Inquisitorial

Inquisition Tactical Summary as of 10-26-16

The Inquisition or Witch Hunters are a critical part of the Warhammer 40k narrative, they are an easy protagonist and pure personification of the Gothic dark future 40k represents. The Inquisition while a clear in purpose in novels and stories, isn’t so much when it comes to portrayal in the game rules. Games Workshop has seem very confused on how to use the Inquisition, drifting from being part of the Grey Knights and Sisters of Battle to know being completely separate. The Inquisition has never had a true codex, getting a Sisters treatment, existing in digital form only. Of all the armies the Inquisition is by far the most dated, with wargear and options this side 5th edition.

The Inquisition mostly provides competitive players with some cheesy tools to fill out an army. Corteaz is still very powerful and cheap, but most common, is shoehorning in a lone Inquisitor just for the Servo Skulls. This annoying “abuse” of the army gives many players a reason to hate the current rules for them. Still, the problem is the Inquisition codex itself. You can use tricks like Servo Skulls and Psychotropic Grenades, but army it does not make. The Inquisition has too few unit choices it is almost comical, relying on a catch-all of Games Workshop models holding on for dear life from obsoletion.

If you want to make a pure Inquisition force you won’t win many games, but you could have some fun doing it. Death Cult Assassins riding in Land Raiders,; while space orangutans make Servitors more deadly shooters is fun, and can throw off a opponent or two. The core is the Inquisitor itself, where you can design a character with a host of unique toys to fit whatever story you want to tell. The hunch is the Inquisition will find a new role somewhere in a larger codex. New units like the Custodes and Sisters of Silence, might have us seeing an all encompassing “Agents of the Imperium” book, sorely needed allowing Games Workshop to put all the misfit toys in one basket.

Below you find all the quick reference material you need to build an competitive or fluffy Inquisition army.

As of 12-27-2016 Inquisition Detachments are…

 

  • Inquisitorial Detachment
  • Inquisitorial Representative

(See tabs for details)

Inquisitorial Detachment

Force Organization

Compulsory: 1 HQ

Optional: 1 HQ, 3 Elites

Restrictions: The unit chosen must have the Inquisitorial Faction. If your army includes an Inquisitorial detachment, you can nominate one Inquisitor (including Inquisitor Coteaz or Inquisitor Karamazov) to be your army’s Warlord, instead of a character from your primary detachment.

Command Benefits: None.

Source: Codex: Inquisition

 

Inquisitorial Representative Detachment

Force Organization

Compulsory: 1 HQ

Optional: 1-3 Elites

Restrictions: All units from this Detachment must have the Inquisition Faction

Command Benefits:

Authority of the Inquisition: You may pick one Inquisitor from this Detachment to generate and use a Warlord Trait, even if they are not your army’s Warlord. For the purposes of this Warlord Trait, this Inquisitor is considered to be your Warlord.

Source: Codex: Imperial Agents

 

As of 10-25-2016 Inquisition Unique Item groups are…

  • Inquisitorial Relic

(See tabs for details)

A model may take one of the following. Only one of each Inquisitorial Relic may be taken per army.

The Grimoire of True Names 5 pts:

When the bearer of the Grimoire of True Names is fighting a challenge against a model with the Daemon special rule, his opponent suffers a -5 penalty to his Weapon Skill, Initiative and Leadership characteristics (to a minimum of 1).

The Liber Heresius 15 pts:

At the start of any friendly turn, the bearer can take a Leadership test. If the test is failed, nothing happens, but if the test if passed, choose one of the special rules from the list below. The bearer of the Liber Heresius, and his unit, gain that special rule until the start of their next turn. The same special rule cannot be gained in this way more than once per game – you must choose a different special rule each time. Scouts = Instead of being made at the start of a friendly turn, the Leadership test to use this special rule is made after deployment, but before the first turn begins, Split-fire, Counter-attack, Fear, Hatred

The Tome of Vethric 20 pts:

If your opponent’s army contains any detachments chosen from any of the codexes shown in the table below, the bearer of the Tome of Vethric gains the corresponding special rule. For example, if your opponent had a primary detachment chosen from Codex: Tau Empire and an Allied Detachment chosen from Codex: Eldar, the bearer would have both the Furious Charge and Split Fire special rules. Enemy detachment’s codex – Special rule gained by bearer, Dark Eldar – Night Vision, Eldar – Split Fire, Orks – Counter-attack, Necrons – Tank Hunter, Tau Empire – Furious Charge, Tyranids – Monster Hunter

As of 10-25-16

The next section features all the various Formations each faction has. Expand each Formation for detailed information for, including (red highlighted) links to shopping lists for each Formation.

Null Maiden Task Force Formation

Null Maiden Task Force Formation

Requirements: 1-3 Sister of Silence Units

Restrictions: None.

Special Rules:

Warp Siphon: When Generating Warp Charges at the start of each of their psychic phases, your opponent adds one les dice to there Warp Charge pool for each unit from this Formation after the first that is on the battlefield.

Source: Burning of Prosper Imperial Datasheets

Golden Legion Task Force Formation

Golden Legion Task Force Formation

Requirements: 1-3 Custodian Guard Squad Units

Restrictions: None.

Special Rules:

Shield of the Emperor: Whilst two units from this Formation are on the battlefield, all models in this Formation have a 6+ invulnerable save; whilst three units from this Formation are on the battlefield, all models in this Formation have a 5+ invaluable save.

Source: Burning of Prosper Imperial Datasheets

Inquisitorial Henchmen Warband Formation

Inquisitorial Henchmen Warband Formation

Requirements: 1 Inquisitor of any type, 1 Acolytes Unit, 0-1 Ministorum Priest, 0-1 Crusaders, 0-6 Daemonhosts, 0-1 Arco-flagellants, 0-1 Death Cult Assassins, 0-1 Tech Priest Enginseer, 0-6 Jokaero Weaponsmiths, 0-1 Astropath

Restrictions: None.

Special Rules:

Authority of the Inquisition: You may pick one Inquisitor from this Detachment to generate and use a Warlord Trait, even if they are not your army’s Warlord. For the purposes of this Warlord Trait, this Inquisitor is considered to be your Warlord.

Chambers Militant: An Ordo Malleus Inquisitor or Inquisitor Coteaz may also include a Grey Knight Terminator Squad. An Ordo Hereticus Inquisitor or Inquisitor Karamazov may also include a Adepta Sororitas Battle Sisters Squad. An Ordo Xenos Inquisitor may also include a unit of Deathwatch Veterans.

Source: Codex: Imperial Agents

Below are any links to any buying guides, product reviews, or tactical articles related to the Inquisition.

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