Right so got in from work and decided to do some writing. I have completed the first draft of the Inquisitor Lord and his retinue.
Any Feedback is welcome as always.
(You'll have to bear with the editing. I've been writing on word and all the text formatting/tables have been removed in the post :S)
HQ
Inquisitor Lord (1)
• Mandatory
HQ option. Must choose one of the 4 inquisitorial paths. Hereticus, Xenos, Malleus or Sigillus.
(Based on the Inquisitor Lord from Codex:Witch Hunters)
Pts:45
WS BS S T W I A
Ld Sv
Inquisitor Lord 4 4 3 3 3 4 3 10 4+
Number/Squad: 1
Options: An Inquisitor Lord may use up to 100 points worth of equipment from the Inquisiton Armoury.
An Inquisitor Lord may be a Psyker for an extra 20 points.
An Inquisitor Lord must choose which Ordo he hails from. The choices are; Hereticus, Xenos, Malleus or Sigillus.
Retinue: The Inquisitor Lord must be accompanied by a retinue of henchmen as detailed below. He and the retinue are treated as a single unit during the battle. Note that the retinue does not count as a separate
HQ choice (it does not use up one of the
HQ ‘slots’)
Special Rules:
Representative of the Ordo: Inquisitors gain different army selections dependant on which Ordo they hail from (detailed in each of the squad entries) They also gain the following;
Hereticus – Preferred Enemy: Psykers.
Malleus – Preferred Enemy: Daemons of Chaos/Chaos Space Marines.
Xenos: Preferred Enemy: Xenos (This changes dependant on the enemy. If the opponent is using a force considered to be Xenos then the Inquisitor gains the benefit, if not then no benefit is conferred)
Sigillus – After all players have deployed, the controlling player may move one unit up to 6”. It must remain at least 18” away from any enemy units but may move into/out of cover. Difficult terrain is treated as normal during this move and it is carried out before the first turn of the game.
Psyker: If the Inquisitor lord is a Psyker they may select psychic powers from the Inquisition psychic powers list.
Iron Will: An Inquisitor Lord may choose to pass or fail any Morale check or pinning test he is called upon to make. This ability is conveyed to any unit he joins. Even if failure is normally automatic, the Lord may still choose to pass or fail.
Independent Character: If his retinue is destroyed, the Inquisitor becomes and Independent character and is free to join other units.
Keystone: If the Inquisitor Lord is killed, at the beginning of each of the controlling players turns he must roll a leadership check for all Ordo Specific units (Grey Knights/ Sisters of battle/ Death-watch kill-teams / Exorcist/ Dreadknight/ Death-watch Dreadnought). In the case of a success, they are unaffected. If the test is a failure they immediately start to fall back to the nearest table edge. They may not rally and will attempt to flee if charged in combat. All other troops operate as normal but suffer a -1 Leadership modifier for the remainder of the game.
Inquisitorial Henchmen. (3-12) Options are; Warrior, Bound Daemonhost, Death Cult Assassin, Servitor, Acolyte, Familiar, Chirurgeon
• Do not take up a
HQ slot. Maximum of 3 of any type of henchmen. Any bonuses they confer do not stack
(Based on the Inquisitor Henchmen from Codex:Witch Hunters/Daemon Hunters)
Pts: Varied
WS BS S T W I A
Ld Sv
Acolyte 3 3 3 3 1 3 1 8 5+
Bound Daemonhost 3 3 4 4 1 3 1 8 -
Chirurgeon 3 3 3 3 1 3 1 8 5+
Death-Cult Assassin 4 3 3 3 1 4 1 8 5+
Familiar 2 2 2 2 1 2(4) 1 4(10) -
Servitor 3 3 3 3 1 3 1 8 4+
Warrior 3 4 3 3 1 3 1 8 5+
Number/Squad: 3-12 (Maximum of 3 of each type of henchmen)
Weapons: Varied (See Henchmen descriptions below)
Options: Varied (See Henchmen descriptions below)
Special Rules: Does not take up a
HQ option on the force organisation chart. Varied (See Henchmen descriptions below) If the Inquisitor Lord is killed then his retinue stays on the table and continues to operate as a unit however they still suffer the -1 leadership effect caused by Keystone.
Acolyte - Pts: 10 Armed with either a Lasgun or Laspistol and Sword. May take up to 30 points worth of equipment from the Inquisition Armoury. An Inquisitor with an Acolyte that takes a wound may assign the wound to the Acolyte. This is done after the wound has been caused but before Armour saves are taken.
Bound Daemonhost – Pts: 15 Warp Shield – The Daemon has a 5+ Invulnerable save. Daemonic Claws – Counts as having two close combat weapons. Psychic Beacon – If the Inquisitor is targeted by a psychic power he may assign the effects to the Daemonhost. This is done after the power has been successfully manifested.
Chirurgeon – Pts: 15 The Inquisitor may take a special save against the first wound caused by shooting each turn. This is a 4+ save. If successful then he may ignore the wound. This does not negate wounds caused in close combat/psychic powers or wounds that would cause instant death.
Death-cult Assassin - Pts: 15 If the Inquisitor is charged in close combat, the Death-cult assassin may make an Initiative check. If successful swap the placement of the Inquisitor and the Assassin. This ability may not be used if the Assassin is already engaged in close combat.
Familiar – Pts: 10 For each familiar that is in the Inquisitors retinue he may take an extra psychic power. If a familiar dies, the Inquisitor loses a randomly selected Psychic power. Familiars use the Inquisitors Initiative and Leadership. If the Inquisitor is killed then remove all familiars as well.
Servitor – Pts: 10 The servitor is either armed with a Power fist and Close combat weapon for +15pts or one of the following; Heavy Bolter +15pts, Multi-Melta +25pts or Plasma Cannon +35pts. No two servitors in the retinue may be equipped with the same weapons.
Warrior – Pts: 5 Armed with a Laspistol and Chainsword. A Warrior may swap his laspistol and/or Chainsword for the following; Boltgun +1pt, Storm bolter +3pts, Hot-shot Lasgun +5pts, Combi-Flamer/Melta/Plasma +10pts, Plasma Gun/Melta Gun/Flamer +10pts, Power Sword or Plasma Pistol +15pts, Storm Shield +20pts, Power Fist +25pts. A warrior may replace his flak armour with either Carapace Armour +5pts or Power Armour +10pts.
I know that there's a lot to the retinue rules but they will be what the army is built around. Also, with the way that I have done the listing you will immediately have to be spending at least 60 pts on a mandatory
HQ choice (Basic Inquisitor Lord with 3 basic Warriors)