HQ
0-1 Ordo Malleus Inquisitor Lord
| Pts | WS | BS | S | T | W | I | A | Ld | Sv | |
|---|---|---|---|---|---|---|---|---|---|---|
| Inquisitor Lord | 45 | 4 | 4 | 3 | 3 | 3 | 4 | 3 | 10 | 3+ |
Number/squad: 1
Options: An Inquisitor Lord may be given any equipment allowed from the Daemonhunter Armoury.
Errata — Chapter Approved: Codex: Daemonhunters Q&A (v1.0): Many Armoury wargear items are priced at Space Marine points costs even though most buyers will be ordinary humans — for example a Strength 3 Inquisitor Lord pays the same 25 points for a power fist as a Space Marine Hero, despite the fist only raising his Strength to 6 (not enough to auto-kill a Space Marine character), whereas Codex: Imperial Guard reduces the cost to 15 points for the same reason. This is intentional: the points costs were deliberately not split, since an Inquisitor Lord has the potential to be far more dangerous than an Imperial Guard officer. Psychic powers do not count as points of wargear towards any Armoury spending limit.
Retinue: The Inquisitor Lord must be accompanied by a retinue of Henchmen as detailed below. If the Inquisitor Lord has a retinue then he and the retinue are treated as a single unit during the battle. Note that the retinue does not count as a separate HQ choice (it does not use up one of the HQ 'slots').
Special Rules
Psyker: Ordo Malleus Inquisitor Lords are often potent psykers and may select psychic powers from the Ordo Malleus Psychic Powers list.
Iron will: Psyker or not, an Inquisitor Lord will have an unbending determination to prevail, backed by a clinical understanding of how to achieve his goals. As such, an Inquisitor Lord can choose whether to pass or fail any Morale check or Pinning test he is called upon to make. This ability is conveyed to any unit he joins. Even if failure is normally automatic, the Lord may still choose whether to pass or fail the test.
Independent Character: Unless accompanied by his retinue (see below) the Inquisitor Lord is an independent character and follows all of the rules for characters in the Warhammer 40,000 rulebook. If the retinue is destroyed he becomes an independent character and is free to join other units.
Inquisitor's Retinue
Number/squad: 3-12 Henchmen for an Inquisitor Lord, 0-6 for an Inquisitor.
Options: See the Henchmen rules for Armoury options.
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 at an additional cost of +50 points, a Land Raider at +250 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 the space of two models in a Chimera or a Land Raider.