HQ
0-1 Ordo Hereticus 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 Witch Hunters Armoury.
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 Hereticus Inquisitor Lords are often potent psykers and may select psychic powers from the Ordo Hereticus 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.