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==Inquisition== Historically, this faction has had a turbulent history of being stuck in other armies codicies, White Dwarf articles, campaign books, FAQ's, and the bottom of a rules-designer's shoe. 9th has been no different, with the rules starting out in a Psychic Awakening book before being bundled with other Agents of the Imperium in a web release. Legally, you only have the units, Quarry special rule, and the Telethesia psychic powers, as your relics, warlord traits, and stratagems are no longer valid. ===Special Rules=== *'''Authority of the Inquisition:''' Allows the unit to hijack an {{W40kKeyword|Imperium Transport}}, even if transports are usually faction-locked. *'''Unquestionable Wisdom:''' Aura, {{W40kKeyword|Imperium}} units within 6" can use this model's Ld. *'''Quarry:''' The Ordos now have their specific keyword which determines their bonus against their favoured prey. **'''Ordo Malleus:''' Re-roll hit and wound rolls against models with the {{W40kKeyword|Chaos}} and/or {{W40kKeyword|Daemon}} keyword, which includes Avatars of Khaine, the Yncarne, and Daemonhosts. **'''Ordo Hereticus:''' Re-roll hit and wound rolls against models with the {{W40kKeyword|Chaos}} and/or {{W40kKeyword|Psyker}} keyword. Ironically a good all-comers option, since plenty of non-chaos factions have psykers. **'''Ordo Xenos''': Re-roll hit and wound rolls against units that do not have the {{W40kKeyword|Chaos}}, {{W40kKeyword|Imperium}}, and/or {{W40kKeyword|Unaligned}} keyword. **'''Ordo Minoris:''' A new keyword representing all the other minor Ordos. Re-roll hit and wound rolls against {W40kKeyword|Characters}}. Despite not being on one of the big three, this one may be the most reliable of all the Ordos; while you can not guarantee that any one enemy army will have Chaos, Psykers, OR even Xeno's, every army must have at least one character for its Warlord. Additionally, since most psykers are characters you can do a decent job of covering the Ordo Hereticus job as well. Of course you lack out on not being able to reroll against units like the other three could but we said reliable, not 'most powerful', ===Telethesia Discipline=== The Inquisition psychic discipline is Telethesia, a Greek word for remote sensing. An odd choice, to say the least, since none of the powers have anything to do with sensing. #'''Terrify (WC6, Malediction):''' One visible enemy unit within 18" suffers -1Ld and cannot fire overwatch. #* The primary use for this is stacking with other psychic powers that rely on target leadership, including Dominate, Mental Interrogation, Castigation, and Scourging (Hereticus only) from this discipline. The secondary use is charging a unit toting auto-hitting weapons that you want to charge. #'''Psychic Fortitude (WC4, Blessing):''' One friendly {{W40kKeyword|Imperium}} unit within 12" automatically passes Morale Tests. #* One of the advantages of this power is the low WC value, making it incredibly likely to go off (an 11/12 chance!). It's not useful in-faction of course, but this can really help vital low-Ld blobs. #'''Dominate (WC6, Malediction):''' Pick a non-{{W40kKeyword|vehicle}} enemy ''model'' within 12" and roll 3d6. If the roll was equal or higher than that model's Ld, you can shoot or make one melee attack with one of its weapons as if it was your own model in this phase. #* Will only have a better than 50/50 chance against Ld9 or less, so don't cast this on Ld10+. On those targets, it's recommended to combine with Ld-reducing abilities. #* Absolutely crippled by not working on vehicles, as in many armies they're what's carrying the guns that are worth all the steps here (in order to hurt something, you need to successfully cast ''and'' meet or beat target Ld ''and'' the shooting model has to hit, wound, and penetrate), and this power is an absolute joke if you're using it for the melee attack. As a general rule, you're just better off with Castigation; most everything the Necrons have is Ld10 and Tyranids generally have guns with terrible accuracy (outside of Ld10 HQ choices, of course), that relegates this power to being anti-Tau, and even then, your best targets are the large battlesuits which aren't vehicles, which is fairly arbitrary across those. As a general rule, you will get more utility out of Castigation. #'''Mental Interrogation (WC6, Malediction):''' one visible enemy {{W40kKeyword|character}} model within 12" suffers -1 to their hit rolls until your next psychic phase, and you gain +1CP if you roll 3d6 and the result is equal or higher than their Ld. #* The straight-up -1 to hit rolls is great, but remember that the nerf doesn't stack with unwieldy weapons like powerfists. #'''Psychic Pursuit (WC7, Blessing):''' One {{W40kKeyword|<Ordo> Infantry}} unit ignores Look Out Sir against one {{W40kKeyword|character}} within 18", with W9 or less, and is visible to the casting unit. #* There are a lot of conditions to be met just for a BS4+ Acolytes. However, building a squad of them with plasma guns and {{W40kKeyword|<Ordo Minoris>}} will delete most Characters attempting to hide behind an Infantry screen. #'''Castigation (WC6, Witchfire):''' Pick one visible enemy unit within 18" and roll 3d6. If the result is higher than the lowest Ld model in the unit, they suffer d3 MW's. It's the only MW-dealing power you have, but it's still not as good as smite. *'''Scourging (WC6, Malediction):''' {{W40kKeyword|Ordo Hereticus}} only. One enemy unit within 12" suffers -1A (A1 minimum) until your next Psychic Phase, and roll 2d6; if the result is equal or higher than the target's Ld, they suffer -1 to their hit rolls until your next Psychic Phase. *'''Psychic Veil (WC5, Blessing, Aura):''' {{W40kKeyword|Ordo Xenos}} only. {{W40kKeyword|Ordo Xenos}} units within 6" can only be attacked (melee ''and'' shooting) if they are the closest visible unit, and can only be charged if the enemy is within 6". ** The big seller here is immunity to charging; you can use this and acolytes in soup to make very effective bubblewrap. For now, it also makes you immune to 9E snipers - until some FAQ comes up to explain otherwise. *'''Warding Incantation (WC6, Blessing):''' {{W40kKeyword|Ordo Malleus}} only. One {{W40kKeyword|Imperium infantry}} or {{W40kKeyword|biker}} unit within 12" gains a 5++ invulnerable save until your next Psychic Phase. ** One of the better powers and a near auto-take if you have a Malleus Inquisitor. He won't keep up with a Biker or Jump Infantry unit, but place him ahead of them and it'll be worth his points. IG Rough Riders or SM Outriders with 5++? ** While IG and SM have psychic powers identical to this, taking an Inquisitor with this power does allow you to cast it a second time, whereas those armies would normally be able to only cast it once. ** Functionally useless on AdMech (near army-wide 5++), Custodes (army-wide 4++), Sisters of Silence (can't be affected by psychic powers), and Sisters of Battle (army-wide 6++ with many ways to buff this). ===Wargear=== Only available on your custom Inquisitors and Acolytes, as everyone else has fixed wargear. Points costs are the same for both units and weapons with no mentioned points cost are free. '''Pistols:''' Acolytes '''have''' to have a pistol, they can't swap it out for anything. Realistically the only two you'll take are the needle or plasma pistol. *'''Bolt Pistol:''' See needle pistol. *'''Inferno Pistol (+5pts, Inquisitor only):''' 6", pistol 1, S8, AP-4, Dd6, becomes Dd6+2 against targets within 3". Has its use on a melee Inquisitor for a one-shot surprise in combat, but shouldn't really be seen as a ranged weapon. *'''Laspistol:''' See needle pistol. *'''Needle Pistol:''' 12", pistol 1, S1, AP0, D1, wounds everything except {{W40Kkeyword|Titanic/Vehicle}} targets on a 2+. This is the best free pistol that you can take, as your bolt pistol will be wounding {{W40Kkeyword|Infantry/Biker}} units on anywhere between 3-5 and {{W40Kkeyword|Monsters}} on a 5-6. *'''Plasma Pistol (+5pts):''' While it does cost 5pts, it's far better than the needle pistol; wounding the same soft targets on a 2-3 but with AP-3 and an optional boost to S8 and D2 makes this far better at the job while being versatile enough to hurt {{W40Kkeyword|Vehicles/Monsters}}. '''Ranged:''' Acolytes can swap their default chainsword to one of these guns, and Inquisitors can (and should) swap their pistol to one of these guns. *'''Boltgun:''' One of your two freebie guns. Your Inquisitor can and should swap their freebie pistol for one of these if you're not paying for something better. **'''Combi-Weapons (+10pts):''' It's a boltgun taped to a meltagun, plasma gun, or flamer, but you suffer -1 to your hit rolls if you fire both weapons in the same turn (the flamer half of a combi-flamer doesn't care about this second bit). **'''Storm Bolter (+5pts):''' Two boltguns taped together but doesn't suffer -1 to their hit rolls like the combi-weapons above. Honestly, paying 5pts to double a model's shooting is worth it if you were taking a boltgun anyway. **'''Condemnor Boltgun (+10pts, Inquisitor only):''' A boltgun with a crossbow taped to it. The crossbow is 24", assault 1, S4, AP-2, D2, and "each time an attack made with this weapon profile is allocated to a {{W40Kkeyword|psyker}} model, that model's unit suffers d3 MW's in addition to the normal damage". RAW, you only need to hit and wound the target to inflict the MW's. *** Very worthwhile against {{W40Kkeyword|Psyker Characters}} in combination with the Psychic Pursuit power. *** All that being said, Greyfax is only 15pts more than an Inquisitor with a condemnor boltgun and power sword. She gets to master-craft both, is Sv3+, gets one additional deny, and natively ignores Look Out Sir against {{W40Kkeyword|Psyker}} and {{W40Kkeyword|Daemon Characters}} instead of having to cast for it. *'''Flamer (+5pts):''' The standard for flamer weapons across the galaxy. For the points cost, take the storm bolter. It gives you double the range and a reliable number of attacks. *'''Hot-Shot Lasgun:''' One of your two freebie guns. Your Inquisitor can and should swap their freebie pistol for one of these if you're not paying for something better. *'''Incinerator (+10pts, Inquisitor only):''' 12", heavy d6, S6, AP-1, D1, auto-hits. The heavy profile can cripple your advance and shoot flamer tactics (if you're sufficiently lobotomised enough to build around that), but the S6 and AP-1 make this a mean flamer weapon to carry. *'''Meltagun (+10pts):''' The combi-melta is the same cost, but has a boltgun that you can fire if you're out of range of the meltagun; just take that. Good for {{W40Kkeyword|Vehicles/Monster}} hunting with a suicide Acolyte unit. *'''Plasma Gun (+10pts):''' The combi-plasma is the same cost, but has a boltgun you can fire if you want the option of accuracy through superior firepower; just take that. '''Melee and Force:''' Acolytes and Inquisitors alike swap their chainsword for one of these. Your force and power weapons received the +1S update from 9th edition too. *'''Force Axe/Stave/Sword (+10pts, Psyker Inquisitor only):''' A power weapon with Dd3 instead of D1. Not a bad choice at all, a force stave functions as a budget powerfist (Sx2 and S+3 is the same on a S3 model) but doesn't suffer -1 to their hit rolls. If your Inquisitor is a {{W40Kkeyword|Psyker}}, you might as well. *'''Nemesis Daemonhammer (+20pts, Psyker Inquisitor only):''' An eye-watering 20pts for a Sx2, AP-2, D3, -1 to hit rolls weapon. Hard pass, if you want a melee inquisitor, take one of the named ones; Coteaz has Sv2+, a psyber eagle to shoot, his hammer is AP-3 and doesn't suffer the hit penalty, and he's 95pts vs your 80pts Inquisitor hammer. *'''Null Rod (+4pts, Inquisitor only, Legends):''' SU, AP-2, D1, attacks against {{W40Kkeyword|Psykers}} become Dd3. Not a terrible option for witch-hunting with a condemnor boltgun, but Greyfax does that far better for her points cost and she's legal in every game. *'''Powerfist (+10pts):''' Acolytes should steer clear, it's not worth doubling their points cost for 2A each at WS5+ after this modifier. Inquisitors have competition with their force weapons *'''Power Maul (+5pts):''' Probably your best choice, as S6 and AP-1 is rather useful (the first point of AP is statistically the most important). *'''Power Sword (+5pts):''' S4 and AP-3 make your Acolytes a threat to T3 models with decent saves (Scions, Sisters, Tau). ===HQ=== *[[Inquisitor|'''Inquisitor:''']] Morphed into a single datasheet instead of being divided by Ordos and wargear options like they have in the past. They have a standard WS/WB3+, S/T3, W5, A4, Ld9, and Sv4+/5++ profile. By default, they come with Iron Will, an unlimited-use-per-turn version of Deny the Witch that only prevents Psychic Powers that target them on a roll of 2d6 that beats the result of the Psychic Test. They also have Unquestionable Wisdom like every other Inquisitor. Iron Will can be swapped for {{W40Kkeyword|Psyker}} (casting once, denying once, and knowing smite and one Telethesia power) and a force weapon for +10pts. ** Making them a Psyker is very much recommended. Inquisitors are buffing Characters and Iron Will selfishly only protects them. ** Even more recommended than that is just using one of the Special Characters below; for about 10-20pts extra, you often get much better weaponry, at least one additional rule, and better Psychic Powers (extra casts, denies, or powers known). ====Special Characters==== *'''Inquisitor [[Torquemada Coteaz]]:''' One of the OG Inquisitor models and one of the best to use. His master-crafted daemon hammer doesn't suffer hit penalties, and he comes with Ld10 (useful for Unquestionable Wisdom) and Sv2+. As a {{W40Kkeyword|Psyker}}, he casts two powers, denies one, and knows one Telethesia power. His unique Spy Network rule allows one friendly {{W40Kkeyword|Ordo Malleus}} unit within 6" to make an out-of-turn shooting attack at one enemy unit arriving as reinforcements. Additionally once-per-battle after the battle starts, one enemy stratagem costs +1CP to use or else it has no effect. He's extremely cheap for the support he provides and the melee power he has. Oh, and he has a psyber-eagle to shoot with (24", assault d6, S4, AP0, D1). *'''Inquisitor [[Inquisitor Greyfax|Katarinya Greyfax]]''': [[Celestine]]'s tsundere lover is still around. She comes with Ld10 and Sv3+, wielding a master-crafted power sword (S+1, AP-3, D2), a master-craftaed condemnor boltgun (24", rapid fire 1, S4, AP-1, D2 and 24", assault 1, S4, AP-1, D2, attacks allocated against {{W40Kkeyword|Psykers}} inflict an additional d3 MW's, -1 to hit rolls if shooting with both profiles), and psyk-out grenades (6", grenade d3, S2, AP0, D1, blast, hit rolls of UM6 against {{W40Kkeyword|Psykers}} and {{W40Kkeyword|Daemons}} inflict one MW instead of normal damage). As a {{W40Kkeyword|Psyker}}, she casts one, denies two, and knows one Telethesia power, and her Indomitable ability grants her +1 to Deny the Witch Tests. Finally, her Psyocculum means she ignores Look Out Sir against {{W40Kkeyword|Psyker Characters}} and {{W40Kkeyword|Daemon Characters}}. ** She is your premier Psyker-hunter, between her rules, wargear, and {{W40Kkeyword|Ordo Hereticus}} Quarry, she is effective at denying Psychic Powers and attacking the caster. *'''Inquisitor [[Fyodor Karamazov]]:''' Good old chap Krazypantsoff is still there. He's the size of a Dreadnought, but doesn't have their resilience, which makes sense since his knees are swinging in the breeze. At S5, T5, W8, Ld10, and somehow only Sv4+, he's one of the tankiest Inquisitors you can field. As a {{W40Kkeyword|vehicle}}, he can't hide behind his {{W40Kkeyword|character}} screen. For weaponry, he has a master-crafted multi-melta (30", heavy 2, S8, AP-4, Dd6, becomes Dd6+2 against targets within 15"), a master-crafted power sword (S+1, AP-3, D2), and stomping feet (SU, AP-1, D2, +2d3A with this weapon). As a devout puritan of the {{W40Kkeyword|Ordo Hereticus}}, he comes with Iron Will like any non-{{W40Kkeyword|Psyker}} Inquisitor, Supreme Will (a 12" Aura that inflicts -1 to enemy Psychic Tests), and Dread Reputation (a 6" Aura that inflicts -1Ld on enemy units, further nerfing enemy {{W40Kkeyword|Psykers}}). ** Note that while Karamazov has Authority of the Inquisition, he is still a {{W40kKeyword|VEHICLE}}, so he can't be transported. Give up, he can not go into that Stormraven, we are both sad. *'''Inquisitor [[Eisenhorn]]:''' Everyone's favourite puritan-turned-radical is now available as a mini! He's depicted at the height of his power, wielding a force sword that gains +1 to hit rolls, a force stave, a bolt pistol with AP-1 and D2, and electrobane grenades; 6", grenade 1, S4, AP-1, D1, and against {{W40Kkeyword|vehicles}} wound rolls of UM4-5 inflict one MW and UM6 inflicts d3 MW's. He's one of the most powerful Psykers, knowing, denying, and casting two Psychic Powers per turn. He ignores lost wounds on a 6+, but the real kicker is his relationship with Cherubael. Once per battle at the end of your Movement Phase, he can swap Unquestionable Wisdom for a Daemonhost with +2S, +2T, +2W, and +2A that spawns within 6" of him and over 9" away from enemy models. If this Daemonhost remains within 6" of Eisenhorn, it also gains +1 to hit and wound rolls, and +1 to its invulnerable save, and if Eisenhorn is killed, Cherubael is also killed. Otherwise, he's the same as a regular Daemonhost, so see their entry for details on their abilities. ** Take heed; he is one of two Inquisitors without a invulnerable save. *'''Lord-Inquisitor [[Kyria Draxus]]:''' An {{W40kKeyword|Ordo Xenos}} '''Lord'''-Inquisitor that was part of the Psychic Awakening release, she's not afraid to use the enemies weapons and teachings against them. At WS2+ and Sv3+/5++, she's no slouch in combat. She comes with Dirgesinger (18", assault 2, S4, AP0, D2, and wound rolls of UM6 become AP-3) and a standard powerfist. Her Paralysis Grenades (a rule, not a weapon) means that if she charges, then one enemy unit within 1" fights last. She's also a meh-level {{W40Kkeyword|Psyker}}, knowing, casting, and denying one Psychic Power, but her pet mini-dragon Shang allows her to pick her smite target instead of just the closest enemy unit, giving her some {{W40Kkeyword|Character}}-sniping capabilities. *'''Inquisitor [[Solomon Lok]] (Forge World):''' A main Character from Imperial Armour vol. 4 and still going strong. He inexplicably lacks Iron Will and has no other special abilities, but his psibolt pistol (12", pistol 1, S5, AP-1, D2) and Blade of Surety (S+1, AP-3, D2) are pretty hard-hitting. He's Sv3+, but does '''not''' have an invulnerable save. Stunningly cheap at 75pts, but does not provide anything special at all. He's unfortunately a hard-pass. *'''Inquisitor-Lord [[Hector Rex]] (Forge World):''' Another Imperial Armour character, this time from vol. 7. His fluff states that he underwent similar gene-enhancement to Astartes, and he now stands at eight feet tall and is clad in terminator armour, wielding a unique storm shield. Against {{W40Kkeyword|Daemons}}, he's the one model that is a requirement. Being a {{W40Kkeyword|Terminator}}, he is M5", S4, W6, Sv2+, and can Deep Strike (which is good as {{W40Kkeyword|Terminator}} limits his Astartes transport options). Arias is a sword that swings at S+1, AP-3, D2, and ''any'' successful wounds against Daemons inflict one additional MW. He also is equipped with an AP-1 bolt pistol and the Santic Shield (+1Sv, 4++ invulnerable save, and ignores MW's on a 5+). As a {{W40Kkeyword|Psyker}}, he rivals Eisenhorn for power, knowing, casting, and denying two Psychic Powers, and his Psychic Hood grants him +1 to Deny the Witch Tests against enemy {{W40Kkeyword|Psykers}} within 12". For 100pts, he is an absolute bargain of melee strength and psychic casting. *'''Inquisitor Erasmus Cartavolnus (Store Anniversary):''' An 80pts GW store anniversary model from 2022, he's a must-have if you're running maximum Acolytes and pairs well with Hector Rex for an {{W40Kkeyword|Ordo Malleus}} force. For stats, he's identical to a regular Inquisitor with Sv3+. Warding Sigils mean enemy attacks against him suffer -1 to their hit rolls. His weaponry is a bolt pistol and Cartavolnus' Force Sword (S+2, AP-3, D2, ignores any and all saving throws against {{W40Kkeyword|Daemons}}). His Black Iconoclast Aura grants {{W40Kkeyword|Ordo Malleus}} Acolytes within 6" gain +1 to their hit rolls. He also has a unique Psychic Power, Ritual Shackle. A WC7 Malediction power, one enemy unit within 18" (or 24" if the Psychic Test result was 10+) suffers -1 to their Psychic Tests and -1 to their wound rolls with melee attacks until your next Psychic Phase. He can cast one power, deny two, and only knows Smite and Ritual Shackle. ===Elites=== *'''Acolytes:''' These are the models meant to show off the variety of assistants an Inquisitor can have, so you'd expect things like Astropaths, a zealously dedicated crusader, a death-cult assassin, a local Guard or PDF liason, perhaps some Stormtroopers... Nope, they're functionally Guard Veterans with a wide-range of wargear and a bodyguard rule. That's it, the same statline as well, so at T3, W1, and Sv5+, they'll die if you sneeze at them. They start out with one model in the unit with {{W40Kkeyword|Character}}, but they lose that if you take any more models, up to a maximum unit size of six. One upside is the unlimited special weapons that is hilariously deadly when mixed with Quarry. They come stock with a laspistol (that you will trade for a needle pistol immediately) and a chainsword. The chainsword is the item that gets swapped for better melee weapons or a bigger gun. Loyal Servant reads that anytime an Inquisitor within 3" "would lose any wounds as a result of an attack, this unit can attempt to intercept that attack", on a 2+ this unit can lose a model instead of the inquisitor losing the wound. RAW, they can intercept a Tau railgun or IG Vanquisher cannon (damage AND MW's) for only the price of a single model. ** There are three ways to play Acolytes. In one-man units, they retain the {{W40Kkeyword|Character}} keyword, so have them follow around a sufficiently tough friendly unit and have the single Acolyte perform Actions that earn you points. Maxing out on bodies and special weapons (read; plasma guns or storm bolters) combined with some "ignores Look Out Sir" shenanigans makes them the best sniper unit in the game. Finally, Keep them cheap, max out on bodies, and have them be ablative shielding for your Inquisitor. *'''Daemonhost:''' A relatively powerful model, WS/BS4+, S$, T4, W4, and A3, with a 5++ invulnerable save. They fight with unholy gaze (12", assault 1, S8, AP-1, D1, wound rolls of UM6 become D3) and warp grasp (melee, SU, AP-3, D1). At the start of each of your Movement Phases, roll a d3 for their Daemonic Power; 1 grants them M12" and {{W40Kkeyword|Fly}}, 2 makes then regain all lost wounds, and 3 rolls a d6 for each enemy unit within 3" and each 2+ inflicts d3 MW's. They do NOT have Quarry, Authority of the Inquisition, or {{W40Kkeyword|Ordo}}, so they're pretty stunted by having to float across the battlefield. ** Acolytes are more points efficient in melee - for 25pts, three chainsword Acolytes could swing nine S3 attacks to the Daemonhost's three S4, AP-3 attacks. ** An Acolyte with a plasma gun rapid firing on overcharge is also more points efficient when shooting, as it deals a lot more damage, more shots, and more AP. *'''Jokaero:''' Mmmm, monkey. One of the more pitiful statlines in the game, WS6+, BS4+, S2, T3, W3, A2, Ld7, and Sv7+/5++. They still have {{W40Kkeyword|Character}} so can hide behind a screen of anything and their Jokaero weapons hit hard (24", heavy 1, S8, AP-3, D3 or 12", assault 6, S4, AP-1, D1). They don't have Quarry, but they do have Authority of the Inquisition and {{W40Kkeyword|Ordo}}. Their main kicker is the Inconceivable Customisation rule, that randomly boosts one {{W40Kkeyword|Ordo}} unit within 3" with one of the following bonuses on a d3; a 1 allows the unit to re-roll failed hit rolls, a 2 is for failed wound rolls, and a 3 is for failed hit AND wound rolls. These benefits don't accumulate, and units can only benefit from one Jokaero each turn. ** These are best employed in {{W40Kkeyword|Ordo Minoris}} or {{W40Kkeyword|Ordo Hereticus}} detachments, as they have specific targets ({{W40Kkeyword|Characters}} and {{W40Kkeyword|Psykers}} respectively). This means that if your Acolytes are out of range of those targets and thus not getting the Quarry bonuses, a Jokaero can still give them a boost for shooting at something else in the meantime. ===Heavy Support=== *'''Inquisition Land Raider Prometheus (Forge World Legends):''' It still lives! Kinda. Equipped with two '''quad''' heavy bolters, and an optional storm bolter, multi-melta, and hunter-killer missile, it still has Quarry making it pretty lethal against its intended target. It can carry ten {{W40Kkeyword|Ordo Infantry}} models and comes with the {{W40Kkeyword|Assault Launcher}} and {{W40Kkeyword|Smokescreen}} keywords, [[Fail|not that you have any stratagems to use them.]] As a legends model, it's more expensive than the Codex Land Raiders; 295pts base, +5pts for each storm bolter and hunter killer, +25pts for the multi-melta. ===Tactics=== [[Category: Warhammer 40,000]] [[Category: Warhammer 40,000 9E]] [[Category: Warhammer 40000 Tactics (9E)]] [[Category: Imperial]] [[Category: Inquisition]] {{Warhammer_40k_Tactics}}
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