Editing
Warhammer 40,000/8th Edition Tactics/Imperium
(section)
Jump to navigation
Jump to search
Warning:
You are not logged in. Your IP address will be publicly visible if you make any edits. If you
log in
or
create an account
, your edits will be attributed to your username, along with other benefits.
Anti-spam check. Do
not
fill this in!
====Unit Analysis==== <div style="margin-left: 1em;> =====HQ===== *[[Inquisitor|'''Inquisitor:''']] Now their Ordo chamber is decided by their keyword, which you choose. No longer can you upgrade their armor, so you're stuck with carapace armor like a peasant. Still just a human stat-line, so don't expect amazing feats, but can be equipped with basically anything. Still has 5 wounds and four attacks, and with Quarry and 4 attacks he might prove a modest threat in a fight, but he's much better at letting nearby units use his excellent [[Awesome|leadership of 9.]] You can make him a psyker for the discipline as well. But to be honest, he's mostly just a support HQ. Notably excellent anti-pysker since he has a pseudo-Deny that only protects ''him'' from psychic powers but functions an infinite number of times per turn. Now costs 55 points. **Making him a Psyker costs no points, but instead has him relinquish the Iron Will ability (aka pseudo Deny the Witch). Making him a Psyker allows him regular Deny the Witch, cast smite and one other psychic power from their Psychic Discipline, plus ability to have Force weapons. So make them Psykers unless you have any other quite specific tactic. ***Making them a psyker makes them more vulnerable to certain anti-psyker units/options. It's a tactical choice and one that greatly depends on the opponent. **Having gained a 5++, some of their equipment options getting a pts reduction and now getting a relic and a warlord trait for a single CP these guys have gained a lot. If your going to tool them up your probably better with a named character but if you keep them cheap they are very cost-effective for what they do. **'''Ordo Malleus Inquisitor in Terminator Armor:''' One of the only ways to give the Inquisitor a 2+ save and deeptrike. Locked into Ordo Malleus, so hope you're fighting Chaos or Daemons or your Quarry rule is wasted. He can still teleport and can actually move 6" instead of 5"; so you can wobble faster than the SS/TH terminators you're requisitioning. He lost the extra attack from the Index, so he has just the standard A4 like non-TDA Inquisitors (...sigh). Comes stock with storm bolter and Daemon Hammer; the former you can swap for a combi-weapon or a psycannon, which is a [[Dakka|double auto-cannon.]] ***Sure, they can now take a relic and warlord trait, but at 1 point '''more'' than Coteaz and then having to pay for equipment on top, you're paying a lot for mobility. <div style="margin-left: 1em;> ======Special Characters====== *'''Inquisitor [[Torquemada Coteaz]]''': He's still been expecting you - his Spy Network rule allows ''one'' {{W40Kkeyword|ORDO MALLEUS}} unit within 6" of him to fire Overwatch on units that are set up on the battlefield after the game begins (e.g. outflanking, deep striking). Additionally, once per battle when your opponents uses a stratagem you can make it costs an extra CP! While none of his guns hit harder than a basic bolter, his master-crafted Nemesis Daemonhammer doesn't come with the normal -1 to-hit penalty, and as a psyker he can manifest 2 powers and deny 1 each psychic phase. With his Warlord trait manifests 3 powers and denys 2 for the same points as a librarian with a power axe for 1CP (only cool abilities better armour and CC). He is quite cheap if you lack psykers in your army and if need be he can punch stuff. Could be competitive. Only problem is that, thanks to the nerfs of what Inquisitors get? There aren't a lot of units who can BENEFIT from that free shot...at most, you get six acolytes. Or, of course, himself. *'''Inquisitor [[Inquisitor Greyfax|Katarinya Greyfax]]''': [[Celestine]]'s tsundere lover is still around. She comes with Power Armour, a master-crafted (-1 AP and auto-3 damage to {{W40Kkeyword|Psyker}}s) Condemnor Boltgun and a master-crafted Power Sword. She can target {{W40Kkeyword|Psyker}} or {{W40Kkeyword|Daemon}} {{W40Kkeyword|CHARACTER}}s even if they are not in front of her, and can manifest one psychic power and deny 2 powers (with a +1 bonus to the latter) per psychic phase. Between the {{W40kKeyword|Ordo Hereticus}} rules and Quarry, and her anti-psyker rules, she's most effective when used to shut down enemy psykers. Given that Coteaz can manifest two extra powers and now has the same number of denys she is a tough sell but still has a niche due to being slightly better at denying. Her warlord trait of 6" heroic intervention and preventing enemies falling back could be useful in the right situation. *'''Inquisitor [[Fyodor Karamazov]]''': Good old chap Krazypantsoff is still there. Sadly he lacks the dreadnought's tankiness, but he's got a 4++ save. All in all he is beefy and can roast Stuff. He comes with the Throne of Judgment (which got the stompy feet of Judgment) boosting him into a T5 8W model, and since he is a character you can not snipe him out of his acolytes. Oh Dear, if that's not sexy enough he got a 30" Assault 1 master-crafted multi-melta. Sadly he is slow (his bipedal wheelchair is only movement 5), which is sad, especially since he cannot be transported. He also lost his Orbital Strike, but to compensate he now forces enemy {{W40Kkeyword|PSYKER}}s within 12" to subtract 1 from their psychic tests and imposes a penalty of -1 Ld to all ''enemy'' {{W40Kkeyword|INFANTRY}} within that same radius. Additionally, he gets a quasi-Deny the Witch that only affects himself, like all non-Psyker Inquisitors not from Forge World. Interestingly his warlord trait makes him the only LD11 Inquisitor and with a 12" bubble he is now the best LD buffer in the imperium. Combined with the throne being stompier and cheaper he now becomes a situational choice. Extra credit if you use him with purge soul from the GK. **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]]''': Eisenhorn is an 80 points (as of the November '19 WD update) {{W40kKeyword|Ordo Xenos}} Inquisitor with two psychic powers, a bolt pistol with -1 AP and +1 D, and the choice of a +3 strength Force Staff and a Force Sword that gives him +1 to hit. Generally, you're going to use the staff since the sword only really is better against low-toughness high armour units like Sisters of Battle. In addition, he has some grenades that gives him the ability to deal mortal wounds to vehicles, and has a 6+ Feel No Pain. But what really makes him special is the ability to sacrifice his leadership buff to summon a Daemonhost who isn't shit (representing Cherubael), with the {{W40Kkeyword|CHARACTER}} keyword, +2 Strength, Toughness, Wounds and Attacks, and who gets +1 to hit, wound and invulnerable save rolls within six inches of Eisenhorn. This Daemonhost must be paid for in reinforcement points, however, and dies if Eisenhorn does. **He has gained the warlord trait of a reroll per battle round - not a bad bonus. *'''Lord-Inquisitor [[Kyria Draxus]]:''' The new {{W40kKeyword|Ordo Xenos}} Inquisitor with the coming of [[Psychic Awakening]]: Pariah. Despite having a strong 2+ WS, she only has a Power Fist, so her fighting and shooting game are equivalent. And as of shooting, she has a Shuriken Catapult, S4 AP0 D2 (Though it ups to AP-3 if you roll a 6+ to wound). She also has paralysis grenades that force a single unit in melee range to go last (or just not automatically go first, thus scrubbing White Scars and Emperor's Children), which helps her fisting. The most peculiar weapon of all, however, is her pet familiar Shang, which lets her cast smite any enemy rather than just the closest. This makes her a good psy-sniper. *'''Inquisitor-Lord [[Solomon Lok]] (Forge World)''': Inexplicably lacks Iron Will, but has a pretty sweet force sword that deals 2 damage rather than 1D3, an up-gunned bolt pistol at S5 D2, and Feel No Pain (6+). Is wearing Power Armour, which is a nerf from Artificer one in the past, and is in the {{W40Kkeyword|Ordo Xenos}}. Still has Unquestionable Wisdom, thankfully, but despite his improved points efficiency over a stock Ordo Xenos Inquisitor, both offensively and defensively, still of dubious utility, both due to his static Ordo and his inability to provide Smite or psychic buffs. **Has a choice of warlord trait but is the weakest named inquisitor - take a basic inquisitor instead. *'''Inquisitor-Lord [[Hector Rex]] (Forge World)''': If you face daemonic opponents (he's in the {{W40Kkeyword|ordo malleus}}), then you take Hector. For starters, he's essentially a Terminator with a Storm Shield, since he has a 2+/3++ and the ability to teleport onto the battlefield, except he is not actually bulky and can fit in any transport he can commandeer; he's also still M6, but has only W5, one less than a terminator suit would grant. (Might be because he wears Artificer armour, which explains the 6" Move, the 2+ Sv and the fact that he doesn't have the {{W40Kkeyword|TERMINATOR}} keyword. It does not, however, explain how the hell he can teleport strike, but well, most power armour Grey Knights can, so... the Warp did it?) The Storm Shield is significant because no other Inquisitors get access to that level of invulnerable save, meaning he is comparatively well protected. His suit also comes with a psychic hood, so he gets +1 to deny the witch within 12", which only Greyfax can compare to, though Hector can cast ''two'' and deny ''three'' powers per turn, which makes him hands down the best psychic inquisitor available. Now he can take a choice of warlord trait you can push this to cast 3 deny 4 justifying his expense. The reason you take him against daemonic opponents is the blessed sword ''Arias'', which causes an automatic mortal wound on any {{W40Kkeyword|DAEMON}} merely ''hit'' by the weapon, in addition to its other effects, and he has his Quarry rule to re-roll failed hits and wounds, so he has the unusual potential to cause up to '''twelve wounds on three attacks''', or, when looked at another, more sensible way, when you consider that Mortal Wounds carry over, the potential to '''slay six models on three attacks'''. Against non-daemonic opponents, however, the sword is just a basic Force Sword with no particular benefits, other than that he himself has S4 for being such a big giant of a man; however, Hector has one less attack than usual for an Inquisitor (including Terminator Inquisitors as they no longer get 5 attacks - nerfed!), probably to counter the sheer amount of destruction he can level at daemons. You take him as a tank who is the best psychic and denier of all the inquisitors, fighting daemons is a happy bonus. **Note he can choose any warlord trait. </div> </div> <div style="margin-left: 1em;> =====Elites===== *'''Acolytes''' Guardsmen equivalents that can buy almost any weapon an Inquisitor can. They also can steal any ride they want and have the same Quarry rule. This is more useful for them because they only have BS/WS of 4+. The real reason you take them, however, is for their loyal servant rule. Anytime an Inquisitor takes a wound ''from an attack'' within 3" of this unit, roll a d6; on a 2+, the Acolytes lose a model instead. Note that this will never apply to psychic powers, including Perils. Comes stock at one dude, who will be a character, up to six (but 2 or more means the unit hasn't got the character keyword). They start with a laspistol and chainsword, the former of which you will upgrade to a bolt pistol or report to your commissar (because it is damn free to swap with bolt pistol...GW what was in your mind?...). The chainsword can be swapped for melee weapons or guns. But really, they're just there to be wound batteries for your inquisitor. Give them some combi-plasmas or stormbolters, stick 'em round your big I, and laugh as he never dies. *'''Daemonhost''' S4/T4/W4 5++ with GEQ accuracy, like your Acolytes, the Unholy Gaze (12" Assault 1 S8 AP-1 D1, D3 on a roll of 6 to wound), and a power sword at A3. At the start of its movement phase, it gains a randomly chosen buff based on a d6; on a 1-2, its movement rises to 12" and it gains {{W40Kkeyword|FLY}} until the start of your next turn, on a 3-4 it regains all lost wounds, and on a 5-6 all enemy units within 3" suffer d3 mortal wounds on a 2+. If you're really set on using a Daemonhost, use it with Eisenhorn's special rule to give it the boosts it needs. **This unit has many crippling problems; for starters, it's too slow, since it can't ride a transport outside of your dedicated Land Raider (and it can't even ride in that now because in addition to being the only Inquisition infantry unit to lack AotI, it also inexplicably lacks the Ordo keyword), and has only a 1/3 chance of going faster, giving you an average M of 8. **Following up, it's also ''less'' points efficient in melee - for 25 points, 3 Chainsword Acolytes could swing 9 S3 hits to the Daemonhost's 3 S4 AP-3 hits, with a point left over. **Its gun is not the absolute worst thing ever, but it's still competing with Acolytes - and due to its low AP and Damage, will undershoot its weight in Combi-Plasma Acolytes against just about anything. Jokaero will also outshoot it (although it will outfight Jokaero). **Its mortal wounds gun is terrible, because it fires at the ''start'' of ''your'' Movement - meaning it will only ever go off ''after'' it's been charged, and even then, its average output is 5/9 of a mortal wound per unit (and your opponent will probably not let you even threaten more than one unit with it). **And a further kick to the balls, it doesn't have a proper model anymore. Cue the tears. *'''Jokaero:''' Quarry insurance. You use them to buff allies' weapons in the shooting phase, but the buff only lasts for that turn (though it ''does'' usually do something useful - since it upgrades you to either re-rolling all failed hits, all failed wounds, or both, they're only completely useless if you are up against a target you can get full Quarry against). When you're up against your Quarry, they can target themselves with their own ability, since they don't have Quarry, and while they won't be as good as Acolytes, they'll do a pretty good job, still. They are also the perfect escort for an Inquisitorial Land Raider. </div> <div style="margin-left: 1em;> =====Dedicated Transports===== None, but you can use any Imperium transport, and some are better than others. Remember, the only restrictions you can ignore are Faction keywords; restrictions don't actually tell you which keywords are Faction and which are not, but it's possible to back-solve this by studying datasheets, so presumably you can't load up your Acolytes in e.g. a Land Speeder Storm, as {{W40Kkeyword|scout}} is (we think) not a Faction keyword, there is a much less clear argument to be made around {{W40Kkeyword|Primaris}}. You can take an up-gunned transport, of course, but you can't buff it like the models' home factions usually can in some fashion, so usually, even a normally deeply compelling option, such as a Twin Assault Cannon Razorback, becomes less than compelling under the Inquisition - the more you're interested in that sort of transport, the more you should be looking into a mixed army. *'''Null-Maiden Rhino''' **This is the reason why you should ''never'' take a standard Space Marine Rhino - this is the same vehicle for 10 points less, except it can't take a second Storm Bolter, and you shouldn't be spending 12 points to strap a second Storm Bolter on. **Likewise, you shouldn't be taking a Sororitas Rhino over this - Shield of Faith is worth the 3 point charge over a Space Marine Rhino, but not the 13 points it would take you to upgrade from this one. **Most other Imperium transports cost more than this does, and none have the better capacity per point, but it will limit you to 10 models at once. *'''Drop Pod''' **You can Deep Strike in one and show up immediately, but it's ''very'' expensive for what you get; if you want to Deep Strike in, you should consider an Elysian Valkyrie (a Flyer, not a Dedicated Transport) instead. *'''Repressor''' **The heaviest option you can take in the Dedicated Transport slot. Functionally a tougher, shootier Rhino, it boasts +2 Wounds, +1 WS, a Heavy Flamer and the option to take a second, a nasty Dozer Blade and, most importantly, 6 Firing Ports. This last one combines very, very nicely with your Acolyte squads in the same way the Sisters use it for Dominions. Load up an Acolyte squad with Plasma, Melta, Storm Bolters, Combi-weapons, whatever your fancy is, and drive around shooting up your enemy's units while your dudes sit cozy and (relatively) safe. *'''Taurox Prime''' **The Taurox's bigger, angrier brother. With good BS and an impressive selection of weaponry for its points, the Taurox Prime is the new king of metal boxes. It won't last long with T6 and 10W, but it'll make back its points in the meantime. Your two options for firepower are the twin Gatling gun and hot-shot volley guns or the twin autocannons and mini-battle cannon, which has been buffed in 8th. The Gatling array is better vs infantry, while the cannon array is better vs multi wound targets (while you can mix your firepower, it's not recommended that you do so - you want to be able to bring all your guns to bear at once, and completely destroying enemy units is more important than ever, since many armies have a medic equivalent that can resurrect fallen models). The Taurox Missile Launcher, firing 2d6 Frag or 2 Krak Missiles, is also viable, though it raises the cost significantly. Still, two Krak missiles and successful autocannons can take just about anything down. If an Inquisitor is looking for an effective fire support vehicle, the Taurox Prime may be the best all-around option. </div> <div style="margin-left: 1em;> =====Flyers===== None, but like with Dedicated Transports, you need to be aware of your options for sweet rides. *'''Elysian Valkyrie''' **This can Deep Strike in, while carrying you; you can't disembark on the same turn, but you can do so later, and right next to anything you like, without the standard 9" restrictions on a Deep Strike, thanks to the Valkyrie's best-in-the-game disembark special rule. </div> <div style="margin-left: 1em;> =====Heavy Support===== *'''Inquisition Land Raider Prometheus (Forge World)''': Identical to its Space Marine counterpart, save for the Quarry rule (which is great, given how many shots it can put out, in conjunction with Power of the Machine Spirit and Battle Auspex), and the {{W40Kkeyword|Ordo}} keyword, which its Transport rule is changed to restrict on, making this your only Transport capable of carrying a Daemonhost (except the Daemonhost lacks the Ordo keyword for Reasons so no dice there either). Use it in the same way as you would use it in a Space Marine army. The Command Relay is particularly helpful if you're fielding an Inquisitor HQ, as none of them are great at providing Command Points. ''Does not'' have {{W40Kkeyword|Authority of the Inquisition}}, so can't be carried by a Thunderhawk transporter [[Meme|or a Rhino.]] **For comic value, cast Psychic Pursuit on your Land Raider to create the best sniper in the imperium. Combine with your monkey and this will allow you to delete multiple light {{W40Kkeyword|Characters}} at the same time with disgusting efficiency. </div>
Summary:
Please note that all contributions to 2d4chan may be edited, altered, or removed by other contributors. If you do not want your writing to be edited mercilessly, then do not submit it here.
You are also promising us that you wrote this yourself, or copied it from a public domain or similar free resource (see
2d4chan:Copyrights
for details).
Do not submit copyrighted work without permission!
Cancel
Editing help
(opens in new window)
Navigation menu
Personal tools
Not logged in
Talk
Contributions
Create account
Log in
Namespaces
Page
Discussion
English
Views
Read
Edit
View history
More
Search
Navigation
Main page
Recent changes
Random page
Help about MediaWiki
Tools
What links here
Related changes
Special pages
Page information