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Warhammer 40,000/Tactics/Inquisition(7e)/Kill Team
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=== 0-1 Elite=== *'''Inquisitorial Henchmen''' -Take a good look at the henchmen squad it is the only unit that we can field in Kill team. It has a unit size of 3-12 and can take a dedicated transport.Your Inquisitor's band of ragtag misfits, think of them as the Inglourious Basterds ''IN SPACE!'' Take a bunch of them and make like you're playing [[Dark Heresy]]. Which is basically what Killteam Inquisition is, come to think of it. **'''Arco-Flagellant''' - Puts out 4 S5 attacks per turn (that unfortunately allow armor saves) and has Feel No Pain. Good for being used as beatsticks against low-armor units, such as Orks or lesser daemons. Can glance light vehicles to death in a heartbeat. It's debatable if these guys are better then Assassins now, but they lay on the saves. **'''Crusader''' - Comes with power weapon and storm shield, use them to suck up wounds that would otherwise be unsaveable. Not so good for offense, forced to take power swords in the new codex. **'''Daemonhost''' - Fun the same way that Orks are, being unreliable but interesting. **'''Death Cult Assassin''' - If you use Crusaders for defense, you use these girls for attack. S4, 3 power sword attacks (4 on the charge),I higher than a space marine! and 5+ invuln saves, they can dish out the hurt, but they can't take it. The latest update of Codex: Inquisition now states that they have two Power Swords, specifically. No more Sword/Axe and Sword/Mace for these ladies. These things still rock in Kill team just don't get them shot. **'''Inquisitorial [[Servitor]]''' - Well-armored and start with power fists, but are better when outfitted with heavy weapons. A cheap way to put some plasma cannons, multi melta's or heavy bolters onto the field. But there's a catch- if a unit with a Servitor in it doesn't also have an Inquisitor in it, and guess what kill team rules make this impossible. So the it always has a 50-50 chance of being unable to move, shoot, or assault that turn. Not good but you could do worse for for 10 points. **'''[[Jokaero]] Weaponsmith''' - You can thank the Old Ones for these guys; Space Monkeys that make your guns better! Yay! Also, their digital weapons can function as either a multi-melta or a lascannon (and a heavy flamer for painful overwatches), making them one of the few anti-armor units in the codex. Unfortunately, they suffer when taken in bulk, due to being expensive and having mediocre BS. A major concern when using Jakaeros is their customization roll. Its not known if this effects the entire killteam, or just the Jokaero. **'''Mystic''' - Good for one thing and one thing only: a paperweight. With deep striking units not available for killteam, Mystics are even more worthless. Just skip to the next unit. **'''Psyker''' - get stripped of his brotherhood of psykers rule. Congratulations he is now a 10 pt no wargear acylote. **'''Acolyte''' - Can be anything from simply Glorified Guardsmen to I-wish-I-was-a-Space-Marine. They're cheap, expendable, and they can have their wargear customized. It's like having a build a bear for Guardsmen! They can be used for warm bodies but their real power is in Melta/Plasma. Still: ***Any of them can swap out their usual wargear for boltguns, storm bolters, or hot-shot lasguns. ***Up to three can take meltaguns, plasma pistols, power swords, combi-weapons, etc. You can kit them out to deal with nearly anything. ***Carapace armor doubles their cost, and power armor more than triples it, but makes them a lot more survivable. **'''Ministorum Priest''' - Next to useless in kill teams. These are one of the best buffers in the game. BUT they are all alone in kill team. making them overpriced. On the positive side they do have some cool wargear options and can choose to do a smash attack.
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