It sounds like he's paid an abseloute fortune.. what an idiot. 
1. That is 1 S7 AP2 blast per turn.. BS4 so it misses 2 turns every game, and requires him to stand still. Small blast radius too.
2. 15 power weapon attacks mean little since they're S3.. Only 3 of them are going to wound vs marines. Also, I believe it's nigh impossible to achieve this without giving power weapons to the acolytes, and acolytes suck.
3. There is no psychic power which kills anything it wounds.. There is one which does not allow invulnerable saves.. It does allow some armour saves though.
4. He can't regenerate wounds.. at best, he can prevent one per turn even if it would cause instant death. This merely means you need to bring more firepower to bear on it in one turn, which, given the points cost, hardly seems a chore.
5. Acolytes can take wounds for the inquisitor, but not if the inquisitor uses his/her armour save. This means that either he has a bunch of amazingly expensive acolytes (in which case, all the more reason to shoot them) or they're going to die like screaming monkeys, leaving the inquisitor unprotected.
6. The maximum invulnerable save an inquisitor can achieve is 4+.. Good, but not monstrous.
7. Did he mention a transport option, if not, then this squad is never even going to see CC if you're good. Just shoot it down at long range..
CC Inquisitors are widely believed to be not worth the points, and that may well be correct. No better time to find out.
Read your opponents codex before playing though to make sure he can't dupe you.. If he tries to claim his stuff is this good, inform him otherwise.
1. That is 1 S7 AP2 blast per turn.. BS4 so it misses 2 turns every game, and requires him to stand still. Small blast radius too.
2. 15 power weapon attacks mean little since they're S3.. Only 3 of them are going to wound vs marines. Also, I believe it's nigh impossible to achieve this without giving power weapons to the acolytes, and acolytes suck.
3. There is no psychic power which kills anything it wounds.. There is one which does not allow invulnerable saves.. It does allow some armour saves though.
4. He can't regenerate wounds.. at best, he can prevent one per turn even if it would cause instant death. This merely means you need to bring more firepower to bear on it in one turn, which, given the points cost, hardly seems a chore.
5. Acolytes can take wounds for the inquisitor, but not if the inquisitor uses his/her armour save. This means that either he has a bunch of amazingly expensive acolytes (in which case, all the more reason to shoot them) or they're going to die like screaming monkeys, leaving the inquisitor unprotected.
6. The maximum invulnerable save an inquisitor can achieve is 4+.. Good, but not monstrous.
7. Did he mention a transport option, if not, then this squad is never even going to see CC if you're good. Just shoot it down at long range..
CC Inquisitors are widely believed to be not worth the points, and that may well be correct. No better time to find out.