This page is the collected tactics of all the tiny Imperial factions that are too small to warrant tactics pages of their own.
- 1 Why play Imperium?
- 2 Factions
- 2.1 Adeptus Astra Telepathica
- 2.2 Officio Assassinorum
- 2.3 Rogue Traders/Elucidian Starstriders
- 2.4 Inquisition
Why play Imperium?
You're joking, right?
Many of the armies in the game have the IMPERIUM keyword. The units listed here fill Imperial "factions" which don't have full blown army lists of their own but offer relatively cheap ways to fill in some of the holes in your other lists while remaining Battle-Forged.
- Need some leadership boosts and a highly customizable force? Pick up an Inquisitor or two.
- Lacking psychic oomph? Take the Astra Telepathica, a Culexus or the Inquisition.
- Meta with a lot of charter auras? A Vindicare is a solution.
- PS: The recent Beta Rule, Battle-Brothers, will force you to divide these factions into detachments centering around a keyword other than IMPERIUM keyword, but that shouldn't stop People, and has granted some units to not need an HQ tax. The problem with this though, is that it makes it much more difficult to bring in transports with Authority of the Inquisition. Have you, my friend, always been taking inquisitorial chimeras? Well now they must be taken in a guard detachment.
Adeptus Astra Telepathica
The psyker wing of the Imperial Army, these guys are ship Navigators, Astropaths, and Battle Psykers. Common keywords are IMPERIUM, ASTRA TELEPATHICA, ASTRA MILITARUM, and PSYKER. The Astra Militarum keyword is especially significant because it means you can be transported inside Imperial Guard vehicles such as Chimeras, Taurox, Valkyries and any of the Superheavy transports. This means that even if you go with a solely Astra Telepathica detachment, you have transport and vehicle options.
The Psykana discipline is the main one all Astra Telepathica psykers know in addition to the Smite power. Since Wyrdvanes exist, the list below lists four percentages: Primaris/Astropath, 1-2 Wyrdvanes, 3-5 Wyrdvanes, 6-9 Wyrdvanes. Smite is also listed, for easy comparison.
- Smite: WC 5 (83.33%/33.33%/50.00%/66.67%), +1 WC per attempted cast (up to WC 11). The closest visible enemy unit within 18" takes 1d3 mortal wounds, 1d6 instead if cast on an 11+.
- Total expected wounds: 1.79/0.67/1.0/1.33. Remember, Astropaths use the second value for this power, and the chance for it to activate decreases with each attempt you make to manifest it.
- Smite: WC 5 (83.33%/33.33%/50.00%/66.67%), +1 WC per attempted cast (up to WC 11). The closest visible enemy unit within 18" takes 1d3 mortal wounds, 1d6 instead if cast on an 11+.
- Terrifying Visions: WC 7 (58.33%/00.00%/16.67%/33.33%). One enemy unit within 18" suffers a -2 penalty to their leadership, perfect for knocking off extra models in the morale phase. Even space marines have to worry when their leadership drops to six, and they've taken two or three casualties in a turn.
- Significantly worse against most targets than just using Smite to kill the same 2 targets, but does have a couple of benefits, in that it's targetable, and anyone it does "kill" counts as fled, not slain, which avoids most FNP saves and resurrection mechanics. If you want to make it shine, use it on a unit of multi-wound cowards, where it will effectively "kill" more than 2 wounds.
- Overall expected leadership penalties: 1.17/0.00/0.33/0.67.
- Gaze of the Emperor: WC 6 (72.22%/16.67%/33.33%/50.00%). If manifested, draw a straight line 2d6" from the caster and roll 1d6 for each enemy model that the line passes over; on a 4+, that model's unit takes a mortal wound. Like every other Smite that lets you target, this does fewer wounds than it does, but its terrible range means the targeting is challenging to abuse - in order to be close enough to rely on it hitting what you want, Smite will usually hit the same unit.
- This power needs you to be very close to be remotely worth it - as in, you only want to cast it while engaged in melee yourself, or, barring that, on a unit engaged in melee, to ensure it is packed as densely as possible.
- This power is better against units with smaller bases, such as GEQs, which usually have 25mm bases, and worse against larger ones (MEQs usually have 32mm and TEQs usually have 40mm, but GW refuses to issue actual rules on base sizes). Pay attention if casting this across oblong bases, such as Bikers, to try and ensure as much coverage as possible, and always look for models base to base with each other, as your line can go between them, hitting both.
- Overall expected "smite line" length in 25mm increments (remember, you deal half a mortal wound per model under the line): 5.14, 1.19, 2.37, 3.56.
- Overall expected "smite line" length in 32mm increments (remember, you deal half a mortal wound per model under the line): 4.01, 0.93, 1.85, 2.78.
- Overall expected "smite line" length in 40mm increments (remember, you deal half a mortal wound per model under the line): 3.21, 0.74, 1.48, 2.22.
- Psychic Barrier: WC 6 (72.22%/16.67%/33.33%/50.00%). Choose a friendly ASTRA MILITARUM unit within 12". That unit gets +1 to its saving throws (both Armour and Invulnerable). Although Astra Telepathica units do not have their own invulnerable saves, this bonus stacks well with things like cover, allowing for solid defense.
- This is amazing on Bruteshield Bullgryn, getting you T5/3+/3++ outside of cover or T5/2+/3++ in it (total for max unit: T5/3+/3++/W27), or on Conscripts combined with Celestine, for a 5+/5++ (total for max unit: T3/5+/5++/W50).
- The Celestine combo works on any ASTRA MILITARUM unit to grant it a 5++, with the only downside that the Psyker has to be on the table to cast, so keeping up with fast units can be challenging; for example, on a Baneblade variant, you're now looking at a T8/2+/5++/W26 model, or for Slabshield Bullgryn, maxing out at T5/1+/5++/W27 (T5/0+/5++/W27 in cover, which is fabulous). However, the power only targets 1 unit, limiting Celestine's aura to 1 target for the combo, so your best bet is 1 expensive unit, rather than multiple cheap ones. It will work on multi-Vehicle units that remain as such after deployment, such as Sentinels.
- Nightshroud: WC 6 (72.22%/16.67%/33.33%/50.00%). Choose a friendly ASTRA MILITARUM unit within 12". Until the start of your next turn, enemies that target that unit with a ranged weapon suffer a -1 penalty to its hit rolls.
- Mental Fortitude: WC 4 (). Choose a friendly ASTRA MILITARUM unit within 12". Until the start of your next Psychic phase that unit automatically passes Morale tests.
- Psychic Maelstrom: Casting Value 7, when cast pick any unit within 18" then roll a dice, on a 2+ it does a mortal wound then roll again, adding each time you pass an extra 1+, with an extra mortal wound each time.
- Primaris Psyker: Your classic Battle psyker, used to buff your infantry squads. Has the "It's for your own good" rule which means that if he loses his last wound to perils when within 6" of a friendly Commissar, he is immediately removed from play as a casualty and prevents friendly models within 6" from taking mortal wounds. He knows 2 powers from the Psykana discipline in addition to Smite and can attempt to cast/deny 1 power per psychic phase.
- Wyrdvane Psykers: For 8 points per model (minimum 24, for 3 of them), you can get three Wyrdvane psykers, with the potential to create a unit of up to nine of them for 72 points. They all count as one psyker and knows one power other than Smite, with the ability to cast one per turn. Now, they have some pretty oddball rules for casting that GW doesn't seem to have thought through properly. Firstly, whenever they cast/deny they can only roll a single die, instead of 2D6; however, they add +1 if there are 3-5 models in the unit, or +2 if there are six or more models. This means that a full squad will cast Smite on a 3+ or their other powers on a 4+ or worse, eventually becoming much more difficult or even impossible to cast when your squad diminishes in size, essentially neutralizing your squad after it takes only a few wounds. The upside to this is that Wyrdvane Psykers will never peril under traditional circumstances. Even if they do peril from some other special rule interacting with them, they only explode out when the last one dies.
- This unit is fundamentally worthless; even at 6 models for 48 points, it only averages 5.5 on Deny the Witch, which usually won't Deny anything, and even for Smite, an Astropath deals more expected mortal wounds per point, even against the more efficient 3-man Wyrdvane unit (and for the Psykana powers proper, the Wyrdvanes are a fucking joke). There is no excuse for fielding it; if you have 24 points for Wyrdvanes, you have 15 for an Astropath, both of which take up the same Elites slot, and the latter takes up less transport capacity while being able to cast things that aren't Smite consistently.
- Astropath: Only 30 points (never take the stick; he's laughably useless with both wargear options, but the pistol is free and allow him to contribute to the firefight in at least some fashion). Can negate the cover save of an opponent within 18" of it when that opponent is targeted by a ASTRA MILITARUM unit within 6" of the Astropath, but rolls 1d6 to manifest Smite instead of 2d6; casting on a 5+ means that you are unlikely to actually cast it and will find it impossible to reach the higher D6 wound threshold. They may attempt to manifest one power per turn and attempt to deny one power per turn, and know only one Psykana power in addition to Smite; you should probably always be attempting the Psykana one. Their best use is as a source of Psychic Barrier, but Terrifying Visions and Gaze of the Emperor can both be used as a poor man's Smite under the right circumstances. They are slightly less efficient per point than Primaris Psykers at dealing mortal wounds via Smite (the latter deals 1.87% more), with the gap so small because Primaris Psykers can't choose to leave their weapon at home, and, naturally, drastically more efficient at Denial per point; however, that assumes no Deny the Witch. Against any kind of psychic interference at all, either negative modifiers or Deny the Witch (even Sisters of Battle deny, which is usually otherwise worthless), the Primaris will immediately become the better Smite source.
Special note: These are from the Astra Militarum list, though perfectly applicable if you're taking Astra Telepathica without Guard support since you share a common keyword.
- Chimera: The old king of metal boxes has fallen. With the loss of Amphibious, Mobile Command Vehicle, its fire points, and a price hike, the Chimera has been thoroughly nerfed. On the other hand, it's much tougher, and the improved transport capacity over your other transport options means you can carry a whole squad plus your entire contingent of characters in an Astra Telepathica list.
- It's not so much that the Chimera sucks so much as it's outclassed regarding speed and firepower by the Taurox, which is CHEAPER. The old Multilaser/Heavy Bolter bog standard Chimera does poorly as a weapons platform unless it sits still, which as an APC it shouldn't be doing. That said, the more expensive 2 Heavy Flamer version could be a strong replacement.
- Taurox: The student has learned well. With its twin autocannons and good move speed, the Taurox makes a strong contender for the new Guard motor pool. It's faster and cheaper than the Chimera, too. It's cheapness, high firepower and 10 man cap make it ideal for carrying basic infantry squads.
- For the more mathematically inclined, a Taurox is 74 points. For another 35 points, you can get a double flamer Chimera, which can fire on the move, is tougher, and can haul characters. It's a choice; to each their own.
Sisters of Silence
The other half of the Adeptus Astra Telepathica. These soulless ladies exist for the sole purpose of killing psykers, and it shows. Even psychic juggernauts like Magnus the Red will struggle if they get close enough for their null powers to kick in, and stat-wise they're on par with the Sisters of Battle.
Common Key Words are IMPERIUM of course, plus ASTRA TELEPATHICA.
The April 2018 FAQ Beta rules made fielding Sisters of Silence more awkward. Since IMPERIUM can no longer be used as a linking keyword within a detachment, they can only be used to create an allied detachment of their own. The FAQ tries to ameliorate this by stating that Sisters of Silence can form their own Vanguard detachments without HQ choices so long as the army warlord is IMPERIUM, but reduces the command benefit to zero. However, this neglects that Sisters also have the ASTRA TELEPATHICA keyword, so they could form their own detachments anyway if they take a Primaris Psyker as their HQ choice and still keep their command benefits.
Forge World has announced Imperial Armor: Talons of the Emperor, which will allow you to use Forge World Sisters of Silence models and field them as a independent army list.
- Witch Hunters: Re-roll all failed rolls to wound when attacking a PSYKER in the Fight phase.
- Psychic Abomination: Sisters of Silence can never be targeted by any psychic power, friend or foe. Additionally, when not in a transport they force enemy PSYKERs to subtract 1 from all Psychic and DtW tests they take if a unit with this rule is within 18" of them. This stacks for each unit with the rule that's present up to a maximum of -4, so having enough Sisters of Silence near a unit will make psychic tests practically impossible for them.
- The 8E change in wording also means there is no problem in these ladies accompanying your own Psykers.
- The Index Imperium FAQ to this rule explains that it completely shuts down the Smite power if they are the closest target. It does not skip over them and affect the next nearest target, this is useful against opponents who heavily spam the power.
- Null Maidens: Sisters of Silence can be taken in any army with the Imperium keyword as a Vanguard detachment, even though they have no HQ units to fill the HQ slot. However, this detachment will not grant its customary +1CP as a Vanguard detachment normally would. However, feel free to play a Vanguard detachment with the Astra Telepathica keyword and take a Primaris Psyker as your HQ since this is the only way to use Sisters of Silence and keep the command benefit.
- Prosecutors: Imagine a Sisters of Battle Celestian squad with no acts of faith, but who can shut down Psykers by pure genetics rather than a whole lot of faith, and you'll have an idea of what Prosecutors can do. Power Armoured veteran ladies with Bolters and Psyk-Out Grenades. No bolt pistols or option for any special/heavy weapon, but they do have a 7" movement range, meaning you can move around the battlefield as quickly as Eldar.
- Prosecutors have "Prosecution Protocols," which is a rule the other Silent Sisters do not have, giving them the ability to shoot at Psyker Characters even if they are not the closest unit. This is especially good against Psyker heavy armies such as Eldar, who can hide their warlocks behind squads of Guardians.
- Honestly, not a whole lot to look at here, since you can find Bolter-armed units practically everywhere. The prosecution protocols lose their function once you've eliminated the Psykers or the bubblewrap units that the protocols let you work around, and don't help you against squads such as Grey Knights or certain daemonic units. Mainly, Prosecutors should be preferred if you're going balls out Astra Telepathica and don't want anything else.
- These are the only models in the game we can be fairly confident have law degrees, but hopefully, we'll gain access to judges at some point.
- Vigilators: A squad of battle sisters armed with what is essentially an S+1 Force Sword (or, if you prefer, AP-3 Force Axe). This squad has the potential to do some remarkable damage to high-value targets, and not necessarily only Psykers, though the Witch Hunters rule comes into its own with this unit since it only applies in the Fight Phase. This is capable of wounding even Magnus on a re-rollable 5+, just over 55%. Bear in mind that multiple wounds do not carry over from slain models, so going charging into an Ork mob is still going to get you murdered. The big problem, though, is that they do not have any guns to speak of. That means no overwatch, no pistols for combat, and no way to strike at opponents at any distance, aside from 1 psyk-out grenade for the entire unit.
- Moreso than Prosecutors and Witchseekers, the ladies with swords would do better with a transport vehicle. Since they cannot shoot, they should be kept carefully encapsulated until you need them, so that when they disembark and assault for the first time, they will hit with devastating effect.
- Witchseekers: Sisters of Silence attempting to take a leaf out of the Sisters of Battle handbook and come to battle armed entirely with Flamethrowers. Their effectiveness is difficult to quantify. When compared to Sororitas Dominions with Flamers, Witchseekers are one point more expensive, but come without bolt pistols or frag/Krak grenades (they have psyk-out grenades instead, which are usually worse). If neither squad has a transport, then Witchseekers do have a movement range of 7", but Dominions get a free move at the start of the battle, and can, therefore, cover the same distance over a six turn game, and Dominions have acts of faith, allowing them to repeat certain actions. Not to knock against the Sisters of Silence though, because they still have their hard anti-psychic benefits, plus the entire squad is armed with flamers, meaning you can get 10d6 automatic hits if you go full-sized, and they are veterans, so are slightly better at melee (though without any actual melee weapons beyond the basic one everyone gets). If you're looking for an awful lot of flamers, then only Tzeentch can do it better. Witchseekers in a Rhino can make great objective grabbers - move them forward and hose down important points, then dare the enemy to come close and take it from them.
- Null-Maiden Rhino: It's a Rhino, but 10 points cheaper than for anyone else in the game. Null-Maiden Rhinos lose the Psychic Abomination rule they had for the eleven minutes they existed in 7th but retain the other familiar features: smoke launchers, a storm bolter, the Repair attempt, and can take a hunter-killer missile. As above, almost necessary for Vigilators, as their Toughness of 3 isn't doing them any favors (power armor or not). Drop off the ladies, charge with the Rhino first to eat overwatch, and then have the Vigilators charge in to clean up. Also useful for obscuring sightlines and blocking off chokepoints, which helps keep your somewhat expensive, relatively fragile Sisters alive.
These gimp suit wearing boy toys have massively improved going into 8th edition; each of them has dropped about half of their points while keeping all of their sick abilities and wargear! Universally, they all have the Independent Operative ability, which allows them a 9" deep strike, but they can never have a Warlord Trait, even if they're your Warlord. Also, they have the Lighting Reflexes rule, which is a 4++, because GW is bad at rules, resulting in them being very good at dodging a flamethrower, but completely unable to dodge, e.g., a Vindicare Exitus round. They also all have the CHARACTER keyword, which means they can't be shot at unless they are the closest model, making them better than they appear to be at winning a gun battle. Because they are all single-model units, 100% of the unit can throw a grenade when they want to, which is only really useful on the Culexus.
All of them are M7 WS2 BS2 S4 T4 Ld9 Sv6, not that you care about their armor save, or usually, their leadership. All but the Eversor are W5 A5; he's W6 A6.
- Assassinorum Execution Force: Assassins can be taken in any army with the Imperium keyword as a Vanguard detachment, even though they have no HQ units to fill the HQ slot. However, this detachment will not grant its customary +1CP as a Vanguard detachment normally would. Also, as of the Beta rules, this is the only way to take them other than as Auxiliary Support. So unless you want to sacrifice command points, you'll have to pay 200+ points for a full trio, even if you only really want to wield one.
- Callidus Assassin: The Callidus continues to be the odd model of the assassins. She is less of a murder machine (though she is still damn good at it) and more of a tactical threat - if at least one is in your army, any CP your opponent spends on Stratagems (which is all of them) during the first round lets you roll a die; on a 4+, the Stratagem costs 1 more CP to use, and if your opponent can't or won't spend it, the Strat fizzles with the CP already spent lost. Polymorphine improves her Deep Strike so that instead of the standard >9" distance, she rolls 1d6+3" when she Deep Strikes to determine her distance. Worst case, this is of no benefit at all, but on average, it gets you about 1.5" closer; on anything but a 6, you'll show up close enough to shoot your Neural Shredder, and the net probability of pulling off a Deep Strike charge is 62.5%, which isn't bad. Said Neural Shredder is 9" Assault 1, and on a hit, rolls 3d6 vs. target's Leadership; on a tie or better, it deals 1d3 mortal wounds. This is garbage, and so is her melee - she has a power sword (SUser AP-3 D1) that ignores invuln saves and an AP-1 Chainsword (make an additional attack with it) that hasn't got an S value, instead wounding non-vehicles on 3+ and vehicles on 6+. She can also shoot and charge after Falling Back. Take one of her for her excellent CP fuckery, and use her to harass the enemy backline, not to actually assassinate anything.
- The average of 3d6 is 10.5, so you're more often than not going to get those mortal wounds off, combine this with 8th edition's wounding table and her sword ignoring invuln saves you stand a very strong chance of eliminating weaker characters. You won't kill a megaboss or chapter master, but you can reliably drop into the backfield and knock down an apothecary or a company commander. The Callidus and Vindicare only look bad when you misunderstand their use, they're not there to be an automatic warlord kill, they're there to soften up the enemy army by picking off the linchpin holding it together.
- Also note that while the recent changes to arriving from reserves prevent you from making full use of Polymorphine on the first turn, her Reign of Confusion ability works just fine because the rules don't say the model has to be on the table for it to work.
- Culexus Assassin:. The anti-psyker assassin, now with a few more nasty tricks, and broadly speaking, the best and most useful Assassin. His Abomination rule makes him completely immune to being targeted or affected by psychic powers, friendly or enemy, but he subtracts 2 from only enemy psykers' Psychic and Deny the Witch tests within 18". Furthermore, Etherium means any enemy model attacking him resolves at WS and BS6+ - not a penalty to hit, he just forces their characteristic to a specific value, making him far and away the hardest of the four assassins to kill, and very good at surviving just about anything that isn't piling on flamers until his invuln save gives out on him. He has an Animus Speculum, which is 18" Assault 1d3 S5 AP-4 D1, increasing to 1d6 if there are any enemy psykers within 18", meaning he's better off showing up near them and leaving them alive to buff him, and a Psyk-out Grenade, which is 6" Grenade 1d3 S2 AP0 D1, inflicting a mortal wound instead of 1 damage on each hit roll of 6+; he can fire both of them in the same Shooting phase (but not on Overwatch), provided he didn't Advance, and both of them can target psyker characters, even if they're not the closest. He only has a stock melee weapon, but it completely ignores all armor saves.
- Not only can he pop up near enemy psykers to debuff them, he always pops up close enough to shoot his speculum, and he's just incredibly difficult to kill without specific tools - utterly immune to Psychic phase attacks, of course, and only auto-hit Shooting attacks can hit him reliably, none of which in the game ignore his invuln, and there aren't any auto-hit melee attacks, although there are ways to bypass his defenses; for example, the Imperial Guard stratagem Crush Them! will let a Baneblade hit him on 2+ in melee, since the strat ignores the vehicle's WS, and anything that deals mortal wounds without being psychic or dealing with accuracy will ruin his day eventually, like Nurgle's Gift from the Death Guard. Don't blindly trust him to survive everything - use him intelligently, and he'll make a stunningly effective tank for the rest of your army.
- Remember, he won't shut down psychic buffs, just make them harder to cast in the first place, so a psyker-heavy enemy force will still usually have some tools to fight him, and Abomination's debuff won't stack with itself. To give you some perspective, Magnus fighting his "weight" in Culexi (about 4.88) of them, having brought Warptime, Weaver of Fates, and Prescience, even with the Culexi debuffing him and shutting down his Smite, will kill the Culexi faster than they can kill him, statistically. There are two reasons he wins: first, that the Culexus debuff doesn't stack with itself, and second, that they can't actually Deny the Witch, only debuff casting. They're great, but they won't win battles by themselves.
- Eversor Assassin: Smashing through walls and punching dudes like a boss. His stats give him the usual assassin line, but with six wounds and attacks apiece. His executioner pistol is 12" Pistol 4 S4 AP-1 D1 and re-rolls failed wounds against INFANTRY; he also has a melta bomb, which is 4" Grenade 1 S8 AP-4 D1d6 and re-rolls failed wounds against vehicles; both of them re-roll failed hits on Overwatch, bringing him from 1/6 (~17%) to 11/36 (~30%) hit probability, which isn't good enough to count on, but better than nothing at all. What he's really good at is charging; he charges 3d6", not 2d6", and gains +2A on the charge (to a total of 8), giving him a 74% chance of pulling off a Deep Strike charge. Once he's in melee, he has a regular power sword, and a neuro-gauntlet, resolving at S5 AP-1, re-rolling all wounds, which is actually better against e.g. MEQs. When he dies, each enemy (how they turned off friendly fire on his bomb is a mystery; presumably friendlies know to stay away and the Eversor launches himself into his enemies before detonating) unit he's in melee with takes 1d3 mortal wounds on a 4+ on 1d6, i.e. on average 1 mortal wound. Since he can't Deep Strike melta bomb, and his pistol isn't remotely worth his points, he's actually best when you can buff his charge range even further; for example, Guilliman's aura raises his odds of a successful Deep Strike charge to 83.8%. As codices drop, keep an eye out for other sources of charge buffing for him.
- Vindicare Assassin: Everyone's favorite sniper is back, and as punishing as he always is. His trademark Exitus rifle is a phenomenal 72" Heavy 1 S5 AP-3 D1d3 that ignores invuln saves and always wounds INFANTRY on a 2+, and increases to D1d6 on a 6+ to wound, while his pistol is 12" Pistol 1 S4, with the same rules, and his Blind grenade is 12" Grenade 1d6, but you don't roll anything past the rolls for volume and hitting - if at least one hit gets through, the hit unit subtracts 1 from all hit rolls until the end of the turn, making the grenade usually your best bet in Overwatch, especially given how far you can throw it. All three guns have the Sniper rule (able to hit CHARACTERs even when not closest) and ignore Cover bonuses to saves during the Shooting phase only. He inflicts a -1 to hit against anyone trying to hit him in the Shooting phase, even if it's with a melee attack (e.g. from Imperial Guard Fix Bayonets), increasing to -2 while in cover, meaning Orks automatically miss him while he's in cover, which is pretty nice. He competes with the Tau for having sniper rifles that don't deal mortal wounds, but his rifle actually does a better job than most sniper rifles of acting like a sniper rifle; while he's not competent enough to probably kill his target, dealing 1.6 wounds, on average, to a Sv4+/X++ INFANTRY character in cover, he still does more than he would with most other sniper rifles in the game. You'll need to field him in incredible numbers to reliably bring a target down - 3 of them to delete an AM Company Commander, assuming he hasn't got an Ogryn Bodyguard, for example - so he's actually at his scariest when using his Blind Grenade on Deep Strike turn (he can throw it farther than his minimum Deep Strike distance), which has a roughly 96.67% chance of inflicting its debuff, prior to charging something else in to wreck face in melee.
Rogue Traders/Elucidian Starstriders
Found in the Rogue Trader Kill Team expansion, Elucidian Starstriders get 40k rules, introducing another long desired faction to the tabletop albeit in a very limited faction. While there is the opportunity for a great amount of narrative flavour in this group, it's unlikely to find much utility in competitive 40k owing to its small detachment size and GEQ-equivalent stats, but uses could be found as it is light on points and delivers more survivability than the average group of Guardsmen. The faction could also find a home in smaller games of 40k where the specialist nature of the troops could be more efficient with regards to their point costs.
- Warrant of Trade: All the Elucidan Starstriders come with this rule that allows them to embark onto any Imperium transport that does not have restrictions on which models can embark upon it. (E.g. Land Speeder Storm only allows Scout Infantry to embark upon it.) This will give the unit the extra survivability it desperately needs as a low model GEQ faction by allowing them to embark in almost any Transport from a Chimera to a Stormraven to a Coronus Grav-Carrier.
- Rogue Trader Retinue: Requires Elucia Vhane for this rule, if included, Elucia Vhane must be set up first during deployment and all other units with this rule are set up immediately after Elucia Vhane is deployed and within 6" of her or all inside the same transport.
If Elucia Vhane is your army's Warlord, you gain access to the Explorator Fleetmaster Warlord Trait.
- Explorator Fleetmaster: If your army is Battle-forged you receive an additional 3 Command Points that CAN ONLY be spent on Elucidian Starstriders Stratagems. Probably unlikely to happen given the prevalence of CP factory armies but could be useful in smaller games where CP is at a premium.
- Executioner Shell (1CP): Used before Voidmaster Nitsch fires his Artificer Shotgun, makes a single hit roll with the weapon and adds 3 to-hit for the roll. (Voidmaster Nitsch has a BS 3+ so this is presumably to counter negative hit modifiers.) If you hit the target deal a Mortal Wound instead of normal damage.
- Digital Laser Regalia (1CP): Used after resolving all close combat attacks with Elucia Vhane, make an extra close combat attack which if it hits, deals D3 Mortal Wounds.
- Recover Archeotech At Any Cost (1CP): Activated at the end of your turn, this stratagem gives Larsen Van Der Grauss some extra survivability on the enemy turn by giving him +1 Attack and Saving Throw until the start of your next turn while he's within 3" of an Objective.
- Killing Strikes (1CP): Used before Knosso Prond fights in the fight phase, the damage characteristic of her Power Blades is increased to D3 when targeting Infantry units.
- Combat Resuscitation (1CP): After the movement phase, you can attempt to make another heal with Sanistasia Minst on another or the same Elucidian Starstrider Infantry unit.
- One With The Electro-Motive Force (1CP): Before moving Larsen Van Der Grauss, you can deep strike him instead.
- Logis-Interrogator Scanner (1CP): A waste of a Command Point that allows you to reveal markers if you're using Concealed Deployment or identify a Mysterious Objective anywhere on the battlefield, OR marginally more helpfully allows you to ignore penalties to Larsen Van Der Grauss's hit rolls this phase.
- Personal Teleportarium Chamber (1CP): During deployment you can choose to put your entire Elucidian Starstriders detachment into deep strike.
All units below include the stipulation that 'Only one of this unit can be included in your army.' so unfortunately you cannot spam a dozen Knosso Pronds to run around the field causing havoc. All are armed with Concussion Grenades that are like Frag Grenades but are Grenade D3, and add 1 Damage if the target unit is within 1" off a terrain feature.
- Elucia Vhane: Stat-wise a Guard Character with a 4+/4++, 3 Attacks, 4 Wounds and 6" move. Re-rolls hits of 1 for Elucidian Starstriders within 6", and once per battle at the start of a Fight Phase can deal D3 Mortal Wounds on a 4+ to an enemy within 1". Her Heirloom Pistol is a fancy Bolt Pistol with AP -2 and 2 Damage, and her Monomolecular Cane-Rapier is an AP -4 Power Sword. Includes the Astra Cartographica keyword, which is kinda fun.
- Nitsch's Squad: GEQ but with MEQ Movement, BS and Ld. Nitsch himself gets an extra wound and attack, along with his fancy shotgun that does 2 damage. Squad is also accompanied by the bestest boy in the Galaxy, Aximillion who moves 8", gets two attacks and is destined to make people cry when he's inevitably killed, just not on the tabletop as the pupper's death is ignored for the purpose of morale. The squad gets +1 Ld as long as the unit is within 6" of Elucia Vhane.
- Larsen Van Der Grauss: Your main source of survivability with the Starstriders, Van Der Grauss's main takeaway is that he provides units what are WHOLLY within 6" a 5++ save. No melee weapon and a Voltaic Pistol that's S5 AP0 and 1D, but scores 3 hits instead of 1 on an unmodified 6 to hit, means you should keep him out of combat.
- Sanistasia Minst: Your team's Apothecary, she does not take up a slot in any detachment that includes Elucia Vhane, restores wounds on a 4+ and can resurrect members of Nitsch's squad. Her Scalpel Claw is AP -1.
- Knosso Prond: The Death Cult Assassin, re-rolls failed hit rolls on the charge, Heroic Interventions or after being charged, her Uncanny Reflexes give her a 5++ so can be left out of Van Der Grauss's invul bubble. Her Deathmask is a Pistol 1 S1, AP-1, D1 that always wounds on a 2+ unless you're shooting at a Titanic or Vehicle. Her power blade is AP-2.
Vhane and her retinue, when it comes down to it, amount to an extra sticky squad of Guardsmen. Excellent Leadership, a 5++ save, the ability to gain back wounds/Voidsmen and enough close range bite to ward off all but dedicated melee units means they'll be difficult to dislodge without dedicating notable amounts of fire power towards them. This, combined with the amount of attention new models generate, means they can serve as a decently cheap Distraction Carnifex, less then 150 points for the whole gang. One good way to go about this is take advantage of their ability to pick and choose the best of the Imperium's transports, (see the Inquisiton section for more on that) run them up the field and plop them down in cover, ideally on an objective. The Assassin doesn't benefit much from being with the others, so she can run off on her own to support one of your melee squads.
The Inquisition has a long history of being a low tier, unloved (by GW) army of Warhammer 40K. For nearly a decade, Inquisition players had to rely on outdated Witch/Daemonhunter Codices; then Grey Knights released, then many small codices published for Inquisitors, and GW began to separate them from Sisters of Battle and Grey Knights. Then, in the late 7th edition, Inquisitors got a fully playable army.
Now, 8th edition has happened. They moved many Inquisition related units to other Imperium factions. Ironically, some of these units are still in the "Inquisition" section on GW's official web store. Are Inquisition units weaker in 8th edition? Kinda. But as a "standalone" faction, the Inquisition has almost been removed from the game, at least until a Codex for the Inquisition/Imperial Agents comes out, should it do so.
Yes, you can still field a standalone Battle-Forged Inquisition army. Just choose Vanguard and/or Supreme-Command detachments and field Inquisition units with any Imperium transport you want. In the latest FAQ, the little ape also got the Authority of the Inquisition rule, so yes, we can field standalone Battle-Forged Inquisition armies, but it only works for 1000 or lower points battles.
A last note: Compared to its small content in Index Imperium 2 book, GW has already made many erratas for Inquisition units. Maybe they just rushed out the Inquisition and planned to fix it later. Or the codex is a (comparatively) long way off.
It's reasonably viable just to run a Supreme Command Detachment of three Inquisitors, each of which is a Psyker. You'll pay 70-ish points for each, get three Psykers, and three 6" bubbles of Ld 9 to buff your main army, plus an extra Command Point. Very efficient.
- Authority of the Inquisition: Allows the unit to hijack a vehicle, even if transports are usually faction-locked.
- Quarry:The Ordos now have their specific keyword which determines their Quarry. RAW you have no reason to have your Ordo set before the start of your game. The only unit set to an Ordo are characters and the Inquisitor in Terminator Armor.
- Ordo Malleus: Re-roll to hit and to wound rolls against models with the Chaos and/or Daemon keyword. "Daemon" also includes Avatars of Khaine and the Yncarne as well. If you want Terminator armor, you're stuck with this. Then your terminator winds up facing Tau. At that point just smile and breathe.
- Ordo Hereticus: Re-roll to hit and to wound rolls against models with the Chaos and/or Psyker keyword. Ironically a good all-comers option, since plenty of non-chaos factions have psykers. (Also funnily enough since all greater daemons have CHAOS, you can do the Ordo Malleus's job for them.)
- Ordo Xenos: Re-roll to hit and to wound rolls of 1 against units that do not have the Chaos, Imperium, and/or Unaligned keyword.
- Specialist: A new keyword representing all the other minor Ordos. Re-roll to-hit rolls of 1 against Characters.
The Inquisition specific table 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.
- 1 - Terrify: WC value 6. Target a single enemy unit within 18". The unit subtracts 1 from their leadership and cannot fire overwatch. Good for backing up melee-oriented squads. *Cough* Death Company, Wulfen *cough*
- 2 - Mental Fortitude: WC value 4. Targets a friendly and visible Imperium unit within 18". The unit automatically passes morale tests. With the way morale works in 8th, this may not help you very much. Useful perhaps on large guardsmen blobs to avoid more casualties.
- 3 - Dominate: WC value 7. Targets an enemy Character within 18". You immediately take control of the enemy unit and can make a single shooting or close combat attack against their own team. Technically you could use this to make an enemy commissar BLAM one of his friendly guardsmen. Worth it for the lulz, but unless your target has a good gun, like a T'au commander or seeing as the gaze of death has been relegated to a shooting attack, a C'Tan, don't bother usually.
- This power is pretty great if you can manage to cast it on a character with a consumable gun who hasn't used it yet, like Anrakyr the Traveller, as you get the additional benefit of consuming the gun (or melee weapon, although one-use melee weapons are pretty rare outside of Elysian Drop Troops, and even there, most opponents won't spring for it). Or even better get an enemy HQ to die from overcharging their plasma weapon while shooting at another HQ or Monster. The lulz are magnificent.
- Not to mention, if your enemy wants to lessen the likelihood of their characters shooting each other, they'll need to spread them out, hopefully out of weapons range. Since most auras are about 6", you'll be forcing them to choose between the safety of their characters/units, or buffing their units. Not to mention that dominate has a 58.34% chance to cast, so that should provide some incentive for your enemy.
- This power is situationally amazing given some of the things with the character keyword like Leman Russ Commanders for Imperial Guard, or the Land Raider Excelsior, both of which can carry plasma in one form or another... A 1/6 chance of forcing a Character to suicide with overcharged plasma is not amazing odds, but the opportunity to kill or cripple a powerful unit in one phase is something that your opponent will notice.
- The release of the Imperial Knights codex is also putting a lot of Knight Characters on the board. They're prime targets for this power, particularly those with powerful weapons like Thermal Cannons.
If you're an Acolyte, you get a pistol and a melee or ranged weapon - no double pistols, double melee, double ranged, or melee and ranged combinations, the last of which may be the strangest absence. Due to the FAQ, if you're an unnamed Inquisitor, you get a melee and a pistol or ranged weapon - no double pistols, double melee, double ranged, or pistol and ranged combinations, the last of which may be the strangest absence.
- Bolt Pistol: Comes standard on Inquisitors, although for some reason Acolytes start with a laspistol and can (and should) swap this for free. Eh, it's free. Auto buys for Acolytes if you do not plan to buy another pistol.
- Inferno Pistol (Inquisitor Only): More of a melee weapon than a gun, with only 6" range, but feel free to blast that marine in the face with S 8 AP-4 D1d6, rolling two dice for damage within 3" and discarding the lowest. Really, blast that Space Marine in the face. Bonus points for killing his friends with Ork Snipers. Also looks really cool. 12 points though, and Inquisitor only. You're a lot better off at this price point buying a plasma gun for 13.
- Alternate Opinion: If comparing plasma and inferno in close combat, the inferno pistol is uniformly a better option vs. high wound models. The range won't matter once locked in, after that you will be rolling two dice and picking the highest. And there the inferno pistol still has higher strength and ap unless you're overcharging plasma. At which point the inferno pistol does more damage per shot. Even if the pistol is only 6" you still have Smite, don't you?
- That said, the above should never come up in practice, because you should be Falling Back to light up the target with the rest of your army, not trying to tarpit with your Inquisitor.
- Alternate Opinion: If comparing plasma and inferno in close combat, the inferno pistol is uniformly a better option vs. high wound models. The range won't matter once locked in, after that you will be rolling two dice and picking the highest. And there the inferno pistol still has higher strength and ap unless you're overcharging plasma. At which point the inferno pistol does more damage per shot. Even if the pistol is only 6" you still have Smite, don't you?
- Needle Pistol: Wounds everything except vehicles on a 2+. No AP to speak of. Probably best to pass. Pretty cheap, though.
- Note: with their cost and the wounding on a 2+ this might be the only (albeit niche) pistol pick for acolytes, MC's have average armour, and even in melee you can still pump out those 2+ wounds, that said you could just get a las cannon or two and be done with it.
- Plasma Pistol: Once again Quarry will let you re-roll those dangerous ones, so feel free to overcharge. Also good for close combat, like the inferno pistol. Have fun when you imagine jamming your pistol down a heretic's throat and letting it go. More than half the cost of a plasma gun for half the shots at 12" and no shots at farther away than that, though, and like with the inferno gun, suffers from costing enough to make the bearer a poor tarpit.
- Boltgun: Bog-standard gun. You won't ever take this except for the times that you can't afford anything better because it's free, but fewer points efficient than a storm bolter. Potentially interesting for keeping an Inquisitor cheap, since they come with frag and krak grenades, which are also free and can be readily spammed since an Inquisitor is a 1-model unit.
- Combi-Flamer, Melta or Plasma: Unfortunately, all of these pay 2 points for a bolter attachment that's worth about 1 point, which is still quite noticeable on 8 point Acolytes; none of them can compete with Storm Bolters or Plasma Guns, and for Overwatch, you need full re-rolls to hit for a combi-flamer to beat a flamer. Stay away from these - only an Inquisitor has the points cost not to mind paying 2 points for a 1 point gun, and they can take Incinerators.
- Condemnor Boltgun (Inquisitor Only): A default bolter that does D1d3 if the target is a psyker, and can only be taken by Inquisitors, and costs a point. PASS. PASS this so hard. Killing psykers is what the Culexus assassin is for.
- This does let you spend a single point if you're obsessed with closing a 1 point gap, but it'll never be worth that 1 point, even against an all-psyker army.
- Flamer: Default Assault D6 strength 4 gun, but badly overcosted if you can apply a Quarry bonus; a Storm Bolter Acolyte re-rolling 1s to hit is 4.29 points per S4 hit (and even better with full re-rolls), while a Flamer Acolyte is a flat 4.86 points per S4 hit, and the math is even less forgiving on an Inquisitor. Skip.
- Hot-shot Lasgun: Better AP but one less strength than the Bolter at 18" range. Absolute garbage gave its point cost (4 points to the Bolter's 0, or the Storm Bolter's 2). If you want to field this weapon, just use actual stormtroopers, they have better rules and statlines. (As Inquisitors would actually do in fluff.)
- Incinerator (Inquisitor Only): 8" Assault 1d6 S6 AP-1, auto-hits. Can't be taken on acolytes. This seems tailor-made for annihilating GEQ, wounding T3 on 2+ and negating half their armor, but usually, only 3.5 of them will be hit. This gun is actually decently costed over a Heavy Flamer, because its +1S is paired with being able to shoot it after Advancing, and is worth considering for your Inquisitor, but its still-steep cost is absolutely worth noticing.
- Meltagun: Short-ranged, but is an assault gun. Not worth its increased cost over a plasma gun.
- Plasma gun: Since you can use your Ordo and Quarry rules to get re-rolls to hit, the risk of your Inquisition dudes burning their fingers is mitigated, so feel free to over-charge against your enemy if they match your Quarry target, but it's still quite dangerous on an Inquisitor, since it slays without wounding, so you can't make your Acolytes die for you. Much better than a combi-plasma, since it's cheaper, and targets are very rare where you'd want to fire all four shots from a combi-plasma. At 21 points each, each one of these costs more than taking two Storm Bolter Acolytes,
- Storm Bolter:Strapping two bolters together. Good for lots of weak shots, but then you could take a flamer for assault, or an incinerator. This thing's advantage over those is the range (and its ability to be taken by acolytes, for whom it's very compelling, given how cheap it is). A better option for Acolytes than anything else except for plasma guns, depending on your target.
- Psycannon (Terminator Inquisitor Only): Heavy 4 Str 7 Ap-1. Only usable by a termi-inquisitor, but not a bad gun for him. Hilariously similar to the Reaper Autocannon, proving that Inquisitors were sick heretics all along...
Melee weapons are more expensive compared to Imperial Guard variants, since you pay Space Marine prices (and currently, Index Space Marine prices at that), so beware! Best avoided on Acolytes, since they give up a gun to carry one, so primarily of interest on an Inquisitor.
- Nemesis Daemonhammer (Inquisitor Only): A thunder hammer with a different name but the same rules and cost; see below for the discussion of the thunder hammer. Note that Acolytes can take a Thunder Hammer, so the Inquisitor only restriction on this item is meaningless.
- Null Rod (Inquisitor Only): SUser AP-2, D1d3 against psykers, but only 1 otherwise, and the same cost as a Power Sword. Inquisitor only. Hard pass - reliably worse than a Power Sword, which you should also be avoiding.
- Force Axe, Sword, or Maul: All of these are costed as if you were a Space Marine, ignoring your piddly S3, and are simply not worth the cost - Force Staves are the most obvious example, at more than triple the cost of a power maul for merely double the average damage and at best triple damage. Only available to Psyker Inquisitors. Hard pass.
- Power Maul:The best power weapon available to you, all told. S5 is a huge improvement over S3 against many targets, AP-1 is the most reliably useful AP value in a world with Storm Shields, and its cost, a mere 4 points, can't be beat - plus, no to-hit penalty. Just about the only option here compelling enough to replace the Inquisitor's stock Chainsword.
- Power Fist: Not as good as the thunder hammer, which deals half again the average damage for a quarter again the price. Also, this is twice as expensive as an Imperial Guard Power Fist (10 points for IG, 20 points for Inquisitors or Acolytes!). Hard Pass.
- Power Sword: Nope. No. Yes, it's AP-3, but you're only S3, and there are an awful lot of targets out there where you can't use nearly that much penetration. Take a Maul instead, if you're willing to drop points.
- Thunder Hammer Staggeringly expensive; an Acolyte with this should have taken a meltagun, instead, full stop, even before accounting for the better range on the meltagun. Because your Inquisitor is A4, there's a dubious argument to be made for this in that case, but most targets with enough wounds to notice the D3 will smirk at paying 80 points for the S6. Not a great idea.
- 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. Hey, they couldn't do it in the past, it was Matt Ward who added PA to their options, and TG hates the guy and everything he has done, right? 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 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 point instead he only have to relinquish Iron Will ability (aka pseudo Deny the Witch. Actually it only but only protects the character, you still have to roll off 2d6 to reach or beat opponent's casting dice value). Making him 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.
- Ordo Malleus Inquisitor in Terminator Armor: One of the only ways to give the Inquisitor an Invulnerable save. 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". Probably be FAQ'd later, but hey, for now you can wobble faster than the SS/TH terminators you're requisitioning. Comes stock with storm bolter and Daemon Hammer; the former you can swap for a combi-weapon or a psycannon, which is a double auto-cannon.
- Inquisitor Torquemada Coteaz: He's still been expecting you - his Spy Network rule allows one 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). 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.
- Inquisitor Katarinya Greyfax: Celestine's tsundere lover is still around. She comes with Power Armour, a master-crafted (-1 AP and auto-3 damage to Psykers) Condemnor Boltgun and a master-crafted Power Sword. She can target Psyker or Daemon CHARACTERs 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 Ordo Hereticus keyword, Quarry, and her anti-psyker rules, she's most effective when used to shut down enemy psykers.
- Inquisitor Fyodor Karamazov: God old chap Krazypantsoff is still there. Sadly he is not a dreadnought. But he was able to swing a Rosarius around his neck so he got a 4++. 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. Which also can take the wounds he fails to save with his 4++. Oh Dear, if that's not sexy enough. In addition, 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 PSYKERs within 12" to subtract 1 from their psychic tests and imposes a penalty of -1 Ld to all enemy 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.
- Note that while Karamazov has Authority of the Inquisition, he is still a VEHICLE, so can't be transported. If you really want to be a Rules Lawyer, you can try argue that because Faction Keywords are no different from normal keywords according to the FAQ then he can ignore the INFANTRY keyword on Rhinos and such. Be prepared for people to ignore you, though, because doing this makes you That guy and is on the same level as claiming Rhinos can carry 10 Inquisitorial Land Raiders.
- Inquisitor Eisenhorn: Eisenhorn is an 100 points 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 armor 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 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.
- 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 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.
- Inquisitor-Lord Hector Rex (Forge World): If you face daemonic opponents (he's in the 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 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. The reason you take him against daemonic opponents is the blessed sword Arias, which causes an automatic mortal wound on any 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 (two less than usual for one in Terminator Armour), probably to counter the sheer amount of destruction he can level at daemons. You take him against the daemonic for the killing potential, you choose him in other situations if you need a survivable and heavily psychic inquisitor who can deep strike.
- 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 within 3" of this unit, roll a d6, on a 2+, the Acolytes take a mortal wound instead of an Inquisitor. This RAW will intercept mortal wounds as well, including Perils of the Warp. Comes stock at one dude, up to six. 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 ranged guns. But really, they're just there to be wound batteries for your inquisitor. Give them some hot-shot lasguns or Stormbolters, stick 'em round your big I and laugh as he never dies.
- And a small warning if you didn't read the FAQ yet: they are no longer 3 wounds, just 1 wound per model. BUT: They still have 2 attacks per man. Really, acolytes are ten-point wound and attack upgrades to Inquisitors. Build an 18-man detachment around one inquisitor to create a single blob-monster with 23 WOUNDS, 40+ Attacks (before chainswords) that is also a pysker. Your opponent can shoot the acolytes, but in cc against the correct Quarry even Magnus might have issues. Who said orks were the only ones with a good swarm,
- Daemonhost S4/T4/W3 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 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 FLY for the rest of its Movement phase (meaning it can't shoot after falling back or charge over intervening models/terrain, but also isn't easier to hit with weapons that gain a bonus against FLY), on a 3-4 it regains all lost wounds, and on a 5-6 all enemy units within 6" suffer d3 mortal wounds on a 2+. Might have been usable if it was a CHARACTER, but as a unit that consists of a single normal model, it's not worth taking. 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 has only a 1/3 chance of going faster, giving you an average M of 8.
- Following up, it's also more points per wound than (base) acolytes, and likewise, fewer points efficient in melee - for 25 points, Acolytes could swing 9 S3 hits to the Daemonhost's 2 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 Plasma Acolytes against just about anything.
- Its mortal wounds gun is terrible, because it fires at the start of 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 Uh...no. Your monkeys are not what they used to be. You can still use them to buff allies' weapons in the shooting phase, but the buff only lasts for that phase (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). A 5++ invulnerable is not enough when you're only T3, and your weapons have now been limited to a poor man's lascannon (24" Heavy 1 S7 AP-3 D1d3) and a 12" Assault 5 S4 AP-1 D1 wealthy man's bolt pistol. Just not worth it, at 38 points per ape - they're too expensive to spam and have them self-buff, and as their buff is single-target, not aura, they'd need one big unit to buff to be worth it, which you can't take - your Land Raider costs too much, and 6 Acolytes is hardly worth it.
- And a 'little' good news from latest FAQ; they got same transport rule of Inquisitors and Acolytes (Authority of Inquisition) so they can embark with other Ordo units in any Imperium transport.
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 scout is (we think) not a Faction keyword. 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.
- 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.
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.
- 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 Ordo keyword, which its Transport rule is changed to restrict on, making this your only Transport capable of carrying a Daemonhost. 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 Authority of the Inquisition, so can't be carried by a Thunderhawk transporter or a Rhino.
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