrelevant
in game terms these count as laspistol and
ccw
EXTERMINATORS
exterminators are compart one-shot flamers fitted to the barrel of a gun or
ccw and are used exlusively by zealots
exterminators may be used once per battle the first time the zealots charge an enemy
they are used in the first round of combat and are resolved at initiative 8 ( in addition to the models normal no of attacks )
roll a
D6 for every model in the unit with an exterminator (the score to hit depends on the number of exterminators firing)
models hit suffer a ST6 hit at AP5
no of exterminators score to hit
1-5 6+
6-10 5+
11-15 4+
16+ 3+