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Made in gb
Slippery Scout Biker






cornwall UK

hi guys,

i have had a very slow day at work today and decided to combat my extreme hatred of the new inquisitor rules, i dont like the fact that an inquisitors ws and bs are the same as a commissar, i also dont like the ordos that much, it dosent really do much apart from heavily limit the character customization, anyways i hope you like these custom rules also i know i may have left out some equipmenti dont have the codex handy , c&c welcome:

okay guys i have taken in the very helpful comments and re done these rules again, i have also included rules for deathwatch marines, please have a read and leave some constructive feedback, hope you like them!

INQUISITOR: 30 PTS

WS BS S T A I W LD SV
5 4 3 3 3 4 3 10 4+

EQUIPMENT: SPECIAL RULES:
Las Pistol Stubborn
Close combat weapon Independent character
Carapace armour
Frag and krak grenades

One inquisitor per army may be upgraded to an inquisitor lord for 30 pts

An inquisitor may replace his las pistol and/or close combat weapon with one of the following:

• Lasgun ……………………………………………………………………………….: Free
• Bolt pistol or bolter…………………………………………………………………..: 3 pts
• Storm bolter or Hot shot lasgun .…………………………………………………....: 5 pts
• Infernus pistol, plasma pistol, power weapon, Combi weapon( flamer, melta or plasma),
condemor boltgun…..……….……………………………………………………….: 10pts
• Powerfist, daemon blade, hellrifle, needle pistol, Scythian venom talon ………….: 15 pts
• Thunder hammer, daemon hammer, incinerator, psycannon ………………………: 20 pts
• Null rod ……………………………………………………………………………..: 25 pts
• Conversion beamer ………………………………………………………………....: 45 pts

May take up to 3 of the following:
• Servo skull ……………………………………………………………………….....: 3 pts
• Gun servo skull …………………………………………………………………….: 10 pts
• Combat servo skull …………………………………………………………………: 15 pts
• Medi servo skull ……………………………………………………………………: 20 pts

Inquisitors may take any of the following:
• Digital weapons, psybolt ammo, psyflame ammo …………………………………: 5 pts
• Empryan brain mines, ulumeathi plasma syphon …………………………………: 10 pts
• Rad greneades, psychotroke grenades ……………………………………………: 15 pts

May also replace his carapace armour with one of the following:
• Power armour ……………………………………………………………………..: 10 pts
• Artificer armour …………………………………………………………………...: 15 pts
• Terminator armour ………………………………………………………………..: 20 pts

An inquisitor may also be given:
• Advance bionics …………………………………………………………………...: 20 pts
• Inquisitorial Seal …………………………………………………………………..: 25 pts

The inquisitor may also be upgraded to a psyker (mastery level 1) with a force weapon and either hammer hand or psychic communication; he must also select one psychic power from page 25 for 25 points

An inquisitor may also pick one of the following Ordos for 30 points:

• Ordo Malleus: preferred enemy: demons (this includes anything classified as a demon). Inquisitors from this ordo gain double kill point against demon, this also applies to any unit the inquisitor is with.

• Ordo Hereticus: preferred enemy: chaos space marines; any close combat weapons count as a force weapon and he also starts with psyker (mastery level 1), this can be upgraded to mastery level 2 for 30 pts and must select an additional psychic power from page 25.

• Ordo Xeno: preferred enemy: xenos (this is any non imperial xeno), inquisitors from the ordo xeno may recruit a single squad of deathwatch space marines in addition to their henchman warband allowance (see below).



SPECIAL RULES

INQUISITOR LORD
Inquisitor lords are among the most feared and powerful figures within the imperium, having been trained to almost perfection these warriors have been tasked to hunt down enemies of emperor from within the imperium and on the battle field they have the highest jurisdiction of any imperial agent and may destroy worlds in a word.

Inquisitor lords gain +1 Weapon skill and ballistic skill; they may select any single henchmen squad as a troops choice. They may also use the orbital bombardment shooting attack.

GUN SERVO SKULL
Covered in sensors and armed with a ranged weapon these skull provide additional supporting fire and accuracy to the inquisitor thus giving him a greater chance to eliminate his enemies with a well placed shot.

A model equipped with a gun servo skull count as having his weapon twin-linked; however there is no additional bonuses for more than one gun servo skull.

COMBAT SERVO SKULL
These skulls are armed with an array of swirling blades and barbs which ensnare and slash the enemy with incredible speed and ferocity.

An inquisitor with combat servo skulls may re-roll the amount of “to hit” dice in combat equal to the amount of combat servo skulls e.g. 3 servo skulls will allow 3 attacks to be re rolled.

MEDI SERVO SKULL
Armed with a basic knowledge of human anatomy and drug filled syringes these skulls boost their wounded masters to inhuman levels and allow them to carry on fighting when death should have taken them.

An inquisitor who has a medi servo skull benefits from the feel no pain universal special rule, this rule only applies to the inquisitor himself and not the squad he is with

INQUISITORIAL SEAL
These seals are the badge of office for the agents of the imperium, blessed by the priest of the imperium they allow him to access any door as well as providing him with a powerful ward against attacks.

A model with an inquisitorial seal gains a 4+ invulnerable save. Also an inquisitor with an inquisitorial seal may sanction the use of any single unit from any imperial codex (space marine, imperial guard etc) to be used in the army.

ADVANCE BIONICS
When an inquisitor is badly wounded he is often fitted with bionics so he can function in the line of duty once more. However some inquisitors prefer the power and strength of metal to flesh and will often replace their appendages voluntarily.

An inquisitor upgraded with advanced bionics adds +1 strength and toughness to his profile.

Additional rules to named inquisitor characters from the Grey Knight codex:
(The below rules are to be added to the existing characters current rules and/or stat line)

• Inquisitor Coteaz: +30 pts, gains Ordo Malleus special rules, +2 WS +1 BS, inquisitorial seal and orbital bombardment.
• Inquisitor Karamazov: +20 pts, gains Ordo Hereticus special rule (no additional psychic powers), +2 WS +1 BS, inquisitorial seal.
• Inquisitor Valeria: +10 pts, gains Ordo Xenos special rules and +1 WS.


DEATHWATCH SPACE MARINE SQUAD: 100 PTS

The Deathwatch Space Marines are an elite force of space marine made up of the greatest warriors from each chapterwho serve the Ordo Xenos branch of the Inquisition as the last resort against the xeno. They call upon these marines when the Inquisition needs firepower greater than that of the Imperial Guard threat. Across the galaxy there are innumerable hostile alien civilisations that threaten Mankind, from the green-skinned Orks, to the monstrous Tyranids. It is the sacred task of the Deathwatch to stand sentry against all of these terrible xenos races.

WS BS S T A I W LD SV
4 4 4 4 2 4 1 9 3+

UNIT TYPE:
Infantry

UNIT SIZE:
5 Veterans

EQUIPMENT: SPECIAL RULES:
Boltgun Hellfire rounds
Bolt pistol And they shall know no fear
Power armour Preferred enemy Xenos (this is any non imperial xenos)
Frag and krak grenades

UPGRADES:
May add up to 5 additional veterans at 20 pts each

Any model may replace his boltgun and/or bolt pistol with:
• Storm bolter……………………………………………:3 pts
• Combi: flamer, melta or plasma……………………....:5 pts
• Flamer or melta gun ………………………………….:10 pts
• Power weapon, plasma gun or lightning claw………..:15 pts
• Plasma pistol …………………………………………:20 pts
• Power fist …………………………………………….:25 pts

Any model may take melta bombs at 5 points per model

For every 5 model one may replace his boltgun with:
• Psilencer, heavy bolter, incinerator, multimelta ……:15 pts
• Plasma cannon or Psycannon ………………………:20 pts
• Las cannon ………………………………………….:25 pts

The any model may be given:
• Psyflame ammunition ……………………………….:5 pts
• Psybolt ammunition ………………………………..:5 pts

The entire squad may select any dedicated transport from the Grey knights codex.

SPECIAL RULES

HELLFIRE ROUNDS
Hellfire Rounds have devastating results on organic matter, these rounds were originally developed to combat the Tyranid threat, however the inquisition has recently sanctioned their use against other xenos to great avail. The core and tip are replaced with a vial of mutagenic acid with thousands of needles that fire into the target upon the shattering of the vial, thus pumping acid into the foe.

Any model firing a bolt weapon with this rule will always wound on 2+, however this does not apply to models equipped with psybolt ammunition or heavy bolters.

AND THEY SHALL KNOW NO FEAR
Space marines automatically pass any test needed to regroup; they can pass such tests even if the squad has been reduced to below half strength by casualties, although all other criteria still applies. Usually troops that regroup cannot move nominally and always count as moving when they do regroup, however these restrictions do not apply to models with this special rule. If space marines are caught by a sweeping advance they are not destroyed and will instead continue to fight nominally. If this happens then the unit is subject to the No Retreat! Rule in this round of combat and might therefore suffer additional casualties.

Any model that does not have this special rule but is with a unit of space marines will still be subject to this providing they have at least one space marine in the unit.




 Filename Inquisitor.pdf [Disk] Download
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This message was edited 3 times. Last update was at 2011/11/29 18:57:42


 
   
Made in au
Pulsating Possessed Chaos Marine





In Firenze kicking Templar arse.

WOAH! Bit too complicated.

A Wise Ork once said a profound word: WAAAAAAAGH! Then he got trampled in the incoming stampede!
Current Army: Orks (2000+)
Fido198674 wrote:You know, O great dreadlord......who was that first ork to yell WAAGGHH? According to you sig, his name would now be Squishy, or Smooshed, but I wonder.....
 
   
Made in us
Infiltrating Hawwa'





Australia

DakkaDakka wrote:

This message was edited 1 time. Last update was at 2020/03/15 00:58:35


DakkaDakka.com does not allow users to delete their accounts or content. We don't apologize for this.  
   
Made in au
Stalwart Veteran Guard Sergeant





South Of The South Poll

That pretty cool, it is defiantly better than the currant rules. the only changes than i would make is

The inquisitor seal - I would make the 5+ as an upgrade and i the inquisitor seal would make you able to recruit a single unit from any one of the following codex's: codex sister of battle, codex imperial guard and codex space marine at 10% more on the normal cost E.G a land raider would be 275 point

and the only other change apart from the wargear is that you must choose of the following

Ordo Malleus: preferred enemy: demons(include every thing from the FAQ the was classified as a demon), you also gain double kill point against demon units kill by any unit with an inqustor with this special rule.

Ordo hereticus: preferred enemy: chaos space marine, also any close combat weapons count as a force weapon and he also starts with psyker (mastery level 1) and can be upgraded to mastery level 2 for 40 pts

Ordo Xeno: preferred enemy (you can omly pick one of the following and it must be written on your army list) tyranids, elder and dark elder, tau(only tau and not kroot Etc), Orks, Necrons, other( any other Xeno not listed here and clearly diffrent to the other specie in the army E.G. kroot and Jokaero weaponsmith. This includes ratlings and Organs), and i think that Ordo Xeno inquisitors something else but i can not think of what

_ ironhandstraken

   
Made in us
Stone Bonkers Fabricator General






A garden grove on Citadel Station

Not all inquisitors are super sharpshooters and melee experts.

ph34r's Forgeworld Phobos blog, current WIP: Iron Warriors and Skaven Tau
+From Iron Cometh Strength+ +From Strength Cometh Will+ +From Will Cometh Faith+ +From Faith Cometh Honor+ +From Honor Cometh Iron+
The Polito form is dead, insect. Are you afraid? What is it you fear? The end of your trivial existence?
When the history of my glory is written, your species shall only be a footnote to my magnificence.
 
   
Made in gb
Slippery Scout Biker






cornwall UK

hi thanks alot for the feedback guys i will iron out the rules today as suggested.

Not all inquisitors are super sharpshooters and melee experts.


true, but to be honest i think you are looking at it from a narrative point of veiw, this exact statement could be said about an imperial guardsman, not all of them are worthless live who practically have little to no fighting skill (e.g. sergeant stone in inquisitor), however rather than making every single model in the army unique the codexi often generalise, and to be honest as an elite agent of the imperium who fights daemons and can destroy planets with a click of his fingers is obviously going to be more skilled than an imperial guard junior officer! if you want an inquisitor who can shoot for but has amazing psychic power look into inquisitor the role playing game and not 40k there is little to no narrative in 40k!

WOAH! Bit too complicated


in what way? i have simply condensed the 3 different ordos into a single choice and added +1 WS and a few more options to his wargear!

how many would you be able to take under these rules


the inquisitor may choose up to 3 servo skulls, i must agree the combat skulls are overpowered (poss 8 power attacks OUCH!) i think they need to be re roll to wound or something!

iron hand straken, thankyou for your hole post, alot of great ideas!
   
Made in us
Irked Necron Immortal






That was like reading a codex for one models' rules.

Mathhammer is NOT Warhammer.
**Necrons**Thunder Barons (Counts-as) Grey Knights**Ogre Kingdoms** 
   
Made in gb
Slippery Scout Biker






cornwall UK

That was like reading a codex for one models' rules.


although i thank your reply could i have some more consructive feedback please. the current inquisitor rules are god awful and not representative of the imperiums elite agents. i would really like to know if people think these rules are better or worse, i must agree there is a lot of information but once again as i have said before, these rules are the current 3 inquisitors in the GK codex rolled into one, the only new rules are the new peices of equipment and a stat boost. if you cant handle long rules warhammer may not be your thing especially with 6th ed coming up!
   
Made in se
Ferocious Black Templar Castellan






Sweden

The entire point of splitting the different Ordos and their wargear options is that you're NOT supposed to be able to get all of the options; you're not supposed to have TDA, a psycannon and crazynades of both flavours on such a cheap platform. Similarly, you're NOT supposed to be able to buy units from other Codices because they aren't balanced outside their own Codex. For example; Dante deep striking with 10 Paladins and an Inquisitor with crazynades and a Psycannon. Expensive as hell? Yes. Hard to kill? Yes.

On a similar note, a Manticore or a Vendetta wouldn't be very balanced in a Grey Knights army, even if you're limited to one allied unit.

For thirteen years I had a dog with fur the darkest black. For thirteen years he was my friend, oh how I want him back. 
   
 
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