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===Wargear=== Only available on your custom Inquisitors and Acolytes, as everyone else has fixed wargear. Points costs are the same for both units and weapons with no mentioned points cost are free. '''Pistols:''' Acolytes '''have''' to have a pistol, they can't swap it out for anything. Realistically the only two you'll take are the needle or plasma pistol. *'''Bolt Pistol:''' See needle pistol. *'''Inferno Pistol (+5pts, Inquisitor only):''' 6", pistol 1, S8, AP-4, Dd6, becomes Dd6+2 against targets within 3". Has its use on a melee Inquisitor for a one-shot surprise in combat, but shouldn't really be seen as a ranged weapon. *'''Laspistol:''' See needle pistol. *'''Needle Pistol:''' 12", pistol 1, S1, AP0, D1, wounds everything except {{W40Kkeyword|Titanic/Vehicle}} targets on a 2+. This is the best free pistol that you can take, as your bolt pistol will be wounding {{W40Kkeyword|Infantry/Biker}} units on anywhere between 3-5 and {{W40Kkeyword|Monsters}} on a 5-6. *'''Plasma Pistol (+5pts):''' While it does cost 5pts, it's far better than the needle pistol; wounding the same soft targets on a 2-3 but with AP-3 and an optional boost to S8 and D2 makes this far better at the job while being versatile enough to hurt {{W40Kkeyword|Vehicles/Monsters}}. '''Ranged:''' Acolytes can swap their default chainsword to one of these guns, and Inquisitors can (and should) swap their pistol to one of these guns. *'''Boltgun:''' One of your two freebie guns. Your Inquisitor can and should swap their freebie pistol for one of these if you're not paying for something better. **'''Combi-Weapons (+10pts):''' It's a boltgun taped to a meltagun, plasma gun, or flamer, but you suffer -1 to your hit rolls if you fire both weapons in the same turn (the flamer half of a combi-flamer doesn't care about this second bit). **'''Storm Bolter (+5pts):''' Two boltguns taped together but doesn't suffer -1 to their hit rolls like the combi-weapons above. Honestly, paying 5pts to double a model's shooting is worth it if you were taking a boltgun anyway. **'''Condemnor Boltgun (+10pts, Inquisitor only):''' A boltgun with a crossbow taped to it. The crossbow is 24", assault 1, S4, AP-2, D2, and "each time an attack made with this weapon profile is allocated to a {{W40Kkeyword|psyker}} model, that model's unit suffers d3 MW's in addition to the normal damage". RAW, you only need to hit and wound the target to inflict the MW's. *** Very worthwhile against {{W40Kkeyword|Psyker Characters}} in combination with the Psychic Pursuit power. *** All that being said, Greyfax is only 15pts more than an Inquisitor with a condemnor boltgun and power sword. She gets to master-craft both, is Sv3+, gets one additional deny, and natively ignores Look Out Sir against {{W40Kkeyword|Psyker}} and {{W40Kkeyword|Daemon Characters}} instead of having to cast for it. *'''Flamer (+5pts):''' The standard for flamer weapons across the galaxy. For the points cost, take the storm bolter. It gives you double the range and a reliable number of attacks. *'''Hot-Shot Lasgun:''' One of your two freebie guns. Your Inquisitor can and should swap their freebie pistol for one of these if you're not paying for something better. *'''Incinerator (+10pts, Inquisitor only):''' 12", heavy d6, S6, AP-1, D1, auto-hits. The heavy profile can cripple your advance and shoot flamer tactics (if you're sufficiently lobotomised enough to build around that), but the S6 and AP-1 make this a mean flamer weapon to carry. *'''Meltagun (+10pts):''' The combi-melta is the same cost, but has a boltgun that you can fire if you're out of range of the meltagun; just take that. Good for {{W40Kkeyword|Vehicles/Monster}} hunting with a suicide Acolyte unit. *'''Plasma Gun (+10pts):''' The combi-plasma is the same cost, but has a boltgun you can fire if you want the option of accuracy through superior firepower; just take that. '''Melee and Force:''' Acolytes and Inquisitors alike swap their chainsword for one of these. Your force and power weapons received the +1S update from 9th edition too. *'''Force Axe/Stave/Sword (+10pts, Psyker Inquisitor only):''' A power weapon with Dd3 instead of D1. Not a bad choice at all, a force stave functions as a budget powerfist (Sx2 and S+3 is the same on a S3 model) but doesn't suffer -1 to their hit rolls. If your Inquisitor is a {{W40Kkeyword|Psyker}}, you might as well. *'''Nemesis Daemonhammer (+20pts, Psyker Inquisitor only):''' An eye-watering 20pts for a Sx2, AP-2, D3, -1 to hit rolls weapon. Hard pass, if you want a melee inquisitor, take one of the named ones; Coteaz has Sv2+, a psyber eagle to shoot, his hammer is AP-3 and doesn't suffer the hit penalty, and he's 95pts vs your 80pts Inquisitor hammer. *'''Null Rod (+4pts, Inquisitor only, Legends):''' SU, AP-2, D1, attacks against {{W40Kkeyword|Psykers}} become Dd3. Not a terrible option for witch-hunting with a condemnor boltgun, but Greyfax does that far better for her points cost and she's legal in every game. *'''Powerfist (+10pts):''' Acolytes should steer clear, it's not worth doubling their points cost for 2A each at WS5+ after this modifier. Inquisitors have competition with their force weapons *'''Power Maul (+5pts):''' Probably your best choice, as S6 and AP-1 is rather useful (the first point of AP is statistically the most important). *'''Power Sword (+5pts):''' S4 and AP-3 make your Acolytes a threat to T3 models with decent saves (Scions, Sisters, Tau).
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