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===Elite=== You only have one choice for this, but it's a fairly customizable one at least. *'''Inquisitorial Henchmen''' - Your Inquisitor's band of ragtag misfits, think of them as the Inglourious Basterds ''IN SPACE!'' If you're the primary detachment, these are scoring units, but Coteaz can make them scoring units when used as an Inquisitorial detachment as well. Take a bunch of them and make like you're playing [[Dark Heresy]]. (Not like you have a choice.) **'''Arco-Flagellant''' - Puts out 4 S5 attacks per turn (that unfortunately allow armor saves) and has Feel No Pain. Good for being used as beatsticks against low-armor units, such as Orks or lesser daemons. Can glance light vehicles to death in a heartbeat. It's debatable if these guys are better then Assassins now, but they lay on the saves. **'''Crusader''' - Comes with power weapon and storm shield, use them to suck up wounds that would otherwise be unsaveable. Not so good for offense, but soak heavy fire like a sponge. **'''Daemonhost''' - Fun the same way that Orks are, being unreliable but interesting. For ten points you could get a servitor with a Heavy Bolter or something, though. It's reliable too! **'''Death Cult Assassin''' - If you use Crusaders for defense, you use these girls for attack. S4, 3 power sword attacks (4 on the charge) and 5+ invuln saves, they can dish out the hurt, but they can't take it. **'''Inquisitorial [[Servitor]]''' - Well-armored and start with power fists, but are better when outfitted with heavy weapons. A cheap way to put some plasma cannons onto the field. But there's a catch- if a unit with a Servitor in it doesn't also have an Inquisitor in it, the unit the Servitor is in has a 50-50 chance of being unable to move, shoot, or assault that turn. **'''[[Jokaero]] Weaponsmith''' - You can thank the Old Ones for these guys; Space Monkeys that make your guns better! Yay! Also, their digital weapons can function as either a multimelta or a lascannon (and a heavy flamer for painful overwatches), making them one of the few anti-armor units in the codex. Unfortunately, they suffer when taken in bulk, due to being expensive and having mediocre BS. A good rule of thumb is two. I've found more just bloat the squad's cost. **'''Mystic''' - Unless you're planning to 'defensive deepstrike' some guys in Valks using your Grav Chutes, mystics won't do much for your army. However, they do a great job at helping allied reserves come in better. **'''Psyker''' -<strike> S10 Ap1 Large Blasts. The Vindicator wishes it could do this shit. Unfortunately you need eight of them to pull off such a powerful attack, and if you roll Perils they'll all pop like a psychic balloon. Put a squad of Psykers in a rhino and drive them round dropping s10 ap1 large blasts using your opponent's tears as lube for your massive troll dick. Or, ya know, they'll just ignore it with Deny the Witch. Fear rule lawyers for they may point out the AP doesn't '''get better''' with the number of psykers but actually '''increases''', meaning it will stay AP6 or end up AP- altogether.</strike> FAQ updates into the 7th edition have taken away this power and replaced it with a roll on any of the general tables. 10 point psyker models for the win! Brotherhood of pyskers, of course. **'''Acolyte''' - Can be anything from simply Glorified Guardsmen to I-wish-I-was-a-Space-Marine. They're cheap, expendable, and they can have their wargear customized. It's like having a build a bear for Guardsmen! Really you should only be taking about three though. They can be used for warm bodies but their real power is in Melta/Plasma. Still: ***Any of them can swap out their usual wargear for boltguns, storm bolters, or hot-shot lasguns. ***Up to three can take meltaguns, plasma pistols, power swords, combi-weapons, etc. You can kit them out to deal with nearly anything. ***Carapace armor doubles their cost, and power armor more than triples it, but makes them a lot more survivable. **'''Ministorum Priest''' - Ported from the Sisters of Battle Codex, and no less potent for it. Unlike the other henchmen, they are considered to be Characters. Use their Hymns to keep everyone buffed and give them either an Eviscerator, power maul or a chainsword and plasma pistol for maximum close-combat effectiveness. Meltabombs are a good investment if you have points to spare. If you want a shooting unit, though, these guys can stay home and preach. (Here's a fun after thought that I've been playing in recent games. 9+ priests in a squad, all armed with eviscerators, and given a land raider. Costs more than a fully upgraded Knight Crusader, and they will never, ever earn their points back, but they WILL absolutely murderfuck pretty much anything they charge. 27+ S6 AP2 Armorbame attacks, re-rollable 4++, and just for giggles 9 las pistol shots before the charge to mock the enemy. Throw a chaplain or a librarian with Telekenisis or Telepathy in the blob for a little extra kick, and/or some Bullgryns in front to keep these zealots alive for more than one combat.)
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