Trouvé sur le Facebook inquisitor 40k
My favourite changes
- one inquisitor can be included in any army that does not include any inquisition detachments. You can add him to any detachment in the army and he does not take up a slot or affect abilities that require all units in your army to have a certain keyword.
However, you cannot take more than one inquisitor in any inquisition detachment, so no more supreme command.
There are 4 stratagems, 6 warlord traits (3 generic and one for each major ordo), 9 psychic powers (6 generic, 1 for each major ordo) and 6 relics (3 generic, 1 for each major ordo).
Not much in the way of stat or points changes, the daemonhost gains a wound and an attack and Karamazov got a considerable points drop.
All inquisitors (except Eisenhorn) now have an inv save, for Greyfax, Coteaz and the generics it’s just a 5+ refractor field, but it can be improved by one of the WL traits.
Also acolytes gained a rule whereby if they’re the only model in their unit, they count as a character.
Stratagems
4CP - shoot phase, pick a point on the table, roll a D6 for each unit within 2D6” of that point (subtract 1 from the roll for characters), on a 4+ the unit takes D3 MW.
1CP - before game begins, select a non-warlord inquisitor from your army and generate them a WL trait, if they are not a named character or vehicle, they can take a relic as well (once per battle)
1CP - after an enemy character is destroyed within 3” of an inquisition unit from your army. Gain D3 CP and -1 Ld to all enemy units for the rest of the battle (once per battle).
1CP - shoot phase, fight phase or enemy charge phase. Pick a friendly imperium infantry or biker unit within 6” of inquisitor, that unit can reroll 1s to hit vs quarry units of that inquisitors ordo until end of phase.