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Warhammer 40,000/7th Edition Tactics/Inquisition
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====Inquisitoral Armory==== Three Acolytes per Henchmen squad can take these. *'''Combi-Weapon''' *'''Flamer:''' BS 3 doesn't matter here, so it's not an awful take if you expect hordes. *'''Power Weapons''': Come in standard Lance, Maul, Sword, and Axe forms. If you really want to take these, grab a Power Axe. At S3 and I3, your Acolytes are probably striking last, and S4 AP2 will serve you well. Otherwise other Henchmen do it better and cheaper. If you want Swords, stick with Death Cult Assassins and Crusaders who are quicker and stronger, and can tank hits, respectively. Both cost exactly the same as a lone Power Weapon anyway. *'''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 a Psyker and two meatshields in Razorbacks 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 as well. Also, once again, BS 3--grab a Divination Psyker for Prescience. *'''Storm Shield:''' Pretty worthless, since this is 20 pts while a Crusader gets it free at 15 and if you really want a 3+ Power Armor is only 10. *'''Power Fist:''' Doesn't get the discounted price the Inquisitors get. Hilariously point-inefficient. Save 10 points for the Power Axe. Each Ministorum Priest can take one of these. *'''Chainsword:''' Replace your close-combat weapon with something functionally identical for free, because WYSIWYG *'''Power Weapons:''' Much the same logic that applies to Acolytes can be used here. *'''Eviscerator:''' More than doubles his cost, but gives him S6 AP2 with Armourbane. Never use the Smash War Hymn with this, just re-roll to Wound or failed saves.
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