40k Codex Inquisition
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Transcript of 40k Codex Inquisition
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Codex: Space Wolves
By Torga_DW
Version 1.2
Page Unit
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HeadQuarters
1 Inquisitor Lord 40 points
Unit WS BS S T W I A Ld Sv
Inquisitor Lord
4 4 3 3 3 4 3 10 6+
Unit Type: Infantry
Wargear: Laspistol, Chainsword, Frag Grenades, Krak Grenades
Division: Must choose Ordo Malleus (Daemon Hunter), Ordo
Hereticus (Witch Hunter) or Ordo Xenos (Alien
Hunter).
Faction: Must choose Radical or Puritan.
Options: -Replace laspistol with hellpistol for +1 point, bolt pistol
for +2 points, plasma pistol for +10 points or Storm Shield
for +10 points.
-Replace chainsword with power weapon for +10 points,
power fist for +20 points, lightning claw for 20 points,
thunder hammer for +25 points, force weapon for +30
points, null rod for +20 points or eviscerator for +25 points.
-Replace either weapon with lasgun for 1 point, hellgun for
2 points, bolter for 5 points, storm bolter for 10 points or a
combi-weapon for +15 points.
-Replace both weapons with a pair of lightning claws for 25
points.
-Take psycannon bolts for +10 points.
-Take flak armour for +2 points, carapace armour for +5
points, power armour for +10 points or artificer armour for
+15 points.
-Take psychic hood for +20 points.
-Take emperor’s tarot for +10 points.
-Take inquisitorial mandate for +30 points.
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-Take purity seals for +5 points.
-Take melta bombs for +5 points.
-Take a refractor field for +15 points or a rosarius for +25
points.
Special Rules: -Independent Character
-Iron Will
Transport: May select a Chimera or Rhino as a transport.
4
Ordo Malleus Special Options
-Replace either weapon with a psycannon for +30 points, incinerator for +20 points,
daemon hammer for +30 points.
-Take a grimoire of true names for +10 points.
-Take sacred incense for +10 points.
-Take unguents of warding for + 20 points.
-Take consecrated scrolls for +5 points.
-Become a psyker, choosing one of the following powers:
-Destroy Daemon for +15 points
-Hammerhand for +10 points
-Holocaust for +20 points
-Sanctuary for +15 points
-Scourging for +20 points
-Word of the Emperor for +10 points
-Puritan Inquisitor Lords may choose Grey Knights as allies instead of the normal
choices.
-Radical Inquisitor Lords may replace their chainsword with a daemon weapon for +40
points.
-Radical Inquisitors or Inquisitor Lords may take a book of pain for +25 points.
-Radical Inquisitors or Inquisitor Lords may take a shard of the monolith for +20 points.
5
Ordo Hereticus Special Options
-Replace chainsword with brazier of holy fire for +10 points.
-Take psyocculum for +3 points.
-Take psi-tracker for +15 points.
-Take hexagrammic wards for +5 points.
-Take book of saint lucius for +5 points.
-Puritan Inquisitor Lords may choose Sisters of Battle as allies instead of the normal
choices.
-Radical Inquisitors or Inquisitor Lords may become a psyker, choosing one of the
following powers:
-Divine Pronouncement for +30 points
-Hammer of the Witches for +20 points
-Hammerhand for +10 points
-His Will Be Done for +15 points
-Purgatus (Inquisitor Lords only) for +15 points
-Scourging for +20 points
-Word of the Emperor for +10 points
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Ordo Xenos Special Options
-Replace las pistol with needle pistol for +5 points.
-Replace chainsword with c’tan phase blade for +20 points.
-Take Digital Weapons for +10 points.
-Become a psyker, choosing one of the following powers:
-Stasis Shell for + 15 points
-Hammerhand for +10 points
-Battle Fury for +15 points
-Glory for +15 points
-Tangle for +15 points
-Word of the Emperor for +10 points
-Puritan Inquisitor Lords may choose Death Watch as allies instead of the normal
choices.
-Radical Inquisitors and Inquisitor Lords may do something or other
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Elites
Inquisitor 20 points
Unit WS BS S T W I A Ld Sv
Inquisitor
4 4 3 3 2 2 3 8 6+
Unit Type: Infantry
Wargear: Laspistol, Chainsword, Frag Grenades, Krak Grenades
Division: Must choose Ordo Malleus (Daemon Hunter), Ordo
Hereticus (Witch Hunter) or Ordo Xenos (Alien
Hunter).
Faction: Must choose Radical or Puritan. If same Division as
Inquisitor Lord, must choose same Faction as well.
Options: -Replace laspistol with hellpistol for +1 point, bolt pistol
for +2 points, plasma pistol for +10 points or Storm Shield
for +10 points.
-Replace chainsword with power weapon for +10 points,
power fist for +20 points, lightning claw for 20 points,
thunder hammer for +25 points, force weapon for +30
points, null rod for +20 points or eviscerator for +25 points.
-Replace either weapon with lasgun for 1 point, hellgun for
2 points, bolter for 5 points, storm bolter for 10 points or a
combi-weapon for +15 points.
-Replace both weapons with a pair of lightning claws for 25
points.
-Take psycannon bolts for +10 points.
-Take flak armour for +2 points, carapace armour for +5
points, power armour for +10 points or artificer armour for
+15 points.
-Take psychic hood for +20 points.
-Take purity seals for +5 points.
-Take melta bombs for +5 points.
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-Take a refractor field for +15 points or a rosarius for +25
points.
Special Rules: -Independent Character
Transport: May select a Chimera or Rhino as a transport.
0-1 Officio Assassinorum Operative 105 points per model
Unit WS BS S T W I A Ld Sv
Culexus Assassin
5 5 4 4 2 5 3 10 ---
4+
Unit Type: Infantry
Wargear: Etherium, Animus Speculum, Psyk-Out Grenades
Special Rules: -Psychic Abomination
-Soulless
-Psyker Assassin
-Life Drain
-Fearless
-Infiltrate
-Independent
0-1 Officio Assassinorum Operative 120 points per model
Unit WS BS S T W I A Ld Sv
Callidus Assassin
5 5 4 4 2 5 3 10 ---
4+
Unit Type: Infantry
Wargear: C’tan Phase Sword, Neural Shredder, Polymorphine,
Poison Blades
Special Rules: -Hit and Run
-A Word in Your Ear
-Fearless
-Infiltrate
-Independent
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0-1 Officio Assassinorum Operative 95 points per model
Unit WS BS S T W I A Ld Sv
Eversor Assassin
5 5 4 4 2 5 3 10 ---
4+
Unit Type: Infantry
Wargear: Executioner Pistol, Power Weapon, Melta Bombs, Neuro-
Gauntlet, Combat Drugs
Special Rules: -Fast Shot
-Bio Meltdown
-Fearless
-Infiltrate
-Independant
0-1 Officio Assassinorum Operative 110 points per model
Unit WS BS S T W I A Ld Sv
Vindicare Assassin
5 5 4 4 2 5 3 10 ---
4+
Unit Type: Infantry
Wargear: Exitus Rifle, Exitus Pistol, Spy Mask, Stealth Suit
Special Rules: -Marksman
-Fearless
-Infiltrate
-Independant
Death-Cult Assassins 40 points per model
Unit WS BS S T W I A Ld Sv
1-3 Death Cult Assassins
5 4 4 3 2 5 2 8 ---
5+
Unit Type: Infantry
Wargear: Power Weapon, Chainsword
Special Rules: -No Formation
-Fearless
-Infiltrate
-Independent
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Troops
Inquisitorial Storm Troopers 10 points per model
Unit WS BS S T W I A Ld Sv
5-10 Storm Troopers
3 4 3 3 1 3 1 8 4+
Veteran
3 4 3 3 1 3 2 8 4+
Unit Type: Infantry
Wargear: Hellgun, Targeter, Frag Grenades, Krak Grenades
Options: -Two models may replace their hellgun with a flamer at +5
points, a meltagun at +10 points, a plasma gun at +10
points or a grenade launcher at +10 points.
-Upgrade one storm trooper to a veteran for +10 points.
The veteran can select up to 50 points worth of Inquisitor
Options.
Transport: May select a Chimera or Rhino as a dedicated transport.
Faithful 5 points per model
Unit WS BS S T W I A Ld Sv
10-20 Faithful
3 3 3 3 1 3 1 7 6+
Fanatic
3 3 3 3 1 3 2 7 6+
Demagogue
4 3 3 3 2 3 2 8 6+
Unit Type: Infantry
Wargear: Laspistol, Chainsword
Options: -One in five models may be upgraded to a fanatic at +5
points each. Fanatics may be given an eviscerator for +15
points.
-One model may be upgraded to a demagogue for +10
points. He may be given up to 25 points worth of Inquisitor
options.
-Two models may replace their chainsword with the
following: plasma gun at +8 points, flamer at +6 points,
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meltagun at +10 points, heavy stubber at +3 points or
grenade launcher at +5 points.
Special Rules: -Fearless
Fast Attack
Arco-Flagellants 35 points per model
Unit WS BS S T W I A Ld Sv
Arco-Flagellant
4 0 4 5 1 4 1 /
D6
8 ---
4+
Unit Type: Infantry
Wargear: Power Weapon
Special Rules: -Fearless
-Dangerous to Know
-Implant Injectors
Heavy Support
Penitent Engines
Long Fang Pack 18 points per model
Unit WS BS S T W I A Ld Sv
3-5 Long Fangs
4 4 4 4 1 4 1 9 3+
Unit Type: Infantry
Wargear: Bolt Pistol, Chainsword, Frag grenades, Krak grenades
Options: -One model must be upgraded to Pack Leader for +18
points.
-Remaining models must each be armed with one of the
following: heavy bolter or multi-melta for +15 points,
missile launcher for +20 points, plasma cannon for +25
points, or lascannon for +35 points.
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Special Rules: -And They Shall Know No Fear
-Fire Control
-Acute Senses
-Counter-Attack
-No Matter The Odds
Transport: May select a Drop Pod, Rhino or Razorback as a dedicated
transport.
Land Raider 250 points
Unit Type BS F S R
Land Raider
Tank 4 14 14 14
Special Rules: -Power of the Machine Spirit
-Assault Vehicle
Wargear: -Twin-Linked Heavy Bolter
-Two Twin-Linked Lascannons
-Smoke Launchers
-Searchlight
Options: -Take pintle-mounted storm bolter for +5 points.
-Take hunter-killer missile for +15 points.
-Take extra armour for +15 points.
Transport Capacity: -10 models
-marines in terminator armour count as two models
Land Raider Crusader 250 points
Unit Type BS F S R
Land Raider Crusader
Tank 4 14 14 14
Special Rules: -Power of the Machine Spirit
-Assault Vehicle
Wargear: -Twin-Linked Assault Cannon
-Two Hurricane Bolters
-Multi-Melta
-Frag Assault Launcher
-Smoke Launchers
-Searchlight
Options: -Take pintle-mounted storm bolter for +5 points.
-Take hunter-killer missile for +15 points.
-Take extra armour for +15 points.
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Transport Capacity: -16 models
-marines in terminator armour count as two models
Whirlwind 85 points
Unit Type BS F S R
Whirlwind
Tank 4 11 11 10
Wargear: -Whirlwind Missile Launcher
-Smoke Launchers
-Searchlight
Options: -Take pintle-mounted storm bolter for +5 points.
-Take hunter-killer missile for +15 points.
-Take a dozer blade for +5 points.
-Take extra armour for +15 points.
Predator 85 points
Unit Type BS F S R
Predator
Tank 4 13 11 10
Wargear: -Autocannon
-Smoke Launchers
-Searchlight
Options: -Take pintle-mounted storm bolter for +5 points.
-Take hunter-killer missile for +15 points.
-Take a dozer blade for +5 points.
-Take extra armour for +15 points.
-Replace autocannon with twin-linked lascannon for +35
points.
-Take side sponsons with heavy bolters for +25 points, or
lascannons for +60 points.
14
Vindicator 125 points
Unit Type BS F S R
Vindicator
Tank 4 13 11 10
Wargear: -Demolisher Cannon
-Storm Bolter
-Smoke Launchers
-Searchlight
Options: -Take pintle-mounted storm bolter for +5 points.
-Take hunter-killer missile for +15 points.
-Take a dozer blade for +5 points.
-Take extra armour for +15 points.
Dedicated Transports
Rhino 35 points
Unit Type BS F S R
Rhino
Tank 4 11 11 10
Special Rules: -Repair
Wargear: -Storm Bolter
-Smoke Launchers
-Searchlight
Options: -Take pintle-mounted storm bolter for +5 points.
-Take hunter-killer missile for +15 points.
-Take a dozer blade for +5 points.
-Take extra armour for +15 points.
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Transport Capacity: -10 models
-may not carry marines in terminator armour
Razorback 45 points
Unit Type BS F S R
Razorback
Tank 4 11 11 10
Wargear: -Twin-Linked Heavy Bolter
-Smoke Launchers
-Searchlight
Options: -Take pintle-mounted storm bolter for +5 points.
-Take hunter-killer missile for +15 points.
-Take a dozer blade for +5 points.
-Take extra armour for +15 points.
-Replace twin-linked heavy bolter with twin-linked
lascannon for +30 points.
Transport Capacity: -6 models
-may not carry marines in terminator armour
Drop Pod 50 points
Unit Type BS F S R
Drop Pod
Open-Topped 2 12 12 12
Special Rules: -Inertial Guidance System
-Immobile
Wargear: -Storm Bolter
Transport Capacity: -10 models
-marines in terminator armour count as two models
-dreadnoughts count as ten models
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Inquisitorial Henchmen
An Inquisitor or Inquisitor Lord may take Inquisitorial Henchmen as a retinue,
forming a squad with them. They only take the character’s slot on the force organization
chart, not an additional one. An Inquisitor may take up to six Henchmen, while an
Inquisitor Lord must take a minimum of three with a maximum of twelve. No more than
three of any one type of Henchman may be included in a retinue. Any profile increases
due to a Henchman remain in effect, even if the Henchman is removed from play.
Familiar 5 points
Unit WS BS S T W I A Ld Sv
Familiar
3 3 3 3 1 3 1 8 6+
Unit Type: Infantry
Wargear: Chainsword
Special Rules: If an Inquisitor has one or more Familiars in his retinue, he
benefits from +1 Initiative. For each Familiar the Inquisitor
has, he may purchase one more psychic power than
normally allowed. However, he may still only use one
power per turn. If the Inquisitor is removed from play, any
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Familiars he has are also removed from play. If the familiar
is removed, the Inquisitor’s psychic powers are unaffected.
Hierophant 15 points
Unit WS BS S T W I A Ld Sv
Familiar
3 3 3 3 1 3 1 8 6+
Unit Type: Infantry
Wargear: Laspistol, Chainsword
Special Rules: If an Inquisitor has one or more Hierophants in his retinue,
he gains +1 Leadership, to a maximum of 10. Enemy units
wishing to assault a unit including a Hierophant must roll
dice for their Assault range as if they were moving in
difficult terrain. If the Inquisitor has two or more
Hierophants in his retinue, enemy units within 6” of his
unit are at -1 Leadership in addition to any other modifiers.
Acolyte 8 points
Unit WS BS S T W I A Ld Sv
Acolyte
3 3 3 3 1 3 1 8 6+
Unit Type: Infantry
Wargear: Laspistol, Chainsword
Special Rules: If an Inquisitor with an Acolyte Henchman suffers a
wound, he may allocate the wound to the Acolyte. This
must be done before any saving throws are attempted.
Each Acolyte in an Inquititor’s retinue can purchase up to
15 points of equipment from the Inquisitor’s Wargear
options.
Warrior 10 points
Unit WS BS S T W I A Ld Sv
Veteran Guardsman
3 4 3 3 1 3 1 8 4+
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Unit Type: Infantry
Wargear: Hellgun, Hellpistol, Targeter, Frag Grenades, Krak
Grenades
Options: Replace hellgun with hellpistol and close combat weapon
for free, shotgun for free, flamer at +5 points, plasma gun
at +10 points, meltagun at +10 points, grenade launcher at
+10 points or sniper rifle at +10 points.
Special Rules: The Inquisitor gains +1 Weapon Skill if he has any
warriors in his retinue.
Warrior 20 points
Unit WS BS S T W I A Ld Sv
Crusader
4 3 3 3 1 3 1 8 4+
Unit Type: Infantry
Wargear: Power Sword, Suppression Shield, Frag Grenades, Krak
Grenades
Special Rules: The Inquisitor gains +1 Weapon Skill if he has any
warriors in his retinue.
Warrior 25 points
Unit WS BS S T W I A Ld Sv
Combat Servitor
4 3 3 3 1 3 1 8 4+
Unit Type: Infantry
Wargear: Power Fist, Frag Grenades, Krak Grenades
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Special Rules: The Inquisitor gains +1 Weapon Skill if he has any
warriors in his retinue.
Warrior 25 points
Unit WS BS S T W I A Ld Sv
Gun Servitor
3 4 3 3 1 3 1 8 4+
Unit Type: Infantry
Wargear: Heavy Bolter, Targeter
Options: Replace heavy bolter with multi-melta for +10 points or
plasma cannon for +20 points.
Special Rules: The Inquisitor gains +1 Weapon Skill if he has any
warriors in his retinue.
Sage 10 points
Unit WS BS S T W I A Ld Sv
Sage
3 3 3 3 1 3 1 8 6+
Unit Type: Infantry
Wargear: Laspistol
Special Rules: If accompanied by a Sage, the Inquisitor benefits from +1
Ballistic Skill. If he has more than one Sage in his retinue,
the Inquisitor or a member of his retinue may re-roll a
failed roll to hit during the Shooting phase, although he
must accept the second result.
Mystic 6 points
Unit WS BS S T W I A Ld Sv
Mystic
3 3 3 3 1 3 1 8 6+
Unit Type: Infantry
20
Wargear: Laspistol
Special Rules: If a Deep Striking unit enters play within 4D6” of an
Inquisitor with a Mystic Henchman (roll when each unit
enters play), both he and the rest of the retinue may
immediately take a ‘free’ shot at them. These shots are
taken before the enemy unit moves, as an exception to the
normal turn sequence, and the unit counts as stationary.
Aside from this, the normal shooting rules apply. If the
inquisitor has two or more Mystics in his retinue, he may
instead nominate one unit with a model within 12” of him
to immediately take these ‘free’ shots at the enemy unit that
has entered play.
Penitent 8 points
Unit WS BS S T W I A Ld Sv
Pentitent
3 3 3 3 1 3 1 8 6+
Unit Type: Infantry
Wargear: Chainsword
Special Rules: If an Inquisitor with a Penitent in his retinue comes under
attack from a psychic power of any description, its energy
may be dissipated through the Penitent. The Inquisitor and
his retinue benefit from a 4+ save against the effects of any
and every psychic power directed against them or including
them in its area of effect. If the save is passed, the power
has no effect. If an Inquisitor’s retinue contains more than
one Penitent, then this save rises to 2+. Note that if the
Inquisitor is equipped with a psychic hood then he may use
either his Penitent or the psychic hood to attempt to nullify
the enemy power, but not both. Ranged attacks from
Daemons are counted as psychic powers by the Penitent.
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Chirurgeon 12 points
Unit WS BS S T W I A Ld Sv
Combat Servitor
3 3 3 3 1 3 1 8 6+
Unit Type: Infantry
Wargear: Laspistol
Special Rules: If accompanied by a Chirurgeon, an Inqiusitor may ignore
the first wound he takes each turn so long as it was not caused by a shooting attack that
causes Instant Death or a close combat attack that allows no Armour save. If an Inquisitor
has more than one Chirurgeon in his retinue then he may ignore the first wound he takes
each turn, regardless of whether it causes Instant Death or was from a close combat
weapon that allows no Armour save.
Special Rules
No Formation
The members of this unit operate independently during the game and may not join units
or ride in vehicles unless stated otherwise in their special rules. This means they do not
require unit coherency and are unaffected by unit losses in any way, such as morale tests.
They cannot capture objectives.