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Pts |
WS |
BS |
S |
T |
W |
I |
A |
Ld |
Sv |
|
| Henchman | Varies |
3 |
3 |
3 |
3 |
1 |
3 |
1 |
8 |
6+ |
Number/Squad: 3-12 Henchmen for an Inquisitor Lord, 0-6 for an Inquisitor, 0-3 for an Inquisitor in an Inquisitor Cell. Inquisitor Lords and Inquisitors may not take more than three henchmen of any one type. Inquisitors part of an Inquisitor Cell may not take more than one of the same type of henchman.
Weapons: Laspistol and close combat weapon.
Familiar: 6 pts
If an Inquisitor has one or more Familiars in his retinue, he benefits from +1 initiative. For each familiar the Inquisitor has in his retinue, he may purchase one more psychic power than normally allowed from the Alienhunters Psychic Powers list. However, only one power may be used in a turn. If the Inquisitor is removed from play, his familiars are also taken out of play. If the familiars are taken out of play, the Inquisitor’s psychic powers remain unaffected.
Familiars are armed with only a close combat weapon.
Acolyte: 8 pts
If an Inquisitor with an Acolyte suffers a wound, he may accolade the wound to the Acolyte instead. This must be done before saving throws are attempted.
Each Acolyte in an Inquisitor’s retinue may take up to 15 points of equipment from the Alienhunters armoury.
Warrior: 10 pts
The Inquisitor gains +1 Ws if he has any Warriors in his retinue.
All Warriors have BS 4, a 4+ armour save, a hellgun, targeter, and both frag and krak grenades.
A Veteran Guardman may exchange his hellgun for one of the following weapons options: hellpistol and close combat weapon, or a shotgun, for no extra points cost; flamer at +5 pts, plasma gun, meltagun or grenade launcher for +10 points.
Combat Servitors must exchange their hellgun for a powerfist and close combat weapon at +15 pts.
Gun Servitors must exchange their hellguns for one of the following weapons: multi-melta at +25pts; heavy bolter at +15 pts. Up to one Gun Servitor may be armed with a plasma cannon at +35 points.
Sage: 10 pts
If accompanied by a Sage, an Inquisitor gains +1 BS. 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.
Mechanicus Adept: 10 pts
Choose one discipline for each adept
+Biologis: 1: One member of squad may re-roll a to-wound roll; 2: up to two to-wound rolls may be re-rolled in the squad.
+Technicus: A technicus adept has the "Blessing of the Omnissiah" special rule.
+Xenologis: 1: one member of the squad may choose a race (i.e. Tau, Eldar, which includes Dark Eldar, Tyranids). The member gains the "Preferred Enemy" rule against that race; 2: the entire squad gains the "Preferred Enemy" rule against one race.
+Geologic: 1: the squad may roll 3D6 when moving through rough terrain; 2: the squad may roll 3D6 and re-roll one die when moving through difficult terrain
Mechanicus Adepts may take Mechandrites for +5 points (1 special rending attack, must roll a D6 when used: on a roll of 1 the arm is damaged and cannot be used again), and Bionics for +5 points.
Null: 8pts
Psykers targeting a unit with a Null in it with a psychic power must roll 3D6 for their psychic test and choose the two highest. If there are ANY two 2's or 12's rolled, they take a Perils of the Warp attack. If three 2's or 12's are rolled, they take a normal Perils of the Warp attack. In addition, the Null reduces the Leadership of any model with in a 12" radius of the Null that has a psychic power by 1.
If the Inquisitor has two Nulls, psykers must roll 4D6 and take the highest on a psychic power targeting a unit with two Nulls in it, in addition to the above rules.
If there are three Nulls in the unit, then the unit acts as if one member or the unit was holding a Null Rod (see Codex: Daemonhunters armoury).
Transport vehicle: If the Inquisitor has a retinue, and he and his unit number 10 models or less, they may be mounted in a Rhino for +50 points, a Land Raider for +250 points, a Land Raider Crusader for 265 points, or, if they number 12 models or less, a Chimera at +70 points. Note that if the Inquisitor is wearing Terminator armour, he cannot travel in a Rhino and will take up two spaces in a Chimera or Land Raider.
