I introduced my Inquisitor Model in this post. Not only does he look awesome, but I look forward to using him in a game eventually.
After reviewing the Codex, I think I’m going to field him when/if I ever play. His value as a special, stubborn independent character with 3 wounds is awesome:
Ordo Malleus Inquisitor:
WS BS S T W I A Ld Sv Inquisitor 4 4 3 3 3 4 3 10 4+
Base cost: 25 points
Wargear: Carapace armour, bolt pistol, chainsword, frag grenades, krak grenades, psky-out grenades
Special Rules: Independent Character, Stubborn
Replace bolt pistol with combi-melta – 10 points
Replace chainsword with Daemonblade – 15 points
Take up to three servo-skulls – 3 points each
Upgrade to Psyker (Mastery Level 1) and a single roll on Divination, Pyromancy, Telekinesis or Telepathy disciplines – 30 points
Total: 83 points (with one servo skull)
The single roll on Divination will be really awesome. Each game I’ll pick up a good blessing power, and because of Psychic Focus I’ll always get the Primaris Power of Prescience which allows a unit to re-roll failed “To Hit” rolls.
The Daemonblade itself is rather crazy-awesome, but random:
Every Daemonblade has two daemonic powers randomly generated from the following list before the army is deployed. If the same result is rolled twice, you can choose the Daemonblade’s second daemonic power.
2D6 – Daemonic Power
2-3 – Warpflame: Attacks made with the Daemonblade are resolved at +3 Strength.
4 – Unholy Speed: The wielder has +3 Attacks.
5 – Etherblade: The Daemonblade has an AP of 2.
6 – Vampyre: When the Daemonblade inflicts an unsaved wound, its wielder immediately gains +1 Wound (to a maximum of 10).
7 – Daemonic Feud: Close combat attacks from this sword always wound Daemons on a roll of 2+. Furthermore, Daemons must re-roll any successful invulnerable saves against any wounds caused by this Daemonblade.
8 – Deathlust: The wielder of the Daemonblade has the Furious Charge and Rage special rules.
9 – Dark Resurrection: The wielder of the Daemonblade has the Feel No Pain and Eternal Warrior special rules.
10 – Daemon Venom: The Daemonblade has the Poisoned (2+) special rule.
11+ – Familiar: The wielder generates one additional Warp Charge point in each of his turns. In addition, the Daemonblade gains the Force special rule.
If I’m playing against a Chaos or Daemon-based army, I might use him as my Primary Detachment so I can use his Warlord Traits:
ORDO MALLEUS TRAITS
1. Unquestionable Wisdom: The Warlord and his unit can choose to pass or fail any Morale checks they are called upon to make.
2. Reader of the Tarot: Whilst the Warlord is alive, you can roll two dice and choose the result you want when rolling for Reserves, Outflank, mysterious terrain or mysterious objectives.
3. Burner of Worlds: Once per game, your Warlord can call down an orbital attack in his Shooting phase. This counts as firing a ranged weapon with the profile below. This does not prevent the Warlord and his unit from declaring a charge against the target unit that turn.
Range S AP Type Infinite 10 1 Ordnance 1,
Orbital: If an arrow is rolled on the scatter dice, an orbital bombardment always scatters the full 2D6” – the Warlord’s Ballistic Skill makes no difference.
4. Daemonhunter: The Warlord and his unit have the Preferred Enemy (Daemons) special rule.
5. Incorruptible: All units with the Daemon special rule within 12″ of the Warlord suffer a -1 penalty to their invulnerable save (to a minimum of 6+). This is cumulative with any other modifiers.
6. Forbidden Lore: If the Warlord is a Psyker, he generates one additional Warp Charge point in each of his turns. If the Warlord is not a Psyker, he has the Adamantium Will special rule.
One last really cool things about Inquisitors is their ability to field Servo-Skulls. They don’t do much on their own, but they look really cool, and can do some interesting support things. For example, the
Servo-skulls are treated as counters, rather than units, for all intents and purposes. They are placed on the battlefield after deployment areas have been determined, but before any forces are deployed.
Each Servo-skull can be placed anywhere on the battlefield outside the enemy’s deployment zone. Once deployed, Servo-skulls do not move.
Enemy infiltrators cannot set up within 12″ of a Servo-skull. Similarly, enemy scouts cannot use their pre-game move to approach to within 12″ of a Servo-skull.
A friendly unit arriving by Deep Strike rolls one D6 less for scatter if it aims to arrive within 12″ of a Servo-skull.
Likewise, friendly blast templates placed within 12″ of a Servo-skull roll one D6 less for scatter.
Servo-skulls are considered too small and agile to be attacked and cannot be harmed in any way. However, should an enemy unit move within 6″ of a Servo-skull, then the Servo skull will self-destruct or flee the battlefield – remove it from play.
I can see this being really handy for 3 things:
- Quickly deep striking units into an objective far from the deployment area
- Less scatter of blasts near the servo skull
- Prevent pesky scouts and infiltrators from getting too close to my deployment zone
I have plans on making a really cool retinue or acolyte henchmen warband to accompany my Inquisitor. More on that to come!