Inquisitors in Kill Team

Aug 10, 2014
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Hey Guys,

Ive been floating around in the background for some time, a friend and I are looking to start playing Kill Team and although I can put together a Guard Team quiet easily I was wondering.

Are there official rules for using The Inquisition in Kill Team?

Ive had a search and found a lot about Inquisitors in 'Munda and Inquisimunda (sp?) but I cant find anything on any official rules.

Any help would be grand.

thanks!
 

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Gang Hero
Oct 26, 2013
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The Rogue Trader faction would be a very good one to use for “counts as”, or to use as the basis for your own house rules if your play group would permit it.
 

=Angel=

Ganger
Oct 3, 2016
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I would imagine you are aware, but when people speak of kill team, my mind still jumps to Kill Team: Heralds of Ruin. They should have all the rules you need for every faction. http://heraldsofruin.net/download/
That's a different ruleset entirely- Inquisition rules there wouldn't apply to modern KillTeam. HOR:KT is its own beast- with 'teams' that play more like small armies.

The smaller scale of this killteam lends itself well to the kind of fights an inquisitor would normally find himself in- HOR could be used for a larger action where they have marshalled lots of troops.
 

Jaws

Gang Hero
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That's a different ruleset entirely- Inquisition rules there wouldn't apply to modern KillTeam. HOR:KT is its own beast- with 'teams' that play more like small armies.

The smaller scale of this killteam lends itself well to the kind of fights an inquisitor would normally find himself in- HOR could be used for a larger action where they have marshalled lots of troops.
They both use 200 points as a base (if you use commanders). But you do have a larger, more expensive, unit selection in HOR. And usually a leader costing 100+ points. You can upgrade your base to include more points during the span of a campaign, though. It just takes a long time to get there. In theory, you could have 40 miniatures on the board in HOR, yet, I've never seen anyone field more than 15 (which was orcs), and that was after a 6 month campaign. :) I think the reason might be all the other stuff you have to spend credits on. Base and battle honors, removal of permanent damage, battlefield support, and so forth. The new Kill Team has 20 models listed as maximum.

In any case, I don't think the points would be way off, as they seem to (in most cases) be taken from their index values for the models, and the weapons should be listed under other factions.
 

=Angel=

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Oct 3, 2016
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They both use 200 points as a base (if you use commanders).
Haven't played commanders. I've been enjoying how clean base KT is.

But you do have a larger, more expensive, unit selection in HOR. And usually a leader costing 100+ points. You can upgrade your base to include more points during the span of a campaign, though. It just takes a long time to get there. In theory, you could have 40 miniatures on the board in HOR, yet, I've never seen anyone field more than 15 (which was orcs), and that was after a 6 month campaign. :) I think the reason might be all the other stuff you have to spend credits on. Base and battle honors, removal of permanent damage, battlefield support, and so forth.
When we played HOR, my guard 'Team' was a small army of guys - maybe 20 plus? Even with the odd Stormtrooper and officer, 5 point guardsmen have to show up in bulk to fill points.

our chaos player rocked up with 10-15 cultists and a good few chaos marines.

The new Kill Team has 20 models listed as maximum.

In any case, I don't think the points would be way off, as they seem to (in most cases) be taken from their index values for the models, and the weapons should be listed under other factions.
I'd encourage houseruling like this to squeeze in stuff that hasn't got rules support.
 
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Jaws

Gang Hero
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I'd encourage houseruling like this to squeeze in stuff that hasn't got rules support.
Definitely agree with this. :) I feel people are much more against house ruling today. It's a bit strange, since we have the tools to do it a lot better than we did in the 90's. Perhaps it was because the producers of the games actively suggested it? While today they release erratas, and faqs? I guess it's a bit off topic, but it's one of the reasons I love Necromunda, still. It's like the Skyrim of boardgames. :D
 
May 11, 2016
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Los Angeles, CA
I would imagine you are aware, but when people speak of kill team, my mind still jumps to Kill Team: Heralds of Ruin. They should have all the rules you need for every faction. http://heraldsofruin.net/download/
While I like Heralds of Ruin, the original poster most likely meant the regular GW Kill Team game. (Otherwise, their question wouldn't make sense.)
Maybe we can make a separate thread/post if people want to talk about HOR. :)


Ok thanks any way!

It seems mad, IMO Inquisitors would fit into Kill Teams so well!

.....I had already dug though my bits box and found some decent models......
Agreed! I'm hoping that GW hasn't given us Inquisitorial Warbands in Kill Team because they are taking the time to do it right. As opposed to some of the disappointing kill teams they have rolled out like Kroot or Chaos Daemons. You mentioned the Inquisimunda fan-made rules in your original post. The Inquisimunda rules by Jeremy Olsen are fantastic in my opinion. The old 54mm Inquisitor rules might prove some inspiration as well, though I never found it to be extremely playable. Heralds of Ruin, as mentioned earlier, has rules for Inquisitorial teams. Maybe by looking through these sources you can start to get a handle on what seems appropriate for an Inquisitor's warband.

Here are links to those three sources:

Jeremy Olsen's Inquisimunda rules (Recommended!)
https://yaktribe.games/community/vault/inquisimunda-necromunda-add-on.676/

The original 54mm Inquisitor rules (read pages 6-9, they are the best background/fluff for 40K yet written IMHO)
https://yaktribe.games/community/vault/inquisimunda-necromunda-add-on.676/

Kill Team: Heralds of Ruin -- Inquisition team
http://heraldsofruin.net/wp-content/uploads/files/8th_edition/Imperium/Inquisition-v2.4.pdf

I'd also recommend the Eisenhorn books by Dan Abnett if you haven't already read them.


The Rogue Trader faction would be a very good one to use for “counts as”, or to use as the basis for your own house rules if your play group would permit it.
Agreed! The Rogue Trader faction is very much like what one imagines an Inquisitor's warband/retinue to be like. The Rogue Trader is a commander, and then you have some minor heroes/characters in the form of 2 wound specialists and a number of lesser "rank and file" team members. In Kill Team there are now three rogue trader commanders to use as the basis for your own Inquisitor, they are: Elucia Vhane, Janus Draik, & Neyam Shai Murad

I've seen a few people online trying to make their own Kill Team Inquisitor rulesets, but I don't believe any of them have caught on.

Maybe we could brainstorm some idea here?
 

=Angel=

Ganger
Oct 3, 2016
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I'd be up for brainstorming. The basic building blocks, imo should be archetypes as when Inquisitors were introduced with retinues in 3rd ed. Sure you give scions as a base option, but inquisitors should have access to heavy muscle (Astartes, Ogryn) and specialised soldiers ( light infantry, chem troopers, snipers) along with more esoteric stuff like religious hangers on, Arco flagellants and so on.

Inquisitor picks an Ordo at the start of the game/campaign.
Ordo allows you to negate one enemy tactic per turn on a 4+ if they have the
Xenos keyword (ordo Xenos)
Daemon/Chaos keyword (Malleus)
Imperium/psykers keyword (Hereticus)
In addition, the Inquisitor gets preferred enemy against models with those keywords.
 
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May 11, 2016
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We're apparently getting Inquisitors in the Nov issue of White Dwarf, though given what they look like in SWAg I'm skeptical...
Interesting. Let's not forget that Shadow War: Armageddon was not a fully supported game and GW never intended it to be. SWA used the old Necromunda rules, but the wildly unbalanced stats from the current edition of 40K for the different factions. Every Eldar having an Initiative of 7+ in 40K 6th/7th edition was one thing, that 7+ Initiative is completely out of proportion for the Necromunda/SWA rules where Initiative Tests determine several different things (which Eldar almost couldn't fail).

SWA was just a test balloon that GW created to see how popular a skirmish game might be. SWA showed up with almost no warning and GW dropped it about as fast. I have younger gamer friends who loved SWA, but that's just because they have never played real Necromunda.

Perhaps the White Dwarf rules for Inquisitors will be later expanded and published in an official supplement. GW released both the Chaos Cultist gang and the Genestealer Cult gang for Necromunda in White Dwarf. Later they were put on the Warhammer Community website for free download, then those original WD/PDF rules were updated and expanded, and now they are being released in the official The Book of Ruin supplement for Necromunda.

As far as what the White Dwarf Inquisition rules look like it is anyone's guess. The White Dwarf rules for Kroot kill teams were simply awful, but I don't see that as the fault of White Dwarf. All the Kill Team faction rules so far have followed EXACTLY what options you can get on the current sprues for that faction. So Heretic Astartes can take a heavy weapon, but it must be the heavy bolter because that's all that you got in the squad box at the time. Similarly, the Servants of the Abyss miniatures have Kill Team rules, but the only weapon options are those available on the miniatures themselves.

Now, the Inquisition in Kill Team are something new. There isn't any plastic Inquisition squad box you can buy for Inquisition, and there are no plastic character miniatures for it either. Unless, GW sticks to just the options available on the handful of official Inquisition miniatures on the website now, then these rules should be more Do-It-Yourself. The expectation being that you will convert your own henchmen and inquisitors based on options in the article. This could be amazing, or just a skeleton of options. I would love for a mainstream GW game like Kill Team to openly encourage players to convert and kitbash their own miniatures for the game. We shall have to see how they handle this.
 

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Gang Hero
Oct 26, 2013
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Sadly it looks like the new rules are restricted to 40k, going by the White Dwarf preview


Mind you, it's not terribly difficult to adapt 40k rules to Kill team, but I don't think you're getting anything "official" for Kill Team.
 
May 11, 2016
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I looked through all the Kill Team rules that I have and created this list of rare and/or potent weapons produced within the Imperium that any inquisitor might use. I also included a couple "chaos weapons" for radical inquisitors. In addition to these two basic lists there should be a list of equipment of what each ordo can take unique to themselves.



WEAPONRANGETYPESAPDABILITIES
Archeotech Grenade6"Grenade D36-1D3One user per battle
Artificer Bolt Pistol12"Pistol 14-12--
Artificer Shotgun12"Assault 2402If target < 6" S+1
Concussion Grenades6"Grenade D3301If target within 1" of terrain S+1 & D+1
Digital Lasers3"Pistol D3301--
Heirloom Pistol12"Pistol 14-22--
Inferno Bolt Pistol12"Pistol 14-21--
Liberator Autostub12"Pistol 14-12--
Needle Pistol12"Pistol 1101Always wounds on 2+
Negotiator Pistol12"Pistol 24-21--
Servo-Stubber12"Pistol 3401--
Stubcarbine18"Pistol 3401--

WEAPONRANGETYPESAPDABILITIES
Chaos StaveMeleeMeleeUser-1D3--
Force AxeMeleeMelee+1-2D3--
Force Orb-CaneMeleeMeleeUser0D3--
Force StaveMeleeMelee+2-1D3--
Force SwordMeleeMeleeUser-3D3--
Monomolecular Cane-RapierMeleeMeleeUser-41--
Monomolecular RapierMeleeMeleeUser-41--
Thunder HammerMeleeMeleex2-33To hit rolls -1


Sample Ordo Xenos inquisitor weapons:
  • Eldar Plasma Grenades
  • Neuro Disruptor
  • Xenophase Blade

Sample Ordo Hereticus inquisitor weapons:
  • Psyk-Out Grenades
  • Inferno Pistol
  • Silencer Sniper Rifle
  • That Boltgun/Crossbow thing

Sample Ordo Malleus inquisitor weapons:
  • Psyk-Out Grenades
  • Nemesis Weapons

Sample inquisitorial henchmen weapons:
  • Rotor Cannon
  • Stub Pistol (rule of cool people)
  • Scalpel Claw
  • Death Cult Power Blade

I generally left out weapons that seemed to be unique or only available to certain individuals, for instance, Sly Marbo's Ripper Pistol or a Terminator Chaplain's Crozius Arcanum. I also left out weapons that seemed to be Adeptus Mechanicus exclusive. Lastly, I left out "Astartes Weapons" for the most part. Can a regular human wield an astartes' Stalker Bolt Rifle or a Relic Blade?

Of course, my theory on these sorts of things is, does it seem reasonable and/or is there a fantastically converted miniature with the weapon. :D