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=====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.
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