Switch Theme:

Inquisition Codex - Warlord Traits, Relics, and Stratagems  [RSS] Share on facebook Share on Twitter Submit to Reddit
»
Author Message
Advert


Forum adverts like this one are shown to any user who is not logged in. Join us by filling out a tiny 3 field form and you will get your own, free, dakka user account which gives a good range of benefits to you:
  • No adverts like this in the forums anymore.
  • Times and dates in your local timezone.
  • Full tracking of what you have read so you can skip to your first unread post, easily see what has changed since you last logged in, and easily see what is new at a glance.
  • Email notifications for threads you want to watch closely.
  • Being a part of the oldest wargaming community on the net.
If you are already a member then feel free to login now.




Made in us
Fresh-Faced New User




I'm getting really frustrated at playing inquisition without a codex so me and my friend are trying to homebrew some warlord traits, relics, rules, and stratagems for the faction. All points levels are staying the same. We tried to make these as reasonable as possible and so far we've got this:

+++ Rules Addendum +++


- Add this to the Authority of the Inquisition rule:

If your army is Battle Forged, models with the <Inquisitor> keyword can be listed in a Detachment as if it had another Faction Keyword and will not interfere with Codex-specific Faction abilities (i.e. Chapter Tactics, Regimental Doctrines etc.). Forces within this detachment must still share the <Imperium> keyword.

+++ Warlord Traits +++


If an <Ordo> <Character> is your warlord, you can generate a warlord trait from the appropriate table in this section. Named characters such as Greyfax may not choose these warlord traits.

Cunning Mentor - At the beginning of the controlling player's turn, the warlord may select a friendly <Imperium> <Infantry> unit within 3". That unit adds 1 to Hit, Advance, and Charge rolls. This effect lasts until the end of the player turn.

Reader of the Tarot - As long as the warlord is alive and on the battlefield, roll a D6 each time you or your opponent use a stratagem. On the roll of a 6, you gain a command point.

Adamantium Will - If the warlord is a <Psyker>, it gains +2 to Deny the Witch tests and deny an additional psychic power in the psychic phase. If the model is not a <Psyker>, they may instead reroll one or both dice when determining the result of the Iron Will ability.

+++ Relics +++


If your army is led by an <Inquisitor> warlord, then they may give the appropriate relic before the battle from this section. Named characters such as Greyfax may not be given relics.

Master Crafted Armor - <Inquisitor> model only. The model's invulnerable save is improved by 1. If the model does not have an invulnerable save it's armor save is improved by 1 and gains a 5++ invulnerable save.

Ulumeathi Plasma Syphon - <Inquisitor> model only. All Plasma weapons (friendly and enemy) firing within 12" of the bearer must subtract 2 to hit rolls. For the purposes of this relic, a plasma weapon is a weapon with the word "Plasma" in it. Tau plasma rifles count as plasma weapons.

Archeotech Pistol - Model armed with Bolt Pistol only. Replaces model's Bolt Pistol.

Range 18"
Pistol 2
Strength 6
AP -3
Damage D3

+++ Stratagems +++


If your army is Battle Forged and contains a model with the <Inquisitor> keyword, you have access to this Faction's Stratagems, meaning you can spend command points to activate them.

Inquisitorial Armory (1-3 CP) - Use this stratagem before the battle. Your army may have an additional relic for 1 CP or two extra relics for 3 CPs. All relics must be different and be given to different <Ordo> characters. This stratagem may only be used once per game.

Forbidden Lore (2 CP) - Use this stratagem when an <Inquisitor> attempts to manifest a psychic power. The psychic power can be manifested on 3D6, but the model will suffer perils of the warp on any doubles rolled.

Inquisitorial Adviser (1 CP) - Use this stratagem before the battle if your army's warlord does not have the <Inquisitor> keyword. Choose one model with the <Inquisitor> keyword and generate a warlord trait for them. This stratagem may only be used once per game. (Note that this model will not count towards objectives affecting a warlord such as Slay the Warlord and may not gain a relic unless the Inquisitorial Armory stratagem is used)

Capital Weaponry (3 CP) - This stratagem may only be used once per battle, in the shooting phase, if you have an <Inquisitor> warlord that did not move in the movement phase. Instead of shooting with your warlord's weapons, select a visible point on the battlefield or a friendly <Imperium> <Infantry> unit with one model left and roll a D6 for every unit within 6 inches of the point or the friendly model. Add 1 to the result if the stratagem is used on a friendly model, subtract 1 from the result if the unit being rolled for is a <Character>. On a 4+, the unit being rolled for suffers D3 mortal wounds.




I'm looking for general feedback. What do you guys think? Are they fair enough? Have any ideas for psychic powers? Is there any way I could clean up the language so not to leave it open to abuse? Any tips on how can I compile this into a cool pdf where it looks sort-of official? Thanks!

This message was edited 5 times. Last update was at 2018/04/16 18:51:07


 
   
Made in us
Humming Great Unclean One of Nurgle





In My Lab

I mean, it's nice. But it doesn't really solve much of any of the Inquisition's problems.

In other words, it's a good start. But that's all it is.

Clocks for the clockmaker! Cogs for the cog throne! 
   
Made in us
Fresh-Faced New User




Would you care to elaborate?
   
Made in us
Humming Great Unclean One of Nurgle





In My Lab

rem wrote:
Would you care to elaborate?


This alone would not make the Inquisition viable. Think about what an army needs to work. And think about what the Inquisition lacks.

Clocks for the clockmaker! Cogs for the cog throne! 
   
Made in us
Longtime Dakkanaut




I generally like it. The anti plasma thing seems really OP.

To me the main thing would be to make all the mini Inquisitorial units good enough at something that they are worth taking. I think ideally each unit like the monkeys and whatnot would provide some kind of utility to an army, be it better shooting, anti psyker defence, extra strategems, or whatever.

I also think henchmen being fully customizable guardsmen dudes is pretty cool, but they shouldn't cost as much as they do.
   
 
Forum Index » 40K Proposed Rules
Go to: