Switch Theme:

How do I use an inquisitor?  [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
Guardsman with Flashlight





I have one nicely painted inquisitor model (and a few henchmen) I would like to add to either my SM or IG army, but I am not really sure how I would go about that. I do not even know what codex I would find inquisitors in! (I think it is Grey Knights but not 100%) Can someone give me a brief overview of how adding the inquisitor to one of my armies would work?

I have heard you can add an inquisitor by himself without following the normal rules for allies, is that true? If so, can they take their henchmen as part of this?

It seems most people are adding them mainly for their psychic powers, are there any other upgrades you can give them wargear wise? What psychic powers are best for them for being attached to a IG or SM squad?

Never tell me the odds! 
   
Made in ca
Grisly Ghost Ark Driver





There are two codex's with inquisitors in them: Codex: Grey Knights and Codex: Inquisition.

You'll probably want the latter one if you are interested in using them in the fashion you described, as the C:GK ones would require you take a troop choice as well in order to add them as allies.

A psychic inquisitor with prescience is an excellent (and points-efficient) addition to bolster the shooting and/or CC of any unit you'd care to add it to.

As for the specific options to upgrade them: I'd suggest having a look in their respective entries, not really allowed to give you the specifics. That said they do have some rules that allow for and/or modify henchmen units, sure.

This message was edited 1 time. Last update was at 2014/04/11 15:02:44


 
   
Made in fr
Tzeentch Veteran Marine with Psychic Potential





France

Codex inquisition. In codex GK, only Coetaz unlock henchmen as troops. Codex inquisition is more of an ally codex than standalone army. You'll need to take an inquisitor and a henchmen squad to go along.

As psychic power goes, divination is quite the king right now.

   
Made in us
Longtime Dakkanaut




 Pak40. wrote:
I have one nicely painted inquisitor model (and a few henchmen) I would like to add to either my SM or IG army, but I am not really sure how I would go about that. I do not even know what codex I would find inquisitors in! (I think it is Grey Knights but not 100%) Can someone give me a brief overview of how adding the inquisitor to one of my armies would work?

I have heard you can add an inquisitor by himself without following the normal rules for allies, is that true? If so, can they take their henchmen as part of this?

It seems most people are adding them mainly for their psychic powers, are there any other upgrades you can give them wargear wise? What psychic powers are best for them for being attached to a IG or SM squad?


You can add Inquisitors by either allying Grey Knights or using the digital Codex: Inquisitors (which gives you access to inquisitors and Henchmen only)

Divination is the preferred psychic family, and 3 servo skulls is considered mandatory by many.

Other gear depends on what you intend for the inquisitor to do.
   
Made in us
Guardsman with Flashlight





What do the servo skulls do? I have seen many mentions of them. Are there models for them?

Never tell me the odds! 
   
Made in us
Longtime Dakkanaut




There are (or were) models for them, they help your own deep strikers and blast weapons and prevent infiltrating or scouting in a certain radius around them, which helps prevent some armies from alpha striking

This message was edited 1 time. Last update was at 2014/04/11 15:43:08


 
   
Made in lu
Witch Hunter in the Shadows





Earth

You can get several different servo skulls: two in the devastators kit, the cadian company command kit, the gk termie kit, and I could have sword I saw another one in the scion kit, but I'm not 100% on this one.

   
Made in us
Guardsman with Flashlight





so do people who use them in games actually model and paint them? If so, are they just suspended over the base on a flying stand or a bit of wire?

Never tell me the odds! 
   
Made in us
Longtime Dakkanaut




The ones I have are on little metal wires sticking up from the (slotted) base
   
 
Forum Index » 40K General Discussion
Go to: