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Thread: [40k] 7th edition Codex: Inquisition

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    Chapter Master Haravikk's Avatar
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    [40k] 7th edition Codex: Inquisition

    So I've been away from rules writing for a while but am now back with a vengeance with three new codexes that I've tried to design to fit together:



    Codex: Inquisition
    I've always been disappointed with the Inquisition rules in 40k ever since they were rolled into Codex: Grey Knights. Codex: Witch Hunters had its flaws, but also allowed you to build a more powerful Inquisitor with a bunch of neat options, as such, I'm hoping to capture this in my own codex. Fair warning, compared to my other two codexes this one is much more complex, so here's a rundown of what you can expect:

    • Units:
      • Inquisitors: I wasn't going to include them, but then I thought, hey, why not right? These guys have a ton of options, and can be further tailored with Inquisitorial Credos that allow you to create a Ruthless Burner of Worlds, or a Puritan Blade Master with various bonuses and stuff. They also have access to Stratagems, which can trigger various useful abilities to ruin your opponent's day. Also they start out as Interrogators, a.k.a your watered-down Inquisitor on a budget. If there's a flavour of Inquisitor you want to represent and for some reason can't using this codex, then uh… you're a heretic?
      • Acolyte Warbands: I've paired these down to warrior types, with other specialists getting their own entries, because even without them this unit has a list of options that will make your eyes bleed. They allow you to represent various warriors (melee fighters), gunners (soldiers, mercenaries etc.) and also have access to brutes (abhumans, mutants or even aliens if you like) for some extra muscle. You can also pump your warrior acolytes full of deadly combat stims, and throw in a medicae if you'd prefer them to live long enough to use them, it's your party.
      • Daemonhosts: I decided to add a Daemonhost that doesn't bore me to tears, but be careful, these are as powerful as they are increasingly likely to break containment, tear you to pieces and drag your soul screaming into a personalised hell dimension. So uh, handle with care?
      • Lexmechanic: Tech adept who probably did something hella shady to get forced into the Inquisition's service. Can also take servitors and Jokareo Weaponsmiths for a bit of extra kick.
      • Pariah: Hate Psykers? Want to ruin their day? Then you need one of Haravikk's patented personal Pariahs, just add water… I mean wargear.
      • Sanctioned Psyker: Hate Psykers? Hate not having your own even more? Well now you can have no only a powerful Sanctioned Psyker but you can throw in some Wyrdvane Psykers too for good luck (also known in the trade as "so bullets aimed at you will hit them instead").
      • Savant: Remember how the Savant in the Eisenhorn trilogy was the only one who ever seemed to have any actual sense despite being addicted to data? Well now you can have your own, giving you some keen insight into your enemy.
    • Relics & Wargear: Let's put it this way; the armour and relics sections combined have 18 pages, because the Inquisition has access to everything, plus some unique goodies like different types of Servo-skull, and relics for every Ordo.
    • Detachments: A themed detachment for each Ordo with their own Chamber Militant (stuff you can include as part of the same detachment and faction). Also I made Inquisitors Elites so you have take one of these detachments instead, because I'm mean that way.
    • Tactical Objectives: Capture stuff, kill stuff, blow stuff up. I'm ad-libbing, but that's the gist of what the Inquisition's all about, right?


    Download
    I'll be making this codex available as both a fully interactive iBook (requires iBooks for Mac or iOS) and a PDF. Unfortunately I discovered that when exporting a PDF from iBook Author the clickable links to wargear, rules etc. don't work, so you'll need to use the search feature of your PDF reader to navigate quickly, sorry!

    Last edited by Haravikk; 01-06-2017 at 15:52.

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    Chapter Master Haravikk's Avatar
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    Re: [40k] 7th edition Codex: Inquisition

    Minor update to this with only a handful of changes:

    • Cheaper Power Weapons; they're not quite as deadly on Strength 3 models after all.
    • Added a new item; Suppressor Field, this grants Shrouded to a unit that starts the game in cover, or ends its Movement phase in cover. This is lost if it shoots, is charged, or moves (unless it moves in its Movement phase, and ends in cover).
    • Ditched the Sabotage Stratagem (damages a vehicle); it was too difficult to balance as it either inflicts too much damage making it overpowered, or not enough, and is better against some armies than others. Plus all of the most dangerous vehicles these days are Monstrous Creatures for no reason.
    • Replace Sabotage with Misdirection, this lets the operative and their unit deploy normally (or go in Reserve) then deploy as Infiltrators at the last moment, i.e- after enemy Infiltrators are deployed, making for a nifty surprise. This goes well with the Suppression Field to allow the Inquisition to send a recon team forward. Somehow I managed to finish the whole codex without remembering to give anyway Infiltrate, and as a Stratagem it's useful because of the ability to choose before the game begins, so if you mess up deployment of your operative(s) you can redeploy one of them via this Stratagem, or you can exploit a weakness in the enemy deployment etc.
    • Tweaked the Stratagem names. Arguably the most important update to any codex ever, they are now Destruction (mine terrain), Disruption (Dangerous Terrain for enemy Reserve), Misdirection (Infiltrate) and Orchestration (control friendly Reserve arrival).

  3. #3
    Chapter Master Haravikk's Avatar
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    Re: [40k] 7th edition Codex: Inquisition

    Not an especially large update, but somewhat significant so I'm dubbing it v1.1. Most of the changes are minor, and mostly cost tweaks, most notably around the Acolyte types (Warrior Acolytes are a bit cheaper overall). Also Coteaz is no longer a Lord of War. I've also tweaked the Ordo Xeno Operative's special rule to grant one characteristic test re-roll per turn, I swear I can't find a rule I'm happy with, but this one feels better. Gunner Acolytes with Heavy Bolters can now take Hellfire shells.

    The most important change is the addition of Drop Pods as a transport option for acolytes, but also most notably available to the power armoured Codex: Adepta Sororitas units taken as a Chamber Militant in an Ordo Hereticus Strike Force (Malleus and Xenos don't require these as their Chamber Militant options already have Drop Pods). The restriction on who can take them is because I thought that have Sisters Repentia arriving via Drop Pod, while funny, might be be a bit much. Sororitas with Heavy Bolters can also take Hellfire Shells as part of a strike force.
    Last edited by Haravikk; 06-05-2016 at 17:52.

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    Chapter Master Haravikk's Avatar
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    Re: [40k] 7th edition Codex: Inquisition

    Long time since my last update! I've changed quite a bit, but I've been so bad at keeping track that I don't remember much of it, suffice to say it's lots and lots of tweaks throughout. Here's the main things I can remember:

    • Ordo Xenos now have Codex: Deathwatch as their chamber militant, which means I can ditch the chamber militant options (no need, as the Deathwatch have plenty of toys and Special Issue Ammunition as standard).
    • The Psyker Grade Delta Credo can now be applied to a Sanctioned Psyker, this allows a non-Psyker Inquisitor to bring a dangerously powerful sanctioned psyker to the field if they like. This is somewhat risky in that sanctioned psykers are not the most durable characters, unlike an Inquisitor that can be toughened up with lashings of wargear, but Wyrdvane Psykers can make them somewhat less explode-y.
    • I've split up the relics into four sections, so that now each Ordo has specialist relics, but there are also some general relics that any inquisitor can take. This includes a fun variant of a stasis bomb.
    • I've simplified the Plasma Syphon a bit; it now just accumulates charge and fires it, no more penalty to enemy weapons as it's just too difficult to do both without ending up with a full page of rules for just one weapon.
    • I tweaked the Ordo Malleus operative bonus, which is now Leadership on 3D6 removing the highest, to make it a bit more useful.
    • The Pariah's effect is a lot more powerful now, but I'm unsure of the cost; they're still pretty easy to pick off, but can seriously ruin a psyker's day
    • New Daemonblade rules; basically for each power you generate for the weapon you generate both a Boon and Curse, for each you roll one D6 with an additional +D6 for each power the weapon already has. So the initial two powers have a narrow range of Boons and Curses that will leave you with a decent melee weapon and at least one fairly minor penalty, but as you add powers the risk (and potential rewards) increase considerably. The Boon + Curse combo is intended to be read as a pairing, so you might roll Rotting Doom, which gives you a poisoned weapon that makes you easier to hit for example.
      You can generate further powers at the start of each turn, which means you can potentially end the game with 8, but you will guarantee that you get every single curse on the table, but one hell of a melee weapon (very likely granting psychic powers).
    • I tweaked the Rogue Inquisitor detachment quite a bit; special units (Daemonhost, Lexmechanic etc.) are now all lumped together as a single 0-5, giving much greater flexibility, however the detachment can no longer take a Land Raider, which seemed a bit strange for a Rogue. I've also clarified that the Rogue credo does not count against the limit you can purchase, so you can (with a few exceptions) have the same inquisitor under both the rogue and non-rogue detachments. I've also changed the Victory at Any Costs rule to make it more of a gamble; it essentially grants re-rolls for both the unit making the Desperate Assault, but also all enemies that attack them, so it's a high risk gamble best taken when you're confident the enemy can't do much against you, or just for the hell of it in the final turn. Lastly, to take two or more vehicles in the Rogue detachment requires a Lexmechanic, which I feel makes sense as keeping vehicles intact would not be easy on the run. This means that the most a Rogue can have is a Valkyrie in most cases.
    • I moved Ordo-specific warband options into the appropriate task forces; along with this change I've also restricted Drop Pods to non-Rogues as it was another option that seemed weird since Drop Pods for non-Astartes should be quite rare, and it doesn't seem like Rogues would be able to find ships able to launch and recover them anyway.
    • I tweaked Cavalry Mounts and Bikes; operatives, savants and warbands (without Brutes) can choose between both, while Lexmechanics can only take Bikes (but can add Smoke Launchers if they wish). I've omitted mounts for Pariahs and Sanctioned Psykers for now; I figure they'd spook Cavalry Mounts, and I'm not sure how balanced access to Bikes would be, as the Pariah's anti-psychic bubble is very strong, so having it fly around the table might be a bit OP; of course they can still use a Rhino (or Drop Pod for non-Rogues), but it puts the minimum cost of mobility to 35 points which seems about right to me.
    • Also I've added Inquisitor Greyfax; she's a little more interesting in my list as she's a Puritan Ordo Hereticus Psyker (which you can't normally do), with the Gun Master credo to reinforce her ranged accuracy. That she has no Force Weapon means she works out a bit more cheaply at 90 points, which makes her fairly good I think, as she is not worth more IMO (iirc Cadia puts her at another 60 points which is crazy), this gives a discount on this combo as she's not especially durable, plus she gets an interesting unique power and good Psychic defence.


    I'm sure there are some other tweaks, but I'm not sure what they are; unlike Pages, iBooks Author doesn't have change tracking which makes it hard to remember what you did if you don't keep notes
    I have been enjoying playing with the rules, particularly their flexibility. Tried playing with a Daemonhost and it did about as well as I had hoped; got two turns of absolute carnage then got greedy and it broke containment.

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