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===The Big =][='s Armory=== ====Armour==== *'''Flak Armor:''' Acolytes and just about every Henchmen choice have this base. Cardboard armor with a shit 5+ save. Bolters negate it. Thankfully, many classes can trade it (such as Acolytes) or elect to take it on superior Invulns (Crusaders and Acolytes). *'''Carapace Armor:''' 4+ save. No longer expensive so feel free to take it on Acolytes who aren't going to get Storm Shields. All Inquisitors have it base, though unlike the Acolytes they're not likely to keep it. *'''Power Armor:''' 3+ Armor save, and a mandatory boost for any Inquisitor you want to do shit with as it only adds a marginal price upgrade (just three points to make your Inquisitor a more survivable) is a straight upgrade from the Carapace the Inquisitor has. Now it's all right to give to Acolytes since the upgrade is 5 points instead of 10, though it's definitely not necessary since an extra acolyte is only a point less. It can be pretty sweet however if you have it on several acolytes and get a Jokaero to upgrade it into being effectively Artificer Armour (and with Storm Shields you can have your own wannabe Terminator Squad). *'''Terminator Armor:''' The good old famous Deathwing/Grey Knight Paladin armor available only on your Daemonhunter Inquisitor! It more than doubles the Inquisitor's point cost but you're likely taking it anyway because it's the only way you get a guaranteed 2+ Armor and the only way any Inquisitor can get a 5+ Invuln. It also confers the ability for your Inquisitor to Deepstrike (presumably with an attached Grey Knights squad) so it's advised you take a Mystic in that case. ====Weapons of the Ordos==== =====Henchmen Ranged Weapons===== *'''Bolter:''' 1 point for S4 AP5. Want to be the same price as a Guardsmen and have better ranged weaponry? Pretty much always worth it unless you just want dedicated tarpitters, in which case the +1 attack from the default loadout is more up your alley. Thanks to the cheaper power armour you can also become a Space Marine lite, or even better if you get a good Jokaero result. *'''Storm Bolter:''' 3 points, 24" Assault 2 is decent if you want a cheap pokey gunline. Also, if you get lucky with Jokaero rolls you can get Rending on them and begin drinking your opponent's tears. However, 5 Acolytes with SB is the same as 7 Acolytes with Bolt Guns. Sure the Storm Bolter has other advantages (such as always getting its 2 shots and not slowing you down), but always consider the trade off. *'''Hot-shot Lasgun:''' S3 AP 3 18" range for 5 points. Slaughters MEQs pretty handily. Not generally worth it though when you can take Militarum Tempestus allies, especially since they can take Hotshot volley guns, they get BS 4 and orders from their HQ squad. **Note that you can absolutely ally in a Cadian Battle Group Command with a Command Squad and Lord Commissar, then strap the LC to the Acolytes, and order them around, including the one where hot-shot lasguns shoot an extra shot. Not free by a long shot, but legal. *'''Combi-weapons:''' A bit of a waste for the Acolytes. They're too pricey and you could just spend the same amount of points to get the real version. *'''Plasma Pistol:''' A terrible idea. For five points less you can get the real version. =====Henchmen Melee Weapons===== *'''Chainsword:''' Bog-standard Close Combat Weapon. All Acolytes have one base, and it should stay that way thanks to the following two options... *'''Power Weapon:''' The same everyone knows and loves from the various Codices and the Inquisition is no longer limited to strictly power swords. There's an interesting twist here, however; the Inquisition has no need (or desire) to take them. Acolytes can take them too, but they're so fucking expensive for the little guys that you're simply better off with more bodies, or other models (such as Death Cult Assassins from the Inquisition's formation as they come with them standard and have a better profile). *'''Power Fist:''' Fucking hell, why? There is no reason to take this, it's just way too fucking expensive and you're never going to make those points back on Acolytes! Actually costs ''more'' than a Thunder Hammer on your Inquisitor! =====Henchman Special Weapons and Wargear===== *'''Flamer:''' BS3 doesn't matter here, so it's not an awful take if you expect hordes. *'''Meltagun:''' Do take it. Short-ranged Anti-tank and good at downing Marines in a pinch. Take 3 per squad and jam tons of them with an Astropath and two meatshields in Rhinos/Chimeras and roll down the field. *'''Plasma Gun:''' With S7 AP2 and Rapid Fire, it excels at taking down just about anything from Orks to Terminators to Tyranid Monsters. Though rolling a 1 to-hit means Gets Hot! and your guy can die. Be aware of this and take Carapace Armor at the minimum, or better yet Power Armour. Once again the Acolytes are BS3, grab an Astropath for Prescience so that on top of hitting more often, Gets Hot! doesn't hurt you as much. Just remember, you can't use Prescience from inside a Chimera. ::Something to take note of is that Acolytes pay more than other armies for their flamers, but less for their plasma guns (probably because flamers ignore their BS3), so you should always strongly consider plasma acolytes if you're considering Henchmen. *'''Defense Orb''': Adds 5++ invulnerable save. Jokaero get these, not you. Your Inquisitor doesn't get an Invulnerable save unless he's a part of the Ordo Malleus and buys Terminator Armor. *'''Storm Shield''': The user gains a 3+ invulnerable save, but can't get the bonus for two CCWs. Acolytes can buy them for 15 points, but for some stupid reason Inquisitors can't get them. =====All Ordos Ranged Weapons===== *'''Bolt Pistol:''' Allows your Inquisitor to have an extra attack. All Inquisitors have 1 base but it is almost always a better call to replace it with another weapon. *'''Combi-Weapon:''' Tried and true option, a Bolter that comes with a 1-use Flamer, Meltagun, or Plasma Gun. If you know when to use it, it will never disappoint. Acolytes can also take these, although it's kind of pointless since they can get the full version for the same price (though that only applies to three of them, however you shouldn't need more than three anyway). *'''Plasma Pistol:''' The same pistol Space Marines, Imperial Guard, and Sisters of Battle have. However, because you're such an influential fellow you can get yours for the same overcosted price of... 15 points. Not great, and it's unlikely to make its points back in a game unless you somehow manage to ID some GEQ commander (Genestealer Cults come to mind). =====All Ordos Melee Weapons===== *'''Chainsword:''' Bog-standard Close Combat Weapon. All Inquisitors have one base but it is almost always a better call to replace it with another weapon. *'''Power Weapon:''' As mentioned in the henchmen section, the Inquisition has no need of them. Seriously, Hammers for the Ordo Malleus cost the same and are far better, Hammers for the Ordo Hereticus are only five points more, and Ordo Xenos Inquisitors have cheaper Power Swords as an option which combine with their rad grenades for better results. **'''Force Weapon:''' No longer limited to just Power Swords, force weapons are power weapons with the Force Special rule. A Psyker Inquisitor can take one for free, and that is awesome. Generally won't disappoint if you want to smack things with Instant Death. Note too that it is the only item here that Acolytes cannot take. *'''Power Fist:''' Nope. There's still no reason to take this, it costs as much as a brand new Inquisitor (who also gets a Warlord Trait), upgrading to get a free Force Weapon is only five points more, and both Malleus and Hereticus Inquisitors can buy Hammers which are not only better, but cheaper! =====All Ordos Special Wargear===== *'''Psyk-Out grenades:''' All Inquisitors have it by default and this can't be swapped for anything. Made from the psychic shit that condenses from the bottom of the Golden Throne and stops charging Psykers from getting their bonus attacks should the unit get charged, and can also be thrown as a weak S2 AP- attack that causes a Psyker in the unit to immediately suffer Perils. Specialized, but free, so you've no right to complain. =====Ordo Malleus Ranged Weapons===== *'''Hellrifle''': 36" S6 AP3 Heavy 1, Rending - not to be confused with the [[Hellgun]], this fucker does an impressive job of tearing up MEQs. Debatably cheap enough to spam, but only if you have an Astropath using Prescience to ensure you don't miss. You can also use it to instadeath most GEQ HQs (as well as [[Heresy|enemy Inquisitors]] that aren't Ordo Malleus since Power Armour's the best they can get), which is a nice little touch. *'''Incinerator''': S6 AP4 flamer. A good choice, but generally the hellrifle is a better pick. However, it's hilariously destructive against Blobguard, Blobtau, Blobgreen and Blobanids. Fire it and watch instant death melt those hundreds of units away. Shares the same strong points (albeit stronger by a point or two) as all flamer weapons, great for overwatch, crowd control, and for clearing occupied buildings. Shish Kebab time. ::If you want, you can take a Hellrifle ''and'' an Incinerator, making you needlessly dangerous at any range, but that's pretty expensive compared to a bolt pistol in your other hand - and for the exact same cost as the two big guns, your other hand could be holding a Nemesis Daemon Hammer. ::Also, real talk: An Inquisitor with a Hellrifle is 40 points base, while an Acolyte with a Plasma Gun is 14 points base - that's nearly 3 Acolytes per Inquisitor at that rate, and S7 AP2 is better than S6 AP3 Rending, ''before'' you realize rapid fire is better than heavy, although 36" is better than 24", Inquisitors can join other units and don't have Get's Hot!... Hence the reason why it's spamability is debatable. In any case it's worth remembering. *'''Storm bolter:''' Malleus Terminators get it by default. It's 2 shots at 24" so it's an improvement over the Bolt Pistol or the Bolter part of a Combi-weapon. Since it is assault, not rapid-fire, it's great on any dedicated close combat units. *'''Psycannon''': The [[Daemonhunters|good ol' signature ranged weapon of Grey Knights]] and the shit responsible for 20% of the rage directed against them before 7E, it's an S7/AP4 Rending rifle with an unusual Type: Assault 2/Heavy 4. In this codex it can only be taken by Malleus Inquisitors in Terminator armour, so it always uses the latter profile. The 15-point price is very reasonable, but to get access to it you have to blow 40 points on Terminator armour, and now that one Inquisitor costs as much as three. Avoid it; if you want to be more shooty then you've got other options, and the only thing it really shines at on these Inquisitors is being an AV11/AV12 transport popper. =====Ordo Malleus Melee Weapons===== *'''[[Heresy|Daemonblade]]''': While using a daemon weapon is almost always a bad idea if you aren't with Chaos (especially because it's S User and AP-), it gives you two randomly selected powers from the following list (roll two 2d6, if you get the same result twice it lets you choose which buffs you want). It can be funny if you get the right rolls, and since 7 is statistically likely, it's alright versus Daemons, I guess... Thankfully too this book also clarifies which effects apply to the Inquisitor, and which effects only apply to the blade, so even if you're not using them the blades can still help you out if you roll lucky enough, though now they're also Two-handed weapons. **2-3: Attacks with the Daemonblade are made at +3 Strength. **4: The wielder gains +3 Attacks. This is one of the results you want if you're using an Inquisitor who's only taking the blade for its buffs, and easily the best result if you took a pair of them. **5: The Daemonblade becomes AP2. All around a good result, especially if you get boosted strength. **6: The wielder gains +1W each time an unsaved wound with the Daemonblade is inflicted up to a maximum of 10 wounds. **7: The Daemonblade always wounds Daemons on a 2+, and forces them to reroll successful invulnerable saves. Arguably better than the Daemonhammer for taking on Greater Daemons that you've paralyzed with the Grimoire of True Names and Empyrean Brain Mines. **8: The wielder gains Furious Charge and Rage. This is another result that only applies to the user, allowing you to reap the benefits while using a different weapon. **9: The wielder gains Feel No Pain and Eternal Warrior. Once again it specifically applies to the user, so you don't have to use the blade to gain the benefits. **10: The Daemonblade becomes Poisoned (2+). This could be worth it if you got the result to increase your Strength since Poisoned allows you to re-roll failed To Wound rolls in close combat, as long as the user's strength is higher than the target's Toughness. **11+: Gain Force and generate a bonus Warp Charge each turn. An awesome bonus, your Malleus Inquisitor should always be a Psyker anyway. :Note that if you DO decide to try out a pair of Daemonblades, they generate their powers independently, so the same powers can duplicate across them, and powers 4 and 11+ stack (not that either result is likely), so your Inquisitor can generate two additional Warp Charges or get +6 attacks, which will bring him to 10 total (3 base + 3 first daemonblade + 3 second daemonblade + 1 two CCWs), 11 on the charge (12 if you also have Rage). :Note too that since the effects are so random it's not recommended to take these blades in anything but casual matches. They cost the same as Daemon Hammers, and generally won't perform as well, though if you take one alongside a Daemon Hammer simply to buff up the Inquisitor's profile then they could potentially be worth it (possibly giving you a S10 Inquisitor on the charge, or giving your Daemonhammer 8 Attacks on the charge, not to mention being the only source of Eternal Warrior for your squishy Inquisitor). *'''Nemesis Daemon Hammer''': Standard thunder hammer with Force plus forcing Daemons/Psykers wounded by this to test Ld or get insta-killed. An awesome weapon, not just because of its rules but also because of its shockingly cheap point cost. Malleus terminators also get this by default. =====Ordo Malleus Special Wargear===== *'''Empyrean Brain Mines''': After assault moves have been made but before any blows are struck, nominate one enemy model in base contact with the bearer. That model must pass an Initiative test to avoid the brain mine. If the test is passed, nothing happens. If the test is failed, the victim cannot strike any blows during this Assault phase. It's all right on its own, but great when combined with anything that lowers the enemy's Initiative (such as Strikedown, Concussive, or that weird stasis shit if you ally with Dark Angels) or when the Inquisitor is already up against a low Initiative target. Also provides good protection in Challenges, you could derp out an opponent and own them with your Nemesis Hammer. :When combined with the Grimoire of True Names and a Daemon Hammer you turn your 90 pt Inquisitor into a Daemon killing machine. One-shotting a Blood Thirster in a challenge is not unheard of, and as mentioned in the Null Rod entry, if you combine this with a Hereticus Inquisitor who has the Null Rod (and maybe a third Malleus Inquisitor for good measure and extra insurance on your Brain Mines) you can even kill Magnus without breaking a sweat, as well as any Greater Daemon for that matter. *'''Psybolt Ammunition:''' Your boltgun/pistol/stormbolter now has +1 Strength. If you're struggling to put those last five points somewhere, it's not the WORST take. Would go better on one of your vehicles, though (like a Heavy Bolter Razorback or Chimera). =====Ordo Hereticus Ranged Weapons===== *'''Condemnor Boltgun''': This Combi-weapon incorporates a single-shot crossbow- while S5 AP- seems like a joke, it also has the Psi-Shock rule that forces a randomly determined Psyker in the enemy unit to insta-Perils on top of anything else. Pretty neat, but a bit expensive for what it does, being the same price as a plasma pistol and pricier than combi-plasma. *'''Inferno Pistol:''' The same Blood Angels and Sisters of Battle Pistol they know and love. S8 AP1 with a range just slightly longer than the average charge range. Also has the Melta rule, but at 3", you are more than likely to be caught in the blast, or get killed when the enemy pours out of the transport you popped. Still preferable over the Plasma Pistol and if you get the Jokaero to boost the range on it then it can be a really effective weapon (on top of looking really cool), particularly if you take two of them. *'''Orbital Strike Relay''': Unique to Karamazov (unfortunately). Unlike Inquisitors with the Burner of Worlds Warlord Trait, Inquisitor Krazypantsoff(Карамазов) gets a choice of three different forms of [[Exterminatus]]. All of them have infinite range and the Orbital rule, and are also once per game. **'''Barrage Bomb''': S6, AP4, Ordnance D3(!), Large Blast. When you absolutely have to blow everything up. Best reserved for Traitor Guard, hordes, and Genestealer Cults. **'''Lance Strike''': S10, AP1, Heavy 1, Lance, Blast. Your go-to Titan-killer. **'''Psyk-out Bomb''': S6, AP4, Ordnance 1, Psi-Shock, Large Blast. Situational at best and probably the weakest of the three. About the only time you'd use it is when you have a model in combat with the enemy's Warlord who happens to be a Psyker (or they're in combat against a really powerful Psyker) and you take advantage of Karamazov's By Any Means Necessary rule to ensure it doesn't scatter. Whichever Psyker you do want to give a guaranteed perils to, however, should also be the only Psyker in that unit; otherwise, you'd have been better off with the barrage bomb. =====Ordo Hereticus Melee Weapons===== *'''Null Rod''': It would be an average power sword if it weren't for its special Witchbane rule, which prevents the unit with this item from being targeted by all Psychic Powers, friendly or enemy. In addition it also has the Instant Death rule if used against enemy Psykers, and at AP3 it can kill a surprising amount of opponents. Hell, two Inquisitors with Null Rods and a Priest will have a guaranteed kill on a Hive Tyrant (mathhammer wise) so long as the Priest challenges, while remaining cheaper (although to that end a Culexus Assassin would have been better for the job). :Feel free to laugh as [[Magnus the Red]] struggles to deal with puny humans (Malleus and Hereticus Inquisitors) who are not only immune to his Psychic shit, but can also beat him in melee thanks to the The Grimoire dropping him to I2, the Brain Mines paralyzing him, and their hammers keeping him at I1 so he stays paralyzed. Oddly enough a group of Inquisitors with this gear are far and away the best defence against him, so long as they can catch him in melee they've got (mathhammer wise) a guaranteed kill while costing a fraction of the Primarch's points. ::Note that while it stops Psychic Powers from affecting the unit, it doesn't prevent the unit itself from using them, so feel free to attach it to a Psyker-heavy force so that you can lob powers while remaining safe from Psychic counter-attack, and with all of the Psychic bullshit flying around, a Null Rod can easily be worth the points. *'''Thunder Hammer:''' An interesting buy. For 5 points less than a Power Fist you get Concussive, which is a nice bonus. It's more likely to come into effect with your Inquisitor because his S6 blows will only insta-kill other mere humans. Malleus' Daemon Hammer is better and cheaper; feel free to rage. =====Ordo Hereticus Special Wargear===== *'''Psyocculum''': The user's unit gets BS10 when shooting at a unit which has at least 1 model with Psyker, Psychic Pilot or Brotherhood of Psykers/Sorcerers. AMAZINGly situational. Emphasis on Amazing. Bonus points for using this versus Tyranids. It doesn't work on Flying Monstrous Creatures with Psyker rule, sadly. Psyocculum pushes your BS up to 10, but then Snap Shooting from them being flyers drags it back down to 1, regardless of the circumstances. Find some form of access to skyfire (Skyfire Nexus, Space Marine Command Tanks) though and you're good. =====Ordo Xenos Ranged Weapons===== * '''Conversion Beamer:''' An interesting little item for Xenos Inquistors that fires a blast that gets more powerful the farther it shoots (from 1<=range<=18 inches it's S6 AP-, 18<range<=42 it's S8 AP4 and from 42<=range<=72 it's S10 AP1). Obviously this is best used for a heavy weapons Inquisitor at the way back, maybe with a couple Jokaero to back them up (though preferably not in the same unit as the bonus +12" result doesn't help in any way). Combines oddly well with the Split Fire granted by the Liber Heresius, allowing you to shoot 1 Vehicle wayyyyy the fuck off on the other side of the board while the rest of the squad hit another. Don't forget Prescience. But what you do is this. Take a Xenos Inquisiitor with one of these, and a Hereticus one with a psyoccolum behind an Aegis with icarus lascannon. What happens then is you get the beamer shredding anything far away while the Hereticus pops flyers. Woe betide Lords of Change, Flying Princes, Flyrants or... well, any other psykers, as the BS 10 lascannon can punch a hole in anything with wings and the beamer will mulch any Psykers on the ground. And the best part? This is both dirt cheap and easily spammable (well, except for the curiously difficult to come by Fortifications slot). *'''Needle Pistol''': The range stinks, and at the price it's at, you might as well buy a Plasma Pistol for the same cost. You'll almost always wound on 2's with that thing, you'll always be AP2 (rather than the shitty AP6) and Gets Hot! is a slight price to pay for your gun not being total shit. =====Ordo Xenos Melee Weapons===== *'''Scythian Venom Talon''': S User, AP-, Poison (2+). You can be a shitty version of a Dark Eldar, but it has no AP and no Rending. About the only way it could be worth it is if you found some way to boost the Inquisitor's Strength (or if you're up against somebody who has no armour, such as Daemons), but without access to Biomancy (and Iron Arm which would have made this awesome) the best you can do is to skip it. =====Ordo Xenos Special Wargear===== *'''Digital Weapons''': Re-roll a single failed To Wound roll each assault phase. Could help get that lucky Force strike in. If you're in melee, and Ordo Xenos, things have probably gone wrong already, unless you take the following two trinkets in which case it could be a very good investment... *'''Psychotroke Grenades''': Roll a d6 when in the first round of an assault and something hilarious could happen: ** 1 - Jack shit. Better hope you're with a good assault squad. ** 2 - All your attacks auto-hit. Also, the enemy models only get 1 attack each. Roll this against something that has a fuckton of attacks and high WS (Ork Boyz, Daemonettes, Wulfen, Genestealers), and watch the opponent rage harder than the Angry Marines. ** 3 - You re-roll failed hits. Not so great, especially if you're in a Henchman Warband where a Priest is giving the unit Hatred, or have an allied Priest in the same unit. ** 4 - The enemy is now Ld2. Fearless ignores this natch, but for any non-fearless units the price of losing combat by even a pitiful 1 wound just got extremely high. ** 5 - The enemy is now I1. No longer worthless now that Psyk-out grenades have been changed. It combos best with Empyrean Brain Mines, which your Inquisitor can't get, though if you did take a Malleus Inquisitor and aren't fighting Daemons then good on you. ** 6 - All enemy models must make initiative tests. If a model fails they attack their own guys instead of yours, and any wounds count toward your Combat Resolution. Single model units re-roll this result. This is the result you hope for against Orks and Tyranids, aside from #2. It can also be pretty sweet against Daemons if you use the Grimoire of True Names to nuke a big monster's Initiative. *'''Rad grenades''': Grenades that reduce the enemy's toughness by 1 for a round when in assault. Pretty nifty. Pretty much a guaranteed brief enfeeble on the enemy. **Has the strange property of not limiting the reduction of toughness to 1. Per 40k rules, T0 results in instant death. Also makes no mention that it doesn't stack with other units. So if 3 ordo Xenos with rad grenades charge a 50-strong guardsmen blob ''as separate units'', all 50 instantly die. Field 25 of them for 1000 points, and slowly march them up the field. Laugh as everything dies from being near them. Take some skitarii allies and stick him in a squad of vanguard, laugh as your inquisitor kills the mighty space marines on a 2+! **Note too that this Rad grenade stacking strategy is one of the few counters to the new Split rule the Pink Horrors have gotten. Separate Inquisitors can charge in, and cause all Daemons involved to die by proxy, then do that to the Blue Horrors, then the Brimstone Horrors, without much worry. *'''Ulumeathi [[Plasma Syphon]]''': [[Matt Ward]]'s infamous addition to the Grey Knights is now (mercifully) in an army that isn't quite as likely to abuse it. It still reduces all models firing plasma weapons within 12" to BS1, making it a pain in the ass to anyone who relies on them. This new book also makes it clear that all plasma weapons count, including the Tau's plasma rifles. =====Inquisitorial Relics:===== Only one of each relic may be taken for your army. Also ordos restricted. *'''Grimoire of True Names''': Why AREN'T you taking this? 5 points. When the bearer of the Grimoire of True Names is fighting a challenge against a model with the Daemon special rule, his opponent suffers a -5 penalty to his WS, I, and Ld characteristics (to a minimum of 1). Now bearing in mind that now, EVERY army can take daemons thanks to Demonology this is actually quite useful, and once again it's only 5pts. A lot of Chaos Space Marine armies that you see at the tournament scene tend to take a Daemon Prince these days while Daemon armies will take Greater Daemons, and if it comes to slay the warlord, so long as they have Brain Mines your Inquisitor will wipe the floor with them. Being able to hit it on 3s is a godsend even without worrying much about counterattacks and if you also gave them a Daemon Hammer (and why wouldn't you?) challenges will be a breeze. This also works against Eldar Avatars too and is downright hilarious when your 60pts inquisitor goes all Calgar on Khaine. *'''Liber Heresius''': 15 points. Also known as "The Big Book of Heresy", the bearer of this tome can take a Leadership test at the start of any turn (At Ld10, that's not too shabby). If the test is passed, the bearer of the Liber Heresius and his unit, gain either Scouts (only before the start of the first turn), Split Fire, Counter-Attack, Fear, or Hatred until the start of their next turn. You can't choose the same rule twice, though. Overall, a well-rounded choice and good for all-comers lists, you might as well take it so long as the points are free. *'''The Tome of Vethric''': 20 points. If your opponent's detachment is a xenos army, the tome's bearer gains a USR from the following list that corresponds to that xenos race. If both the primary and allied detachment are xenos, you get both of their corresponding USRs. Since all of them are ideal for countering their corresponding race, this one is a must-have when fighting xenos. Unfortunately, since over half the factions in the game are Imperial/Chaos, it may not be the best choice if you aren't tailoring. **Eldar: Split Fire **Dark Eldar: Night Vision **Tau: Furious Charge **Necrons: Tank Hunter **Orks: Counter-Attack **Tyranids: Monster Hunter ====Vehicle Upgrades==== *'''Dozer Blades:''' You know what it does. Re-roll failed Dangerous Terrain tests. Can't be taken by Land Raiders, unfortunately. Virtually mandatory on every other vehicle that'll be on a table with even mild terrain. *'''Storm Bolter:''' You should know what this is too, hopefully. It's a Storm Bolter, it's in the basic weapons loadout above already. *'''Hunter-Killer Missile:''' A one-use only Krak missile (S8 AP3) but with infinite range. If you needed to ask about this, no, you need to go back to basic. *'''Searchlight:''' Right, report to the Lord Inquisitor. (Removes the Stealth from Night Fighting on a single unit, but you also lose the Stealth given from Night Fight if you do so). Night fighting is piss-poor in 7th but it doesn't matter since almost all vehicles come standard with this anyway. *'''Smoke Launchers:''' Well, people always forget to use these, so...I suppose it's tolerable to mention. Once per game, the vehicle gets a 5+ Cover Save. A nice way to get your transports semi-safely to their destination. *'''Psybolt Ammo:''' All Bolter, Heavy Bolter, Storm bolter shots gain an additional +1S. Give this to a twin-Heavy Bolter Chimera and revel in the [[Dakka]]. *'''Truesilver Armor:''' If a model with the Daemon, Psyker, Brotherhood of Psykers/Sorcerers or Psychic Pilot hits this vehicle in close combat, it suffers a Strength 6 hit for each hit once damage has been resolved against the vehicle. This is godsend against daemons as you can dangle a rhino with this in front of 20 flesh hounds and get 1st blood and make your opponent RAGE. :Bonus points if you somehow manage to Instant Death a Psyker with it.
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