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Made in us
Humming Great Unclean One of Nurgle





In My Lab

I should probably wait for the new Imperial Agents to come out and see what GW does. But screw that! Here's some ideas for making Henchmen better.

Henchmen Changes

Spoiler:
Most Henchmen, in addition to their normal abilities, provides a special rule to the squad they are in, and all henchmen may join any squad as if they were Independent Characters (unlike ICs, though, they may not leave the squad and do not benefit from Look Out Sir!). This special rule is boosted if there is an Inquisitor in the squad.

Acolyte-No changes to the base Acolyte, but gain the following options:
-Spotter (+2 PPM)-On My Target!-A Spotter may forgo their shooting attacks in order to increase the BS of another member of the squad by 1. If there is an Inquisitor in the squad, this BS increase increases to 2. This ability cannot stack with itself (so no sticking 3 Acolytes in one squad to get BS 10 Space Marines).
-Flanker (+1 PPM)-Distracting Attacks-A Flanker may forgo their CC attacks in order to decrease the WS of one enemy squad by 1 (minimum 1). If there is an Inquisitor in the squad, this WS decreases increases to 2. This ability cannot stack with itself.
-Interrogator (+8 PPM, one per squad)-+1 Ld, +1 Attack, and becomes a Character.
-Medic (+12 PPM, one per squad)-Becomes a character and exchanges one weapon for a MediPack, which grants +1 to FNP rolls for all members of the squad to a maximum of 4+ (granting a 6+ FNP if there is none already).

Arco Flaggelant-No special rules. They're mostly mindless beatsticks.

Crusader-The Emperor's Shield-A Crusader may take Look Out Sir! rolls on a 4+ for any model in the squad, not just characters. (They Look Out Sir! for characters on a 3+, and ICs on a 2+.) If there is an Inquisitor in the squad, they gain a +1 bonus to all Look Out Sir! rolls (automatically passing any roll that was formerly a 2+) and may even Look Out Sir! for characters in a challenge.

Daemonhost-Accursed Grounds-A Daemonhost makes all terrain within 6" of them difficult terrain for enemy models. This terrain is also dangerous if their is an Inquisitor in the squad.

Death Cult Assassin-Dance Of Blades-A Death Cult Assassin increases the WS characteristic of all friendly models in the squad by 1. If there is an Inquisitor in the squad, this ability may either increase to 2 or also increase attacks by 1. This ability cannot stack with itself.

Jokaero Weaponsmith-No changes, other than the universal changes above. They've already got a good special rule.

Ministorum Priest-No changes, other than the universal changes above. They've already got good buff rules.

Mystic (+2 PPM)-Psychic Fortress-All models have a +1 bonus to their invulnerable save against Psychic Powers (granting a 6+ Invulnerable if the model would normally not have one). If there is an Inquisitor in the squad, the Mystic also has the Adamantium Will USR.

Psyker-No changes, other than the universal changes above. They've already got good rules.

Servitor-No special rules, but change Mindlock to read "does not also include any Character" so they can work without an Inquisitor nearby.


Inquisitor Changes

Spoiler:
Ordo Malleus Inquisitor Terminator Armour is now only 20 Points, but does not come with a Deamon Hammer or Storm Bolter. The Storm Bolter may be bought for 2 Points, and the Daemon Hammer may be bought for 15 Points.

Any Inquisitor may take Artificer Armour for 15 Points.

Any Inquisitor may take a Power Field (4+ Invuln) for 20 Points.

Any Inquisitor may take one of the following:

30 points-Smuggler's Past-Increase Initiative to 5 and gain the Infiltrate USR, which can apply to any squad they join.

30 Points-Tainted Past-Gain a 6+ Invuln save (remnants of a Daemonic Possession) and increase Mastery Level by 1, but at least one power must be from Malefic Daemonology.

15 Points-Military Past-Increase BS and WS to 5.


And just for fun...

AbHuman Special Henchmen

Spoiler:
Dorgle, The Ogryn Inquisitor
150 Points
Infantry (Character)


WS-4
BS-4
S-6
T-5
W-5
I-3
A-4
Ld-8
Sv-3+

Wargear
Power Armour
Power Maul
Power Sword
Frag Grenades
Flamer With Nitro Pellets-Once per game, the Flamer may use its Nitro Pellets. When fired in this manner, it becomes S6 AP4 Gets Hot! Hellstorm. Otherwise, it acts as a regular flamer.

Special Rules
Bulky
Stubborn
Independent Character
Truly Stupid-Dorgle is a marvel amongst Ogryns, in that he manages to be so damn stupid he actually ignores many things that should, by all rights, cripple him. (It's thought by the more learned he may have Ork blood and tap into the Waagh!, though how remains unclear.) Dorgle may ignore any Malediction that affects him on a roll of 2+ on one die, as well as the Blind, Concussive, and Strikedown special rules.

Fluff

Dorgle is an immensely stupid Ogryn who loves the Emperor. A lot. To the point where other Ogryns think he's a bit daft. But, his monumental stupidity is such that he's surprisingly hard to fool-tricks often go right over his head by being too complex, and his intimidating presence throws many people off. In addition, Dorgle has an almost 6th sense for heresy-able to sniff it out like a bloodhound. From mutants to illicit psykers to drug rings, Dorgle has found (and dealt with) them all.

He is often accompanied by Ministorum Priests (who love the Emperor almost as much as Dorgle), and Jokaero Weaponsmiths (who he loves for being small furry creatures).

Snik-Snak, The Ratling Inquisitor
150 Points
Infantry (Character)


WS-2
BS-5
S-2
T-2
W-2
I-5
A-3
Ld-7
Sv-4+

Wargear
Camo Cloak
Carapace Armour
Twin-Linked Sniper Rifle
Bolt Pistol
Close Combat Weapon

Special Rules
Hit And Run
Independent Character
Relentless
Shoot Sharp And Scarper (Applies to the whole unit)
Stealth

Fluff

Snik-Snak is a highly accomplished Inquisitor, often deployed (against his will) on the field of battle. A crack shot, Snik-Snak is able to put a bullet between someone's eyes at over a mile away, before running off and hiding in a desperate attempt to prove himself unworthy for the field of battle. Above all, he is a coward, but the ever-looming threat of extinction for being an abhuman looms over him, driving him to do well.

Snik-Snak is often accompanied by Death Cult Assassins, Arco Flaggelants, and Crusaders, who make up for his less-than stellar melee abilities. The Assassins are, in addition, present to ensure the small rats loyalties.

____________________________________________________________________________________________________________________________________________________________________________________________________

Not quite as many changes as I thought there'd be, but eh. Thoughts?

This message was edited 9 times. Last update was at 2016/11/25 01:40:31


Clocks for the clockmaker! Cogs for the cog throne! 
   
Made in us
Fixture of Dakka





There are some neat ideas here! I feel, however, that you may have left yourself open to some problems.

Acolytes: Will be sprinkled into imperial lists whenever possible for an insanely cheap squad-wide bonus to BS. I'd be fine with their new rule if they were only able to grant the bonus to other henchmen (or even to only a single henchman so you can help the jokaero or plasma guy aim), but I feel this would dramatically alter list building in all imperial lists . I would probably never run my sisters, marines, or skitarii without an allied inquisitorial detachment to make them BS 5.

Crusader: So you sprinkle a couple of these guys into a conscript blob, and now you have 4+ (or 3+) invuls on insanely cheap models. I know it's only in btb, but you'll tank blasts well enough to not mind clustering up around the crusaders. And then you have someone cast sanctuary for a 2+ invul on 3 point models. Even within a henchmen squad, I see this being abused to put cheap acolytes up front and then make them relatively durable meat shields for the other models in the unit. In assaults, I see this rule leading to feel-bad discussions about where exactly those crusaders have to pile in because their final pile in location will drmatically alter the durability of their squad mates.

Daemonhost: I'm fine with this one, but I'm not entirely sure I understand the fluff you're going for. Is it a poltergeist tornado type of thing?

Death Cult Assassins: Like the crusaders, I see disputes arising about precisely where the assassins are required to pile in.

Mystics: Are mystics still a thing? I thought they got removed. I'm assuming they're pretty cheap. If that's the cast, a single mystic and a psyker in the same squad means that your unit (like a conscript blob) suddenly denies on a 4+. 3+ If the inquisitor is around. This can be pretty frustrating to your buddy who likes to run the occassional psyker rather than a GK or Tzeentch army. I'd be more okay with this combo in a henchman squad as the inquisition seems like they could reasonably scrape together some decent psychic defenses given the nature of their work.


ATTENTION
. Psychic tests are unfluffy. Your longing for AV is understandable but misguided. Your chapter doesn't need a separate codex. Doctrines should go away. Being a "troop" means nothing. This has been a cranky service announcement. You may now resume your regularly scheduled arguing.
 
   
Made in us
Humming Great Unclean One of Nurgle





In My Lab

Wyldhunt wrote:
There are some neat ideas here! I feel, however, that you may have left yourself open to some problems.

Acolytes: Will be sprinkled into imperial lists whenever possible for an insanely cheap squad-wide bonus to BS. I'd be fine with their new rule if they were only able to grant the bonus to other henchmen (or even to only a single henchman so you can help the jokaero or plasma guy aim), but I feel this would dramatically alter list building in all imperial lists . I would probably never run my sisters, marines, or skitarii without an allied inquisitorial detachment to make them BS 5.

Crusader: So you sprinkle a couple of these guys into a conscript blob, and now you have 4+ (or 3+) invuls on insanely cheap models. I know it's only in btb, but you'll tank blasts well enough to not mind clustering up around the crusaders. And then you have someone cast sanctuary for a 2+ invul on 3 point models. Even within a henchmen squad, I see this being abused to put cheap acolytes up front and then make them relatively durable meat shields for the other models in the unit. In assaults, I see this rule leading to feel-bad discussions about where exactly those crusaders have to pile in because their final pile in location will drmatically alter the durability of their squad mates.

Daemonhost: I'm fine with this one, but I'm not entirely sure I understand the fluff you're going for. Is it a poltergeist tornado type of thing?

Death Cult Assassins: Like the crusaders, I see disputes arising about precisely where the assassins are required to pile in.

Mystics: Are mystics still a thing? I thought they got removed. I'm assuming they're pretty cheap. If that's the cast, a single mystic and a psyker in the same squad means that your unit (like a conscript blob) suddenly denies on a 4+. 3+ If the inquisitor is around. This can be pretty frustrating to your buddy who likes to run the occassional psyker rather than a GK or Tzeentch army. I'd be more okay with this combo in a henchman squad as the inquisition seems like they could reasonably scrape together some decent psychic defenses given the nature of their work.


I'll get rid of the "Squad-wide" bonus on Acolytes. So you can buff an entire SM squad... If you have one Acolyte per Marine.

For Crusaders, perhaps a different rule that allows them to Look Out Sir! for any model, not just characters, and let them auto-pass that roll if there's an Inquisitor in the squad?

I wasn't sure what exactly to give Daemonhosts, but this seemed appropriate. I imagine it can vary from the earth cracking and splitting, to unnatural winds, to an aura of malaise and despair. Fluff it how you like!

Is there any issue with DCA rule, though?

Mystics are still a thing. Two melta gun base cost. And You get a 6+ normally, 5+ with the Mystic, 4+ with a Psyker, 3+ with an Inquisitor... (2+ if you also manage a higher level Psyker.) Hrm. Yeah, I'll have to think of something new for them.

Edit: Made changes. Acolytes are now a one-to-one deal; Crusaders get Look Out Sir! 4+ for nobodies, 3+ for characters, 2+ for ICs, and finally autopass and can LOS! challenges if there's an Inquisitor in the squad; Mystics give a +1 to Invuln saves against psychic powers (which is pretty potent combined with a Crusader-that'll hit Tzeentch Daemons hard, but that's about it for people who primarily rely on mind bullets) and Ad Will if there's an Inquisitor.

Edit II: Added some changes to Inquisitors themselves, as well as two new Inquisitors! I think I might've made Dorgle too cheap, though-thoughts?

This message was edited 2 times. Last update was at 2016/11/22 02:05:49


Clocks for the clockmaker! Cogs for the cog throne! 
   
Made in us
Fixture of Dakka





Henchmen: I like the changes. I'd play against it.

The problem with the death cult assassin is that exact placement of models in melee tends to get a bit messy. I could see disputes breaking about whether the assassin has to try to pile in around the crusaders in front by going left or right or whether they can just stop sort of in the middle where they just so happen to be giving out more bonus attacks, etc. Consider making it a simpler squad-wide thing? +1 WS to a squad containing 1 or more death cult assassins, +1 Attack to the attacks characteristic of any inquisitor in the squad (representing spending time training/sparring with the assassin). Something like that, maybe?

Inquisitors:
Lots of cool stuff here. Does the price of your artificer armor overshadow terminator armor (which has the drawback of preventing the unit from sweeping and eats up a slot in a transport)?

The back grounds sound like a lot of fun, but I worry about the abusability of the Smuggler's Past. It makes the inquisitor a pretty cheap source of hit & run for a number of death stars and blobs (including the conscript blob mentioned earlier). I'm also not sure that a background in smuggling necessarily warrants the hit & run rule. Harlequins have it, but banshees don't. White scars have it, but they're power-armored superhumans, and they're usually assumed to be on bikes. Consider limiting or revising this one somehow? Maybe let him confer infiltrate instead? Somewhat less easy to abuse/less powerful, and I'd argue it reflects a history of sneaking past authorities better than running away quickly.

Abhumans:
These amuse me, but I'm not sure they'd be likely to become inquisitors. And not just because of their abhuman natures. Inquisitors are meant to... er... inquire. They're known for being clever and capable of sniffing out enemy plots and looking to the future. These guys seem like they'd fill more of an assassin type role. Like, they'd make more sense as options in the IG book or as special character henchmen than as inquisitors.


ATTENTION
. Psychic tests are unfluffy. Your longing for AV is understandable but misguided. Your chapter doesn't need a separate codex. Doctrines should go away. Being a "troop" means nothing. This has been a cranky service announcement. You may now resume your regularly scheduled arguing.
 
   
Made in us
Humming Great Unclean One of Nurgle





In My Lab

Wyldhunt wrote:
Henchmen: I like the changes. I'd play against it.

The problem with the death cult assassin is that exact placement of models in melee tends to get a bit messy. I could see disputes breaking about whether the assassin has to try to pile in around the crusaders in front by going left or right or whether they can just stop sort of in the middle where they just so happen to be giving out more bonus attacks, etc. Consider making it a simpler squad-wide thing? +1 WS to a squad containing 1 or more death cult assassins, +1 Attack to the attacks characteristic of any inquisitor in the squad (representing spending time training/sparring with the assassin). Something like that, maybe?

Inquisitors:
Lots of cool stuff here. Does the price of your artificer armor overshadow terminator armor (which has the drawback of preventing the unit from sweeping and eats up a slot in a transport)?

The back grounds sound like a lot of fun, but I worry about the abusability of the Smuggler's Past. It makes the inquisitor a pretty cheap source of hit & run for a number of death stars and blobs (including the conscript blob mentioned earlier). I'm also not sure that a background in smuggling necessarily warrants the hit & run rule. Harlequins have it, but banshees don't. White scars have it, but they're power-armored superhumans, and they're usually assumed to be on bikes. Consider limiting or revising this one somehow? Maybe let him confer infiltrate instead? Somewhat less easy to abuse/less powerful, and I'd argue it reflects a history of sneaking past authorities better than running away quickly.

Abhumans:
These amuse me, but I'm not sure they'd be likely to become inquisitors. And not just because of their abhuman natures. Inquisitors are meant to... er... inquire. They're known for being clever and capable of sniffing out enemy plots and looking to the future. These guys seem like they'd fill more of an assassin type role. Like, they'd make more sense as options in the IG book or as special character henchmen than as inquisitors.


Changed Smuggler's Past to Infiltrate. Should it also come with a price drop, since I feel 30 Points is a bit much for I5 and Infiltrate?

Artificer Armour also does not confer Relentless or an invuln (though you can nab a better invuln on the cheap with a Power Field). That being said, I'd rather see Terminator Armour get cheaper than make my Aritificer Armour pricier. Say, 25 points for the Terminator Armour?

For Dorgle and Snik-Snak, maybe have them as special Henchmen? I still think they should take an HQ slot, though I'd adjust their wargear a little bit to represent that they're not Inquisitors.

Edit: DCAs changed to +1 WS for the squad. An Inquisitor in the squad bumps that up to +2, or +1 WS and +1 Attack.

Edit II: Changed Dorgle and Snik-Snak a little. Also reduced the cost on Terminator Armour.

This message was edited 2 times. Last update was at 2016/11/22 02:32:06


Clocks for the clockmaker! Cogs for the cog throne! 
   
Made in us
Ship's Officer





Reading, UK

I really like some of these ideas! Inquisition has always struggled to balance flexibility with a reasonable number of options (or at least a logical way to organize them) and I think they definitely could benefit from your tweaks. Here's what I would do to potentially streamline things:

Acolytes (with changes)
Spoiler:
I think they work best as cheap, customized guardsmen with good toys. They have LOTS of options already, so I would take your ideas but subdivide acolytes into specific 'trees' to make them a bit more structured:

Acolyte - Guardsman profile, Ld8, laspistol/ccw/frag (+4)
Has access to the Acolyte Wargear Options OR:

One may up grade to Interrogator - Character, +1 atk, Ld9, access to Interrogator Wargear Options (+5)
One may upgrade to Autosavant - Targeter (+10)
One may upgrade to Chirugeon - Medi-pack (+15)
Up to 3 may upgrade to a Specialist - Access to Specialist Wargear Options

Acolyte Wargear Options: Carapace, bolter/hellgun/storm bolter
Specialist Wargear Options: Carapace, melta/plasma/flamer
Interrogator Wargear Options: Carapace/Power Armor, Plasma Pistol/Melta Pistol/Bolt Pistol, Power Weapon/Power Fist

Point values might need tweaking, but I liked how you gave a nod to the old Witchhunters codex where each model provided a benefit (also means you have to be smart about protecting certain models). I always wanted Interrogators as 'sergeants' and an option to increase the BS or gain FnP is really useful. I also removed some of the superfluous options (stormshields and power weapons? When you have cheaper Crusaders?).


Henchmen (with changes)
Spoiler:
Acolyte (+3 PPM)-On My Target!-An Acolyte may forgo their shooting or CC attacks in order to increase the BS or WS of another member of the squad by 1. If there is an Inquisitor in the squad, this BS or WS increase increases to 2. This ability cannot stack with itself (so no sticking 3 Acolytes in one squad to get BS 10 Space Marines).
I like the idea of a squad-wide buff option, but I feel like Acolytes need to be rank-and-file weapons guys or specialize to be support models. Being both (and ICs to boot) seems a bit much.

Arco Flaggelant-No special rules. They're mostly mindless beatsticks.
I like the idea of giving Arcos the Taser or Deflagrate SRs. Makes them more competitive with the glorious Death Cult Assassins.

Crusader-The Emperor's Shield-A Crusader may take Look Out Sir! rolls on a 4+ for any model in the squad, not just characters. (They Look Out Sir! for characters on a 3+, and ICs on a 2+.) If there is an Inquisitor in the squad, they automatically pass all Look Out Sir! rolls and may even Look Out Sir! for characters in a challenge.
I actually really like this rule. Although for balance I think I would make it just auto-pass for Inquisitor Look Out Sir rolls.

Daemonhost-Accursed Grounds-A Daemonhost makes all terrain within 6" of them difficult terrain for enemy models. This terrain is also dangerous if their is an Inquisitor in the squad.
Daemonhosts need... something. They're too random to really be useful, so this buff (while useful) doesn't help them enough.

Death Cult Assassin-Dance Of Blades-A Death Cult Assassin increases the WS characteristic of all friendly models in the squad by 1. If there is an Inquisitor in the squad, this ability may either increase to 2 or also increase attacks by 1. This ability cannot stack with itself.
I think we both know Death Cult are amazing already! Although I would roll this change into an "Inquisitor background" bonus.

Jokaero Weaponsmith-No changes, other than the universal changes above. They've already got a good special rule.
Agreed.

Ministorum Priest-No changes, other than the universal changes above. They've already got good buff rules.
Agreed, although I think they do need Ld8 to be in line with acolytes.

Mystic (+2 PPM)-Psychic Fortress-All models have a +1 bonus to their invulnerable save against Psychic Powers (granting a 6+ Invulnerable if the model would normally not have one). If there is an Inquisitor in the squad, the Mystic also has the Adamantium Will USR.
I think would re-introduce Penitents from the old Codex and keep them separate from Mystics. Penitents would be the defensive ones (Adamantium Will and a 4++ for the squad vs. psychic shooting attacks) and Mystics would be the 'offensive' ones (no scatter for deep strike within 6" and +1 Mastery level to attached Inquisitor on deployment).

Psyker-No changes, other than the universal changes above. They've already got good rules.
Agreed.

Servitor-No special rules, but change Mindlock to read "does not also include any Character" so they can work without an Inquisitor nearby.
BIG fan of the Mindlock change (could also make it "does not include Inquisitor or Interrogator"). A dark, evil part of me wants to give the weapons servitors the option for a Heavy Grav Cannon (Salvo 3/6) from Cult Mechanicus... but maybe not.

Note: I think making all henchmen ICs is probably not the best choice. I think it opens up too many possibilities for complication (or abuse) and kills the idea of the Inquisition retinue or warband, which is one of the reasons they're unique. Space Marines barely listen to Inquistiors, let alone Interrogators, so an attached acolyte just seems unfluffy to me.

Inquisitors (with changes)
Spoiler:

Any Inquisitor may take Artificer Armour for 15 Points.
Any Inquisitor may take a Power Field (4+ Invuln) for 20 Points.
I like these options, but the prices may need a tweak. At the very least, Inquisitors need access to a Refractor Field.
Ordo Malleus Inquisitor Terminator Armour is now only 25 Points.
Does it still come with a storm bolter and Daemon Hammer? Because that would be a bargain!


Inquisitorial Background Traits (with changes)
Spoiler:

Smuggler's Past - Increase Initiative to 5 and gain the Infiltrate USR, which can apply to any squad they join.
Tainted Past - Gain a 6+ Invuln save (remnants of a Daemonic Possession) and increase Mastery Level by 1, but at least one power must be from Malefic Daemonology.
Military Past - Increase BS and WS to 5.
I love the idea of these traits. I think we should have more!

I also like the idea of Inquisitors having (optional?) alignments to Ordo Philosophies. First draft so open to changes:


Puritans - May not be in the same army as a Radical Inquisitor.
Monodominant (No tolerance whatsoever for alien/mutant/heretic) - Hatred (Non-Imperium) for self and attached unit. May not join units containing non-human models.
Thorian (Believe Emperor will be reborn as an avatar) - May re-roll failed Leadership Tests. Ld9.
Ardentist (Belief in both God-Emperor and Omnissiah) - All ranged weapons in unit +2 Str, but have Gets Hot! special rule.

Radicals - May not be in the same army as a Puritan Inquisitor.

Polypsykanist (Radical. Focus on psychic manipulations of the warp) - Increase Mastery Level by 1. Harness charges on a 3+. Perils on any doubles.
Rivivifactor (Radical. Focus on prolonging/augmenting life) - Eternal Warrior and It Will Not Die. Always move as if in Difficult Terrain.
Xanthist (Radical. Focus on use of daemonic/heretical weaponry) - Free Daemon Weapon and may re-roll each Daemonic Power. One fewer wound.


Some very interesting changes and overall I really like you ideas. I wonder how Imperial Agents will switch things up?

DoW

"War. War never changes." - Fallout

4000pts
3000pts
1000pts
2500pts 
   
Made in us
Humming Great Unclean One of Nurgle





In My Lab

One thing you seem to be confused about-Henchmen are NOT ICs. They act like them during deployment (can be attached to any squad) but once the game begins, they are no longer able to detach or attach to other squads.

I like your thoughts on subdividing Acolytes further.

For the rest... I'm not sure.

Edit: Made some Acolyte changes, and Crusader changes.

Edit II: Made some changes to Terminator Armour pricing.

This message was edited 2 times. Last update was at 2016/11/24 17:40:19


Clocks for the clockmaker! Cogs for the cog throne! 
   
Made in us
Ship's Officer





Reading, UK

 JNAProductions wrote:
One thing you seem to be confused about-Henchmen are NOT ICs. They act like them during deployment (can be attached to any squad) but once the game begins, they are no longer able to detach or attach to other squads.
Very well, I will edit my comment.

DogofWar wrote:Note: I think making all henchmen attachable to other units during deployment is probably not the best choice. I think it opens up too many possibilities for complication (or abuse) and kills the idea of the Inquisition retinue or warband, which is one of the reasons they're unique. Space Marines barely listen to Inquistiors, let alone Interrogators, so an attached acolyte just seems unfluffy to me


DoW

"War. War never changes." - Fallout

4000pts
3000pts
1000pts
2500pts 
   
Made in us
Humming Great Unclean One of Nurgle





In My Lab

It makes sense to me. The Inquisitor sends his retinue out to where they can do the most good, rather than keeping them close. And they're not necessarily taking orders from them-they're using them as another tactical tool (acolytes), being inspired by fervent hymns of battle (priests), getting equipment upgrades (Jokaero), or various other things.

Edit: Mechanically, does it cause issues? I'm not OVERLY concerned about the fluff being perhaps not perfect if the mechanics are sound.

This message was edited 1 time. Last update was at 2016/11/25 01:07:20


Clocks for the clockmaker! Cogs for the cog throne! 
   
Made in us
Ship's Officer





Reading, UK

I suppose we'll have to disagree on the canon/lore/fluff aspect. Most of the Inquisition novels and codices I've read focus on the 'warband' or retinue that an Inquisitor or Interrogator takes with them wherever they go. Sometimes you'll have Inquisitor Lords (like Coteaz or Karamazov), who have huge retinues of thousands, which I imagine would be farmed out as tacticians, but I doubt they would be integrated effectively into another army, especially not one as functionally independent as Adeptus Astartes.

What they have done, however, is have completely independent units (like Death Cult Assassins), but nowadays they would be picked off very easily and give an opponent a kill point bonanza!

As far as rules are concerned, the only time I've seen models be attached at deployment and unable to separate is with things like Commissars, but they're only within the same Army list. It would be a completely new rule you'd be creating for them to 'act' like ICs for the purpose of deployment into Battle Brother units, but being unable to separate afterwards. I don't think it's totally unreasonable from a mechanics perspective.

This being said, it would open up the door for a LOT of combinations that may end up being overly powerful. A Crusader in a GK squad could fairly easily be given a 2++ save (possibly a re-rollable) that could be used for anyone in the unit on a 4+ (and any IC on a 2+). A medic in a Blood Angels list could give a squad a 3+ or 2+ FnP. One Death Cult gives a blob of Conscripts WS3.

Not necessarily game-breaking, but when you start letting single models with unit-wide buffs attach to completely different faction units, you get some really nasty combinations. Maybe it's the Inquisition purist in me, but people use Inquisitors as grenade jockeys and divination batteries enough already. Being able to add a +1FnP for 12 points to any unit in the Imperium or +1WS for 15 points would be essentially auto-take.

Food for thought though. This is all just for fun anyway.

DoW

"War. War never changes." - Fallout

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Humming Great Unclean One of Nurgle





In My Lab

Yeah, I was thinking about the Medic. An iron Hands Command Squad gets a 2+ FNP from him and an IC with their MFD. I think I'll limit the MediPack to a 4+ FNP maximum.

And WS3 Conscripts really aren't that scary. Now, 2 Attack WS 3 Conscripts is scary, but can be gotten rid of by sniping out the DCA (with no Look Out Sir! unless you have a Crusader in the squad, since DCAs are not characters) or the Inquisitor.

Edit: And it's 16 Points for a Medic. That +12 PPM is in ADDITION to their base cost.

This message was edited 1 time. Last update was at 2016/11/25 01:40:51


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Gore-Soaked Lunatic Witchhunter







I'm completely and totally confused by the Assassin. What about dumping a random murder-psychopath into a squad is going to turn everyone else into better murder-psychopaths along with him/her/it/who knows? Not to mention you've basically given full-DCA squads (a decent unit already) a free upgrade to WS6/A3 that they didn't need at all.

As for the Medic why doesn't he just do the same thing every other Medic in the game does and give 5+ FNP? Why does he need to be additive with existing FNP/other medics?

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Humming Great Unclean One of Nurgle





In My Lab

 AnomanderRake wrote:
I'm completely and totally confused by the Assassin. What about dumping a random murder-psychopath into a squad is going to turn everyone else into better murder-psychopaths along with him/her/it/who knows? Not to mention you've basically given full-DCA squads (a decent unit already) a free upgrade to WS6/A3 that they didn't need at all.

As for the Medic why doesn't he just do the same thing every other Medic in the game does and give 5+ FNP? Why does he need to be additive with existing FNP/other medics?


The idea is that they're trained to work with and enhance others-they're not solo assassins, like the Eversor, they're part of a team. If you have better ideas for them, I'd gladly hear it!

The Medic is because I didn't want to hand out FNP 5+ for 16 points. FNP 6+ feels a lot more reasonable, but I also feel like there should be a point to taking with, say, Iron Hands.

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Gore-Soaked Lunatic Witchhunter







...You thought FNP5 for 16pts was too powerful but handing FNP+1 to anyone in the Imperium for 16pts wasn't?

And what was wrong with having a decent melee model to stick into henchmen warbands in the first place? Why does the Assassin need to suddenly become an incredibly powerful support tool? What about 'death-cult assassin' screams 'buff squad' to you?

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Homebrew oldhammer project: https://www.dakkadakka.com/dakkaforum/posts/list/790996.page#10896267
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Reading, UK

I think these are the main issues:

1. Some of your models are too good at too many different things (and aren't costed appropriately).
2. The utility of attaching these acolytes to other army units is massive and has no real downside.
3. There's no incentive to create synergy within the Inquisition list. There's no reason at all to take a Henchman Warband when you can just improve any other squad in the game (so long as they are BB).

Here's ways I would consider trying to fix those problems:

1. Look to other armies for how they cost and restrict powerful abilities. Guard, for example, have access to one med-pack, it's for the command squad, and it costs +30 points. If something has the ability to 'stack' (increasing a FnP save, for example) it has the potential to be VERY powerful, so should be over-costed to compensate.

Stick to the rule of "Offense, Defense, Support" when creating and costing a model. If it's very good at killing (Death Cult) then it should be fragile and not buff the unit. If it's very hard to kill (Crusader) then it needs to be weaker in offense and support. You can have models that are multi-role (SM Captains, Riptides, etc.), as it were, but they need to cost much more. That's especially true if you want to make a 'support' model hard to kill, or good at killing.

2. Other than being infantry (so might restrict the movement of some squads), attaching one of your DCA or Crusaders to a squad is never a bad choice. They are cheap, provide a benefit to the whole squad, and are good at combat (either defensive or offensive) to boot. Every Imperium player would snatch up a handful of them for every squad in their armies.

I would make your 'buffing' models bog-standard guardsman profiles. An autosavant, a combat logician, etc. who can provide that +1BS to a model (or re-roll 1s, or twin-linked, etc.) because now it's a squishy target that isn't doing anything except take up space in a transport or needing to be babysat by staying in the middle of the squad. You could even have them buff the whole squad so long as they themselves bring nothing to the fight (it's a psychological difference, but people are much more willing to accept it for a lower point cost).

3. I really like the "If an Inquisitor is also in the squad, benefit is improved by X" system that you have. That gives an incentive to the player to keep Inquisition stuff together and it makes sense from a "these guys have been fighting together for years, they work well as a team" concept. The ability to have variety in a Warband is one of their greatest strengths, so why not give an incentive to take less variety? Units comprised of only DCA gain Dunestrider (+3" movement/run/charge distance) or +1WS. Units comprised of only Warrior Acolytes gain +1BS or re-roll 1s to hit. Units comprised of only Crusaders increase their 3++ to a 2++ (okay, maybe not that one!). Allow an Inquisitor to be attached still and you've got another aspect of list building that isn't auto-take or auto-shelf.

All just suggestions though. I think you're on the right track for something good!

DoW

"War. War never changes." - Fallout

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Gore-Soaked Lunatic Witchhunter







To my mind this does nothing at all for the Inquisition and turns the Codex into deathstar support for other factions. The Inquisition should be an army of skilled units with the best tools in the Imperial arsenal designed to operate independently, not a force-multiplier full of support elements that get farmed out into other armies.

An overhaul to the army should probably focus on expanding their tools for a self-sufficient force and adding effects that interact with Reserves, the mission, and deployment/first turn, not on buffing the four-model support detachment through the stratosphere.

Balanced Game: Noun. A game in which all options and choices are worth using.
Homebrew oldhammer project: https://www.dakkadakka.com/dakkaforum/posts/list/790996.page#10896267
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