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====Troops==== *'''Terminators:''' Your only Troop choice in this book, presumably here to give the Inquisition something to call upon for their Chambers Militant [[Daemonhunters|like in the good old days]], and/or to help out every Imperial army who had trouble finding their own TEQ/Instant Death. Grey Knight Terminators are Dead 'ard and killy, with a price to match. They will get expensive very quickly, especially if you take too many of them, but fortunately Terminators don't lose their force weapons if you give them special weapons, like psycannons or incinerators, and Termies are Relentless, so they can be kitted out for shooting without losing any assault power. They even have grenades, just about the only thing these guys don't have are Storm Shields. :Of note is that aside from being really good at killing Daemons, they're excellent for MEQ's in general, aside from the having Force weapons they can buff up their Strength by +2 thanks to Hammerhand, and unlike regular Psykers they don't have to worry about the extra risk of getting perils. Better yet, Hammerhand also boosts regular characters attached to the party, bonus points for attaching an Eversor Assassin to the squad, charging into combat, and butchering everything in sight with the Eversor's 8 S7 I7 AP3 Attacks before using the rest of the squad to mop up whoever's left over. This also works very well with a Culexus, the Assassin's relatively low Strength being the only thing preventing them from killing things like Hive Tyrants. :Note that if you're Deep-striking them you'll probably want some way to reduce/remove their scatter, to that end it might be worth it to get an Inquisitor and an Acolyte squad so that you could take advantage of their Mystic or a Grey Knights Interceptor Squad (more on that in their entry). You're also going to want an Incinerator, the GEQ clearer being able to destroy blobs of Guard, Tyranids and Daemons alike while denying most of them their Feel No Pain and Armour. :Feel free to skip the Psilencer, unless you know for a fact that you're going to be up against Daemons. The high amount of shots are offset by its low Strength and low AP value, you'll likely Wound only once, but so long as you've used Banishment and so long as they don't have an armour save the single Wound should be all you need to get rid of whatever multi-wound Daemon you were up against. Otherwise if they have any sort of armour you're much better served by the Incinerator or the Psycannon. :Speaking of the Psycannon, Grey Knight Terminators do not make a very good shooting squad as only one if five of them can get it, and while the Psycannon is a nice thing to have, it's certainly not necessary if you're going to be sticking them in a Land Raider, or Deep-striking them. Incinerators are better for the latter, being able to get guaranteed hits while being both strong and cheap, while Land Raiders have no fire points, and as soon as you're out you'll want to charge and the Termies should have no problem hacking apart whatever you were going to shoot anyway. :As for their melee weapons, at least upgrade them so that they're using Nemesis Falchions. It's only four points to give them all an extra attack, force halberds can be skipped, if you need the extra Strength you can just go with Hammerhand, and at least one of them should be given a Warding Stave if you know you'll be up against offensive Psykers. The Daemon Hammer can also be really good, and with Hammerhand it becomes S10, so that's a plus. :Lastly is the Justicar, Digital Weapons could be a nice bonus but Master-crafted can be safely ignored, you can get better results by allying in a Priest to help the squad out, and he'll also help them to live longer at that. Melta Bombs can also be ignored, whatever you need blown up can safely be handled better either by Daemon Hammers striking more times at S10, or by somebody else you can ally in. The Teleport Homer can also a decent option if you know you're bringing in more Grey Knight Terminators, as that's the only thing it works on but unless you feel like gambling on where the first Terminator Squad arrives it's better to leave the job of carrying it to the Interceptor's, as explained below (otherwise feel free to try and build around the first squad that landed).
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