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=====Elites===== *'''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 ''from an attack'' within 3" of this unit, roll a d6; on a 2+, the Acolytes lose a model instead. Note that this will never apply to psychic powers, including Perils. Comes stock at one dude, who will be a character, up to six (but 2 or more means the unit hasn't got the character keyword). 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 guns. But really, they're just there to be wound batteries for your inquisitor. Give them some combi-plasmas or stormbolters, stick 'em round your big I, and laugh as he never dies. *'''Daemonhost''' S4/T4/W4 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 A3. 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 {{W40Kkeyword|FLY}} until the start of your next turn, on a 3-4 it regains all lost wounds, and on a 5-6 all enemy units within 3" suffer d3 mortal wounds on a 2+. 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 it can't even ride in that now because in addition to being the only Inquisition infantry unit to lack AotI, it also inexplicably lacks the Ordo keyword), and has only a 1/3 chance of going faster, giving you an average M of 8. **Following up, it's also ''less'' points efficient in melee - for 25 points, 3 Chainsword Acolytes could swing 9 S3 hits to the Daemonhost's 3 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 Combi-Plasma Acolytes against just about anything. Jokaero will also outshoot it (although it will outfight Jokaero). **Its mortal wounds gun is terrible, because it fires at the ''start'' of ''your'' 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:''' Quarry insurance. You use them to buff allies' weapons in the shooting phase, but the buff only lasts for that turn (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). When you're up against your Quarry, they can target themselves with their own ability, since they don't have Quarry, and while they won't be as good as Acolytes, they'll do a pretty good job, still. They are also the perfect escort for an Inquisitorial Land Raider. </div> <div style="margin-left: 1em;>
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