Warhammer 40,000/9th Edition Tactics/Imperium: Difference between revisions
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This page is the collected tactics of all Agents of the IMPERIUM units, meaning that they can be slotted into any IMPERIUM Army with relative ease. The main document you'll need is the Agents of the Imperium Minidex.
This is the current 9th Edition's Imperium tactics. 8th Edition Tactics are here.
Why play Imperium?[edit]
Many of the armies in the game have the IMPERIUM keyword. The units listed here fill Imperial "factions" which don't have full-blown army lists of their own but offer relatively cheap ways to fill in some of the holes in your other lists while remaining Battle-Forged. You can take one AGENT OF THE IMPERIUM unit per IMPERIUM Detachment.
- Need some leadership boosts and a highly customizable force? Pick up an Inquisitor.
- Lacking psychic oomph? Take a Culexus or an Inquisitor.
- Meta with a lot of character auras? A Vindicare is a solution.
- Are all of your units (Grey Knights or Custodes) too expensive to waste doing an action? A swarm of one-model Acolyte units with the CHARACTER keyword can do it for you.
- Not enough big guns? An Imperial Knight Freeblade is for you.
GW has been kind enough to gather all the Agents of the Imperium datasheets that have been scattered through various White Dwarves, Indicies, expansion books, etc. It's free and on Warhammer Community, but you will need Psychic Awakening: War of the Spider for the Officio Assassinorum stratagems. However, your Inquisition and Rogue Trader stratagems, warlord traits, and relics can get fucked; datasheets (and Telethesia Psychic Discipline) only for you.
Agent of the Imperium Special Rule and Faction Keyword[edit]
This is a recurring special rule in this Tactics Page. In a Battle-Forged Army, one Agent of the Imperium unit can be taken in each Imperium Patrol, Battalion, Brigade, Boarding Patrol, or Arks of Omen Detachment without those units taking up a Battlefield Role slot. The inclusion of those units does not prevent other units in their Army or Detachment gaining mono-faction abilities (e.g. Chapter Tactics and Combat Doctrines). Agent of the Imperium units included in one of the aforementioned Detachments are ignored for the purposes of Keywords when determining your Army Faction. Agent of the Imperium units cannot be included in a Fallen or Brood Brothers Detachment.
Trying to build an AGENT OF THE IMPERIUM Detachment or Army is the most complex thing in the game. You can use AGENT OF THE IMPERIUM to build an Army as it is a Faction Keyword that is not IMPERIUM. The only compulsory unit is one Inquisitor, as your other AGENT OF THE IMPERIUM HQ (the Rogue Trader) cannot be a compulsory HQ choice as per their rules. There's also Ephrael Stern and Kyganil, but they're Sisters of Battle or Auxiliary Support Detachment only.
- The only unit here without this Faction Keyword are Daemonhosts, so be warned any wannabe radicals.
- Inquisition Patrol, Vanguard, or Arks of Omen Detachments are the only way to make a mono-faction Agent of the Imperium Detachment, but it's not worth losing out on all the other units just for Daemonhosts.
- The Authority of the Inquisition rule limits Inquisitors to one-perInquisition Detachment. However, if you build an Agent of the Imperium Detachment, this goes away.
- If you want to be an absolute madman, you can take an Inquisitor and nine Assassins in an Arks of Omen Detachment.
- Don't forget, Imperial Knight Freeblades gain Agent of the Imperium when in a Super-Heavy Auxiliary Detachment. Canis Rex has Agent of the Imperium built-in, so you can take him normally in any Agent of the Imperium Detachment.
Adeptus Arbites[edit]
An upcoming 40k Squad released as part of Kill-Team: Soulshackle. Details will be added when they're released.
Special Rules[edit]
- Brutal Judgement: Any natural 6s to hit cause an automatic wound. You'll need that considering how quickly your mall cops will drop.
Equipment[edit]
- Nuncio-Aquila: A special item your sergeants can pick up. Each turn, you can mark one enemy enemy Infantry, Biker or Cavalry unit within 9" and roll 2d6. If this roll exceeds the enemy's Leadership, the enemy is now Sanctioned for the turn and takes a -1 to hit.
Ranged Weapons[edit]
- Arbites Combat Shotgun: Your standard armament. 18" Assault 2 S4 AP-1 makes it a pretty basic gun with some punch when compared to something like a lasgun.
- Arbites Shotpistol: Half of a shotgun, now with 12" range and Pistol 1 but just as powerful.
Troops[edit]
- Vigilant Squad: The basic squad of cops, each gifted a shotgun and shotpistol. Two models can pick up new guns.
- All squads can pick up a Cyber-Mastiff for an additional body that can be best used in melee.
- Subductor Squad: Shock batons and assault shields, giving you a decent 3+/5++ save that lets you set to defend against charges. While you're only given shotpistols for shooting, you can only use S+2 AP-1 shock mauls in melee - not a bad deal at all though they are going to fold as hard as any battle sister.
- Picking up the Cyber-Mastiff makes them a bit tankier thanks to benefiting from the shields' invuln, though their stats are otherwise identical.
Elites[edit]
- Exactor Squad: The specialists of the Soulshackle set, starting with a pack of Vigilants with 3+ WS. From there, you can pick up new characters from the Chirurgant for the medkit's ability to nullify one attack's damage each turn, the Revelatum for the Soulguilt Scanner's ability to mark enemies so your forces can ignore cover when shooting them, and the Castigator's devastating S+2 AP-2 D2 executioner maul.
Adeptus Ministorum/Adepta Sororitas[edit]
HQ[edit]
- Ephrael Stern & Kyganil of the Bloody Tears: Our favourite not-Pariah Sister and Harlequin are back again. While they retain every Keyword necessary to fit into a Sisters of Battle Detachment (minus <Order>), they still have Agents of the Imperium. They also do not have the Sisters of Battle abilities such as Acts of Faith, Sacred Rites, or Shield of Faith, but they have a monstrous list of abilities to make up for it; Zealot (both models re-roll failed hit rolls if they charged, were charged, or Heroically Intervenes), Wanderers (Deep Strike with a different name), Divine Protection (both models have a 4++ invulnerable save and enemy attacks against them suffer -1 to their hit and wound rolls), Daemonifuge (Aura, Chaos units wihtin 6" suffer -1Ld and one additional model flees when they fail a Morale Test), and Bolts of Holy Judgement (roll 2d6 at the start of your shooting phase, nearest enemy unit within 18" suffers d3 MW's on a 5+. Rolls of 10+ inflict d6 MW's and add +2 to the result if a Chaos unit is within 18 of Ephrael Stern). Kyganil has two extra abilities on top of these, Mysterious Saviour (wounds against this unit must be allocated to Kyganil first and he ignores lost wounds on a 5+) and Knight of Shadows (this unit fights first while Kyganil is alive). For weaponry, Ephrael Stern has the standard Imperial bolt pistol, frag, and krak grenades, and the power sword Sanctity (S+2, AP-3, D2, ignores invulnerable saves), and Kyganil has plasma grenades (6", grenade d6, S4, AP-1, D1, blast), Kyganil's Kiss (S+1, AP-1, D2), and Outcast's Blades (SU, AP-1, D1, two hit rolls for each attack).
- The Jury is still out on whether this unit can be taken in any Imperial detachment. They have Agent of the Imperium, but one of their rules specify that they can only be in a Sisters of Battle or an Auxiliary Support Detachment (if in the latter, this unit cannot be your Warlord). However almost all Imperium armies have the standard Agent of the Imperium boilerplate.
[edit]
The Rogue Traders and Imperial Navy, now sharing a keyword, both Agents of the Imperium and both ready to be deployed wherever the Emperor (or profit) demands them.
Warrant of Trade, Warlord Traits, and Stratagems have been removed as of the 2023 Agents of the Imperium Minidex PDF. Warzone Octarius Book II does contain them, but as of the 2023 Content Validity Update, they are no longer in use.
HQ[edit]
- Cartographica Rogue Trader: As of the release of the Agents of the Imperium mini-dex, this is your only legal HQ unit (although this is such a niche "faction" that you can just ask your opponent to play one of the below units). This unit consists of a Rogue Trader and optional models detailed below. WS and BS3+, W4, A3, and Sv4+/4++ are your main stats. They're equipped with a household pistol (12", pistol 1, S5, AP-3, D2) and a monomolecular cane-rapier (melee, S+1, AP-2, D1, +3A with this weapon). They have no aura ability to help their Armsmen/Breachers, but Captain on Deck allows you to pick one Navis Imperialis Core unit within 9" to gain +1 to their hit rolls.
- Death-Cult Executioner: Here to only provide some melee muscle as this is the only optional extra to not have an ability to help the unit. WS2+, A5 with death cult power blades (melee, S+1, AP-3, D1) helps to clear any lowly chaff that get in the Rogue Trader's way. Oh, and a dart mask (12", pistol 1, S2, AP-2, D1, wounds non-vehicle/titanic units on 2+), but at BS4+ don't expect too much.
- Lectro-Maester: Very underwhelimg stats, but that's not why you take him. This entire unit's hit rolls of UM6 gain +1AP and his voltaic pistol (12", pistol 1, S5, AP0, D2, hit rolls of UM6 inflict two additional hits) is not horrible per se. Okay, their ability mainly requires luck, but it's an extra meatshield at the very least.
- Rejuvenat Adept: This model is a compulsory optional extra, as they grant the entire unit a 5+++ FNP/ignore lost wounds save. That's all they do, their only other equipment is a laspistol.
- There is an annoying 'quirk' with the rules; the last sentence of Master and Commander says: "This model cannot be taken in a compulsory Battlefield Role Slot"; RAW, you can't take them as the HQ you're required to have in a detachment, even if they're the only HQ there is for a Navy Detachment. This almost certainly a typo since the Voidsmen and Breachers have a similar rule except their rule adds: "[...] unless that Detachment is a Navis Imperialis Detachment." There is a way around this, however, by taking an Inquisitor using Agent of the Imperium in a Navis Imperialis army and making them the compulsory HQ choice.
- Cartographica Rogue Trader (Warzone Octarius): These rules are now outdated as of the Rules Continuity download on Warhammer Community. However, they can still be found in Warzone Octarius II, and very few people will care about their use, rendering them unofficial Legends. All models have the same statline as their legal version above, but that's where the similarity ends. They don't have Navis Imperialis like above, Captain on Deck is a 6" Aura that lets Voidsmen-at-Arms use their Ld (yawn), and Master and Commander fixes the compulsory HQ choice issue that affects their legal version. They also have three fixed wargear options, reflecting the three currently released Rogue Trader models.
- Elucia Vhane: Monomolecular cane-rapier (melee, S+1, AP-2, D1, +3A), household pistol (12", pistol 1, S5, AP-3, D2), digital laser (12", pistol 1, successful hit inflicts one MW), Concussion Grenades, a 4++ invulnerable save, and re-rolling her own hit rolls of 1 (not UNMODIFIED 1, just 1). Once per battle, she can choose one enemy unit within 1" in the Fight Phase; a 2-3 inflicts one MW, a 4-5 inflicts d3 MW's, and a 6 inflicts three MW's.
- Janus Draik: Monomolecular rapier (melee, S+1, AP-4, D2), court blade (melee, SU, AP-1, D1, +d3A), heirloom pistol (12", pistol 2, S4, AP-1, D1), Archaeotech Grenades, a 4++ invulnerable save, and re-rolling his own hit rolls of 1 (not UNMODIFIED 1, just 1). Once per battle, he can choose one enemy unit within 1" in the Fight Phase; a 2-3 inflicts one MW, a 4-5 inflicts d3 MW's, and a 6 inflicts three MW's.
- Neyam Shai Murad: TWO negotiators pistols (each 12", pistol 3, S5, AP-2, D1), bladed limb (melee, S+3, AP-2, D1), court blade (melee, SU, AP-1, D1, +d3A), Archaeotech Grenades, and 5++ invulnerable save. She also has a useful Aura, being able to pick one visible enemy unit to grant all Astra Cartographica units within 6" ignores cover against them.
Troops[edit]
- Voidsmen-at-Arms: Standard security on-board Imperial Navy and Rogue Trader warships alike. One Voidmaster and four Voidsmen make up the minimum unit, with an optional 4 Voidsmen and one Canid (WS3+, S4, A3). For stats, they're GEQ's with Sv4+, and for wargear they've got lasguns and laspistols, with the Voidmaster having an artificer shotgun (18", assault 2, S4, AP0, D1) and 1-in-5 models swapping their lasgun for a Voidsman rotor cannon (24", heavy 4, S6, AP-1, D1). They come with Core, Concussion Grenade and Navis Imperialis and cannot be the compulsory troops choice in a non-Navis Imperialis detachment. Masters of Close Confines also grants them one additional hit on a hit roll of UM6 against a target within 12".
- At 8pts per model, this unit is best used at minimum strength and for clearing objectives of other GEQ's.
- Warzone Octarius II does have the old rules for these guys; no Core , BS3+, artificer shotgun is AP-1 and D1, canid is not a model but instead a one-use wargear that inflicts MW's on a target within 1" in the Fight Phase. Masters of Close Confines took a nerf too, granting the unit +1 to hit rolls with melee attacks if the unit is wholly on a terrain feature. They're still 8pts, but the rotor cannon costs 10pts each instead of being free.
- Imperial Navy Breachers: The elite of the Imperial Navy (and Rogue Traders it seems). Like their Voidsmen brothers, they're GEQ's with a 4+ save, but Void Armour makes attacks against them suffer -1AP, come with Core and Navis Imperialis, and they still cannot be the compulsory troops choice in a non-Navis Imperialis detachment. Fixed at 110pts minimum, this gets you ten models. One with a Navis las-volley (24", heavy 4, S6, AP-1, D1) or a meltagun or a plasma gun (+5pts for the last two options), one with an Navis heavy shotgun and endurant shield (18", assault 4, S4, AP0, D1 with +1Sv and a 5++ invulnerable), and eight with a Navis shotgun (18", assault 2, S4, AP0, D1). The unit can be equipped for close combat, with the Sergeant's shotgun being replaced with a laspistol and chainsword (why) or a bolt pistol and power sword (better) for free, one Breacher swapping their shotgun for a laspistol and power axe, and one other Breacher swapping their shotgun for a laspistol and chainfist (melee, Sx2, AP-4, Dd3, -1 to hit rolls, becomes D3 against vehicles). Finally, one Breacher can take demolition charges (6", grenade d6, S8, AP-3, D2, blast, one-use), frag grenades, and Smokescreen for +5pts. That final keyword is pointless as there currently isn't a stratagem to use it.
- The unit does have some glaring limitations; using your shield guy to tank hits makes sense, but he's also carrying as much firepower as two Breachers, resulting in losing quite a bit of shooting if he dies. The unit is also expensive at 11pts per model with no way to take less than ten models.
- The Breachers have a decent up-close game with their shotguns, but their melee prowess isn't quite as great with only three models to rely on: Sergeant if he picks up a power sword, one Breacher with a power axe, and another chainfist (which will hit at WS5+ after modifiers). While none of these are necessarily terrible weapons, this will not make them a melee squad in the slightest.
- Use the Voidsmen to clear an objective with their better close-range shooting and the Breachers to hold it with their Void Armour.
Tactics[edit]
None of these are good units. The Rogue Trader and Breachers are expensive for what they do by themselves, but Voidsmen-At-Arms can be spammed for 40pts for decent enough D1 shooting. A Rogue Trader does give +1 to hit rolls to one unit, so a Breacher Squad is the obvious choice with the sheer number of shots they can pump out with the shotguns.
Imperial Knights[edit]
Not going to fully list them here, but this is just a reminder that Canis Rex or one Imperial Knight Freeblade in a Super-Heavy Auxiliary Detachment gains Agent of the Imperium.
- Freeblade units must still pick a <Questor Allegience>, but does not benefit from them.
- Freeblade units can never have an Exalted Court upgrade.
- Freeblade units can never follow the Code Chivalric.
- Freeblade units do not come with Character, and thus cannot have Warlord Traits or Household Relics.
Lord of War[edit]
There are no bad options to include in an Agent of the Imperium Detachment, as all of the models will help your two main weaknesses; lack of any strong shooting and lack of any hard-hitting melee.
- Armiger-Class: As you can only have one Imperial Knight, you're not going to get as much out of these guys as you would with the other classes. They're either as-tough-as, if not worse than, other armies battle tanks (Leman Russ, Hammerheads) and they don't carry much more firepower. They're pack-hunters constricted by a rule that limits you to only taking one. If you don't have the points spare for a Questoris-Class, you should take an Armiger, but do try to find the extra points.
- Questoris-Class: The only variant that falls short in comparison to the others is the Gallant for not providing some additional firepower for the rest of your army. The Preceptor is cheap, but some of the cost also goes towards their Mentor abilities which have been rendered useless without additional Knights. If your enemy has any units worth an Imperial Knight punching it, then any gun-and-fist Knight serves you well, otherwise the double gun Crusader will give you the most bang for your buck.
- Cerastus-Class (Forge World):
- Acastus-Class (Forge World):
- Dominus-Class:
Officio Assassinorum[edit]
These boys and girl have significantly improved going into 9th, or at least become more streamlined. Universally, they're power level 5 and 90pts, have Agent of the Imperium rule and keyword, can never be your Warlord, and can Deep Strike. Barring some slight differences, they all have the same statline; M7", WS2+, BS2+, S4, T4, W5 (Eversor W6), A4 (Vindicare A5, Eversor A6), Ld9, Sv6+/4++.
Unlike Rogue Traders and Inquisition, you kept your previous stratagems prior to the Agents of the Imperium minidex! These can be found in Psychic Awakening: War of the Spider. These will be clearly marked in the below sections, all other rules will be from the minidex.
Special Rules[edit]
- Independent Operative: Assassins can't be warlords and during deployment you can place them into reserves and deep strike them.
Stratagems (Psychic Awakening)[edit]
- Shadow Assignment (2CP): Before the battle begins and if you only have one Assassin in your army list, you can replace that Assassin with a different one.
- One of the more useful Stratagems of the entire game really, being able to tailor your Assassin to your opponents army list can be invaluable. If your Eldar opponent is heavy on the Psykers, swapping your Eversor for a Culexus can remove or cripple a key enemy unit.
- Priority Threat Neutralised (0CP): Gain +1CP If an enemy character is slain by one of your Assassins, or +2CP if said character was your enemy's Warlord. Only works once per character in case they are able to return through their own rules or stratagems (Angron's Blood Tithe, any Medic revive, etc). It's free CP, you have no reason to not use it.
- Callidus-Specific Stratagems
- Acrobatic (1CP): Used in the Movement Phase, one Callidus can advance and charge this turn and enemy attacks against them suffer -1 to their hit rolls until the next Battle Round. Not bad, but your Callidus is most likely going for a turn 2 charge straight out of their Polymorphine deployment, meaning they cannot advance anyway, but -1 to hit is still neat. However if you sent second, the next Battle Round is your opponent's next turn.
- Supreme Deception (2CP): One-use only, but during the start of any battle round after the first, one of your Callidus Reign of Confusion ability functions again until the end of that battle round (each time your opponent spends CP to use a stratagem, on a 4+ that stratagem costs one additional CP or has no effect and spent CP is still lost).
- 2CP to grant a 50% chance to cost the enemy extra CP is pretty steep: you'd have to expect the opponent to use four Stratagems that turn to mathematically break even, and if course if you pop this they may choose to use no stratagems... Which may be a positive result anyway.
- Culexus-Specific Stratagems
- Pariah's Gaze (1CP): One Culexus Assassin's animus speculum becomes Damage d3 for one Shooting Phase. Now it's an actual Psyker-hunter at 18", assault d6, S5, AP-4, Dd3, can target Psyker Characters.
- Soul Horror (2CP): At the start of the Fight phase, choose a Culexus Assassin. Enemy units within 3" cannot be chosen to fight until all other units have already fought, even if they charged, and if a unit has an ability that always lets them fight first (looking at you Slaanesh), they fight normally this phase (i.e. alternating picks). Note that the Culexus doesn't have to be in close combat for this Stratagem to work, meaning merely being near another unit or after making a heroic intervention can be enough to potentially lessen the effects of an enemy charge.
- Eversor-Specific Stratagems
- Hypermetabolism (1CP): At the start of any phase, give an Eversor a 4+++ FNP that for some reason doesn't work on mortal wounds for the rest of the phase. A tad bizarre that it doesn't work on mortal wounds unlike practically every other FNP equivalent in this edition of "no universal rules", but still incredibly handy. Supposedly, this is so you can't save against the mortal wound caused by the Stimm Overload stratagem.
- Stimm Overload (2CP): At the end of the Fight phase, choose an Eversor Assassin to fight again, but afterwards they suffer a mortal wound on a D6 roll of 1, 2, or 3. You know, just in case your bundle of fun and joy hadn't quite wiped that entire squad yet. Note that you can't consolidate 6" into another squad and trigger another fight, because you can only target the unit you charged on the turn you charged. Unless you had also declared a charge against that unit, of course, or were already in combat to begin with.
- Vindicare-Specific Stratagems
- Double Kill (1CP): Allows a Vindicare to shoot again at a different target after they've already shot during the Shooting phase. Bonus points if you can imitate the Unreal Tournament announcer's voice. Needless to explain how strong this is.
- Turbo-Penetrator-Round (1CP): Whenever a Vindicare attacks with an Exitus rifle or pistol (so any ranged attack not made with your Blind Grenade) on a vehicle or monster unit, use this strat so that on a hit it deals 1d3 mortal wounds instead of regular damage, but you cannot use Head Shot.
- This is more useful on larger units (the mortal wounds can splash, unlike the ones from the Head Shot that you lose) but also more useful the better the target's T, as you no longer need to roll to wound; of course, your gun already has decent T scaling simply because 6s to wound always wound and increase your D. Similarly, this strat is more useful against targets with Sv3+ or better, as you no longer need to worry about the target passing a save. However, genuinely good targets for this are rare; for example, against a Malanthrope at full health (T5 Sv5+ W9) you'll spend 1 CP on increasing your average damage from 1.51 to 1.67, on average. In order to compete with Double Kill, you have to shoot something with a 2+ or better and T6+.
Elites[edit]
- Callidus Assassin: The Callidus continues to be the odd model of the Assassins, being less of a murder machine and more of a tactical nuisance. Reign of Confusion means that any stratagem your opponent uses in the first battle round costs +1CP on a 4+ and if they can't/won't spend that extra CP, the cost of the Stratagem is still paid. Polymorphine allows it to Deep Strike d6+3" instead of the full 9" away from enemy models. Finally, Hit and Run lets it shoot and charge after falling back. It relies on messing with your opponent and keeping them on the back foot with their tactics. That's not to say it's a slouch in combat; neural shredder (9" assault 1, roll 3d6 if it hits and if the result is equal or higher than the target's Ld they suffer d3 MW's) is pretty unique and will most likely just dink MW's onto whatever it hits. This model's phase sword (melee, SU, AP-3, D2, ignores invulnerable saves) is great for eliminating enemy characters, but poison blades (melee, S2, AP-1, D1, +1A and always wounds non-Vehicles on a 3+) is underwhelming.
- Regarding the neural shredder, the average of 3d6 is 10.5. Against single wound units, it'll simply murder 1d3 targets, and it's a lot better against low Ld targets.
- If you want its assassination drop to be productive, it is critical you deep strike it close to the target, both so its shredder can contribute and so you have a realistic chance of making the charge. It is worth spending the CP to re-roll its distance if it has a promising target - if it is close enough to shoot and then makes the charge, the net result of its shooting and melee on an Ld9, T4, 2+/3++ target is 4.06 wounds, on average; and it'll do even better against lower Ld, T, and/or Sv. Spamming hit & run tactics so you can charge after falling back can also prove to be very helpful at keeping them alive.
- Also note that while the recent changes to arriving from reserves prevent you from making full use of Polymorphine on the first turn, its Reign of Confusion ability works just fine because the rules don't say the model has to be on the table for it to work.
- Culexus Assassin: The anti-Psyker Assassin, now with a few more nasty tricks. Its Abomination rule makes it completely immune to being targeted or affected by psychic powers, friendly or enemy, and all psykers within 18" suffer -2 to their Psychic and Deny the Witch tests. Furthermore, Etherium means any enemy model attacking it resolves at WS and BS6+; not a penalty to hit, it just forces their characteristic to a specific value, making it far and away the hardest of the four assassins to kill and very good at surviving just about anything that isn't piling on flamers until its invulnerable save gives out on it. Finally, Psychic Assassin means it ignores Look Out Sir with both of its ranged weapons against psykers and it can shoot both weapons in the same Shooting Phase. The animus speculum (18", assault d3, S5, AP-4, D1, becomes assault d6 against psykers) and psyk-out grenades (6", grenade d3, S2, AP0, D1, hits inflicts MW instead of damage against psykers and daemons). That's it for weapons, with melee attacks it simply ignores armour and daemonic saves, making it quite terrible against those Psykers with invulnerable saves.
- Not only can it pop up near enemy psykers to nerf them, it always pops up close enough to shoot its speculum, and it's just incredibly difficult to kill without specific tools (detailed below). Remember, it won't shut down psychic buffs, just make them harder to cast in the first place, so a Psyker-heavy enemy force will still usually have some tools to fight it.
- This models weakness include auto-hitting attacks, massed attacks that gain +1 to hit (going from W/BS6+ to W/BS5+ doubles the amount of shots that connect), non-Psychic Inflicted MW's ("inflict X amount of MW's on a 4+ against a target within 1" after this unit has charged" stratagems for example). Don't blindly trust it to survive everything - use it intelligently, and it'll make a stunningly effective tank for the rest of your army.
- Eversor Assassin: The Kool-Aid Man in spandex. Its stats give it the usual Assassin line, but with W6 and A6. Bio-Meltdown gives him the same Explodes rule that Vehicles have, but triggered on a 4+ with a 6" range and dealing d3MW's. Sentinel Array punishes enemy units that fall back from him by giving him a free out-of-turn shooting attack with his pistol (as it is done before the enemy models move they would still be within 1" and thus only eligible to be shot at by pistols). Frenzon gives him a monstrous 3d6" charge distance and +2A after charging or Heroically Intervening. Lastly, Killing Rampage means that each time he kills an enemy model, he can make one additional attack against the same unit. Those attacks can't make additional attacks and he Consolidates 6". What does he attack with? He has an executioner pistol (12", pistol 4, S4, AP-1, D1, re-rolls wound rolls against infantry), a melta bomb (4", grenade 1, S8, AP-4, Dd6, re-rolls wound rolls against vehicles), a standard power sword, and a neuro-gauntlet (melee, S+1, AP-1, D1, re-rolls all failed wound rolls).
- As you can see, he's a blender not an executioners axe. He's not to be charged into a Terminator Squad (where he'll kill maybe one or two before being turned to paste), but his targets are more like that backline Infantry heavy weapons squad that's been pinning your units down.
- Vindicare Assassin: Everyone's favourite sniper is back and even more punishing than it always is. Deadshot allows them to ignore Look Out Sir and wound rolls of UM6 become Dd6, Faultless Aim makes all their ranged attacks hit on a 2+ regardless of anything if they did not move (except overwatch), Spymask gives them Ignores Cover, and Stealthsuit makes enemy ranged attacks suffer -1 to their hit rolls or -2 if this model is in/on a terrain feature. The piece de resistance is Headshot; an enemy model wounded but not killed by this model's exitus rifle/pistol suffers an additional MW on a 3+ and you can roll for this rule again but suffering -1 from the result. Rinse and repeat until the roll is failed or the model is dead. This only works against a single model, so you can't shoot into a squad and roll for MW's on different models. Their beefy exitus rifle is 72", heavy 1, S5, AP-3, Dd3, ignores invulnerable saves and always wounds infantry on a 2+. The exitus pistol is a 12", pistol 1, S4 version and blind grenades (12", grenade d6, units hit by this weapon do not take damage but suffer -1 to their hit rolls until the end of the turn) are situational, but can help a friendly unit counter-charge an enemy unit about to swarm your marksman.
- The real let-down of this model is the variable damage of his exitus weaponry. He may hit on 2's and wound on 2's and ignore invulnerables and a significant chunk of an armour save, but you can still only inflict one wound.
Inquisition[edit]
Historically, this faction has had a turbulent history of being stuck in other armies codicies, White Dwarf articles, campaign books, FAQ's, and the bottom of a rules-designer's shoe. 9th has been no different, with the rules starting out in a Psychic Awakening book before being bundled with other Agents of the Imperium in a web release. Legally, you only have the units, Quarry special rule, and the Telethesia psychic powers, as your relics, warlord traits, and stratagems are no longer valid.
Special Rules[edit]
- Authority of the Inquisition: Allows the unit to hijack an Imperium Transport, even if transports are usually faction-locked.
- Unquestionable Wisdom: Aura, Imperium units within 6" can use this model's Ld.
- Quarry: The Ordos now have their specific keyword which determines their bonus against their favoured prey.
- Ordo Malleus: Re-roll hit and wound rolls against models with the Chaos and/or Daemon keyword, which includes Avatars of Khaine, the Yncarne, and Daemonhosts.
- Ordo Hereticus: Re-roll hit and wound rolls against models with the Chaos and/or Psyker keyword. Ironically a good all-comers option, since plenty of non-chaos factions have psykers.
- Ordo Xenos: Re-roll hit and wound rolls against units that do not have the Chaos, Imperium, and/or Unaligned keyword.
- Ordo Minoris: A new keyword representing all the other minor Ordos. Re-roll hit and wound rolls against {W40kKeyword|Characters}}. Despite not being on one of the big three, this one may be the most reliable of all the Ordos; while you can not guarantee that any one enemy army will have Chaos, Psykers, OR even Xeno's, every army must have at least one character for its Warlord. Additionally, since most psykers are characters you can do a decent job of covering the Ordo Hereticus job as well. Of course you lack out on not being able to reroll against units like the other three could but we said reliable, not 'most powerful',
Telethesia Discipline[edit]
The Inquisition psychic discipline is Telethesia, a Greek word for remote sensing. An odd choice, to say the least, since none of the powers have anything to do with sensing.
- Terrify (WC6, Malediction): One visible enemy unit within 18" suffers -1Ld and cannot fire overwatch.
- The primary use for this is stacking with other psychic powers that rely on target leadership, including Dominate, Mental Interrogation, Castigation, and Scourging (Hereticus only) from this discipline. The secondary use is charging a unit toting auto-hitting weapons that you want to charge.
- Psychic Fortitude (WC4, Blessing): One friendly Imperium unit within 12" automatically passes Morale Tests.
- One of the advantages of this power is the low WC value, making it incredibly likely to go off (an 11/12 chance!). It's not useful in-faction of course, but this can really help vital low-Ld blobs.
- Dominate (WC6, Malediction): Pick a non-vehicle enemy model within 12" and roll 3d6. If the roll was equal or higher than that model's Ld, you can shoot or make one melee attack with one of its weapons as if it was your own model in this phase.
- Will only have a better than 50/50 chance against Ld9 or less, so don't cast this on Ld10+. On those targets, it's recommended to combine with Ld-reducing abilities.
- Absolutely crippled by not working on vehicles, as in many armies they're what's carrying the guns that are worth all the steps here (in order to hurt something, you need to successfully cast and meet or beat target Ld and the shooting model has to hit, wound, and penetrate), and this power is an absolute joke if you're using it for the melee attack. As a general rule, you're just better off with Castigation; most everything the Necrons have is Ld10 and Tyranids generally have guns with terrible accuracy (outside of Ld10 HQ choices, of course), that relegates this power to being anti-Tau, and even then, your best targets are the large battlesuits which aren't vehicles, which is fairly arbitrary across those. As a general rule, you will get more utility out of Castigation.
- Mental Interrogation (WC6, Malediction): one visible enemy character model within 12" suffers -1 to their hit rolls until your next psychic phase, and you gain +1CP if you roll 3d6 and the result is equal or higher than their Ld.
- The straight-up -1 to hit rolls is great, but remember that the nerf doesn't stack with unwieldy weapons like powerfists.
- Psychic Pursuit (WC7, Blessing): One <Ordo> Infantry unit ignores Look Out Sir against one character within 18", with W9 or less, and is visible to the casting unit.
- There are a lot of conditions to be met just for a BS4+ Acolytes. However, building a squad of them with plasma guns and <Ordo Minoris> will delete most Characters attempting to hide behind an Infantry screen.
- Castigation (WC6, Witchfire): Pick one visible enemy unit within 18" and roll 3d6. If the result is higher than the lowest Ld model in the unit, they suffer d3 MW's. It's the only MW-dealing power you have, but it's still not as good as smite.
- Scourging (WC6, Malediction): Ordo Hereticus only. One enemy unit within 12" suffers -1A (A1 minimum) until your next Psychic Phase, and roll 2d6; if the result is equal or higher than the target's Ld, they suffer -1 to their hit rolls until your next Psychic Phase.
- Psychic Veil (WC5, Blessing, Aura): Ordo Xenos only. Ordo Xenos units within 6" can only be attacked (melee and shooting) if they are the closest visible unit, and can only be charged if the enemy is within 6".
- The big seller here is immunity to charging; you can use this and acolytes in soup to make very effective bubblewrap. For now, it also makes you immune to 9E snipers - until some FAQ comes up to explain otherwise.
- Warding Incantation (WC6, Blessing): Ordo Malleus only. One Imperium infantry or biker unit within 12" gains a 5++ invulnerable save until your next Psychic Phase.
- One of the better powers and a near auto-take if you have a Malleus Inquisitor. He won't keep up with a Biker or Jump Infantry unit, but place him ahead of them and it'll be worth his points. IG Rough Riders or SM Outriders with 5++?
- While IG and SM have psychic powers identical to this, taking an Inquisitor with this power does allow you to cast it a second time, whereas those armies would normally be able to only cast it once.
- Functionally useless on AdMech (near army-wide 5++), Custodes (army-wide 4++), Sisters of Silence (can't be affected by psychic powers), and Sisters of Battle (army-wide 6++ with many ways to buff this).
Wargear[edit]
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 Titanic/Vehicle targets on a 2+. This is the best free pistol that you can take, as your bolt pistol will be wounding Infantry/Biker units on anywhere between 3-5 and 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 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 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 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 Psyker and 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 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 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 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).
HQ[edit]
- Inquisitor: Morphed into a single datasheet instead of being divided by Ordos and wargear options like they have in the past. They have a standard WS/WB3+, S/T3, W5, A4, Ld9, and Sv4+/5++ profile. By default, they come with Iron Will, an unlimited-use-per-turn version of Deny the Witch that only prevents Psychic Powers that target them on a roll of 2d6 that beats the result of the Psychic Test. They also have Unquestionable Wisdom like every other Inquisitor. Iron Will can be swapped for Psyker (casting once, denying once, and knowing smite and one Telethesia power) and a force weapon for +10pts.
- Making them a Psyker is very much recommended. Inquisitors are buffing Characters and Iron Will selfishly only protects them.
- Even more recommended than that is just using one of the Special Characters below; for about 10-20pts extra, you often get much better weaponry, at least one additional rule, and better Psychic Powers (extra casts, denies, or powers known).
Special Characters[edit]
- Inquisitor Torquemada Coteaz: One of the OG Inquisitor models and one of the best to use. His master-crafted daemon hammer doesn't suffer hit penalties, and he comes with Ld10 (useful for Unquestionable Wisdom) and Sv2+. As a Psyker, he casts two powers, denies one, and knows one Telethesia power. His unique Spy Network rule allows one friendly Ordo Malleus unit within 6" to make an out-of-turn shooting attack at one enemy unit arriving as reinforcements. Additionally once-per-battle after the battle starts, one enemy stratagem costs +1CP to use or else it has no effect. He's extremely cheap for the support he provides and the melee power he has. Oh, and he has a psyber-eagle to shoot with (24", assault d6, S4, AP0, D1).
- Inquisitor Katarinya Greyfax: Celestine's tsundere lover is still around. She comes with Ld10 and Sv3+, wielding a master-crafted power sword (S+1, AP-3, D2), a master-craftaed condemnor boltgun (24", rapid fire 1, S4, AP-1, D2 and 24", assault 1, S4, AP-1, D2, attacks allocated against Psykers inflict an additional d3 MW's, -1 to hit rolls if shooting with both profiles), and psyk-out grenades (6", grenade d3, S2, AP0, D1, blast, hit rolls of UM6 against Psykers and Daemons inflict one MW instead of normal damage). As a Psyker, she casts one, denies two, and knows one Telethesia power, and her Indomitable ability grants her +1 to Deny the Witch Tests. Finally, her Psyocculum means she ignores Look Out Sir against Psyker Characters and Daemon Characters.
- She is your premier Psyker-hunter, between her rules, wargear, and Ordo Hereticus Quarry, she is effective at denying Psychic Powers and attacking the caster.
- Inquisitor Fyodor Karamazov: Good old chap Krazypantsoff is still there. He's the size of a Dreadnought, but doesn't have their resilience, which makes sense since his knees are swinging in the breeze. At S5, T5, W8, Ld10, and somehow only Sv4+, he's one of the tankiest Inquisitors you can field. As a vehicle, he can't hide behind his character screen. For weaponry, he has a master-crafted multi-melta (30", heavy 2, S8, AP-4, Dd6, becomes Dd6+2 against targets within 15"), a master-crafted power sword (S+1, AP-3, D2), and stomping feet (SU, AP-1, D2, +2d3A with this weapon). As a devout puritan of the Ordo Hereticus, he comes with Iron Will like any non-Psyker Inquisitor, Supreme Will (a 12" Aura that inflicts -1 to enemy Psychic Tests), and Dread Reputation (a 6" Aura that inflicts -1Ld on enemy units, further nerfing enemy Psykers).
- Note that while Karamazov has Authority of the Inquisition, he is still a VEHICLE, so he can't be transported. Give up, he can not go into that Stormraven, we are both sad.
- Inquisitor Eisenhorn: Everyone's favourite puritan-turned-radical is now available as a mini! He's depicted at the height of his power, wielding a force sword that gains +1 to hit rolls, a force stave, a bolt pistol with AP-1 and D2, and electrobane grenades; 6", grenade 1, S4, AP-1, D1, and against vehicles wound rolls of UM4-5 inflict one MW and UM6 inflicts d3 MW's. He's one of the most powerful Psykers, knowing, denying, and casting two Psychic Powers per turn. He ignores lost wounds on a 6+, but the real kicker is his relationship with Cherubael. Once per battle at the end of your Movement Phase, he can swap Unquestionable Wisdom for a Daemonhost with +2S, +2T, +2W, and +2A that spawns within 6" of him and over 9" away from enemy models. If this Daemonhost remains within 6" of Eisenhorn, it also gains +1 to hit and wound rolls, and +1 to its invulnerable save, and if Eisenhorn is killed, Cherubael is also killed. Otherwise, he's the same as a regular Daemonhost, so see their entry for details on their abilities.
- Take heed; he is one of two Inquisitors without a invulnerable save.
- Lord-Inquisitor Kyria Draxus: An Ordo Xenos Lord-Inquisitor that was part of the Psychic Awakening release, she's not afraid to use the enemies weapons and teachings against them. At WS2+ and Sv3+/5++, she's no slouch in combat. She comes with Dirgesinger (18", assault 2, S4, AP0, D2, and wound rolls of UM6 become AP-3) and a standard powerfist. Her Paralysis Grenades (a rule, not a weapon) means that if she charges, then one enemy unit within 1" fights last. She's also a meh-level Psyker, knowing, casting, and denying one Psychic Power, but her pet mini-dragon Shang allows her to pick her smite target instead of just the closest enemy unit, giving her some Character-sniping capabilities.
- Inquisitor Solomon Lok (Forge World): A main Character from Imperial Armour vol. 4 and still going strong. He inexplicably lacks Iron Will and has no other special abilities, but his psibolt pistol (12", pistol 1, S5, AP-1, D2) and Blade of Surety (S+1, AP-3, D2) are pretty hard-hitting. He's Sv3+, but does not have an invulnerable save. Stunningly cheap at 75pts, but does not provide anything special at all. He's unfortunately a hard-pass.
- Inquisitor-Lord Hector Rex (Forge World): Another Imperial Armour character, this time from vol. 7. His fluff states that he underwent similar gene-enhancement to Astartes, and he now stands at eight feet tall and is clad in terminator armour, wielding a unique storm shield. Against Daemons, he's the one model that is a requirement. Being a Terminator, he is M5", S4, W6, Sv2+, and can Deep Strike (which is good as Terminator limits his Astartes transport options). Arias is a sword that swings at S+1, AP-3, D2, and any successful wounds against Daemons inflict one additional MW. He also is equipped with an AP-1 bolt pistol and the Santic Shield (+1Sv, 4++ invulnerable save, and ignores MW's on a 5+). As a Psyker, he rivals Eisenhorn for power, knowing, casting, and denying two Psychic Powers, and his Psychic Hood grants him +1 to Deny the Witch Tests against enemy Psykers within 12". For 100pts, he is an absolute bargain of melee strength and psychic casting.
- Inquisitor Erasmus Cartavolnus (Store Anniversary): An 80pts GW store anniversary model from 2022, he's a must-have if you're running maximum Acolytes and pairs well with Hector Rex for an Ordo Malleus force. For stats, he's identical to a regular Inquisitor with Sv3+. Warding Sigils mean enemy attacks against him suffer -1 to their hit rolls. His weaponry is a bolt pistol and Cartavolnus' Force Sword (S+2, AP-3, D2, ignores any and all saving throws against Daemons). His Black Iconoclast Aura grants Ordo Malleus Acolytes within 6" gain +1 to their hit rolls. He also has a unique Psychic Power, Ritual Shackle. A WC7 Malediction power, one enemy unit within 18" (or 24" if the Psychic Test result was 10+) suffers -1 to their Psychic Tests and -1 to their wound rolls with melee attacks until your next Psychic Phase. He can cast one power, deny two, and only knows Smite and Ritual Shackle.
Elites[edit]
- Acolytes: These are the models meant to show off the variety of assistants an Inquisitor can have, so you'd expect things like Astropaths, a zealously dedicated crusader, a death-cult assassin, a local Guard or PDF liason, perhaps some Stormtroopers... Nope, they're functionally Guard Veterans with a wide-range of wargear and a bodyguard rule. That's it, the same statline as well, so at T3, W1, and Sv5+, they'll die if you sneeze at them. They start out with one model in the unit with Character, but they lose that if you take any more models, up to a maximum unit size of six. One upside is the unlimited special weapons that is hilariously deadly when mixed with Quarry. They come stock with a laspistol (that you will trade for a needle pistol immediately) and a chainsword. The chainsword is the item that gets swapped for better melee weapons or a bigger gun. Loyal Servant reads that anytime an Inquisitor within 3" "would lose any wounds as a result of an attack, this unit can attempt to intercept that attack", on a 2+ this unit can lose a model instead of the inquisitor losing the wound. RAW, they can intercept a Tau railgun or IG Vanquisher cannon (damage AND MW's) for only the price of a single model.
- There are three ways to play Acolytes. In one-man units, they retain the Character keyword, so have them follow around a sufficiently tough friendly unit and have the single Acolyte perform Actions that earn you points. Maxing out on bodies and special weapons (read; plasma guns or storm bolters) combined with some "ignores Look Out Sir" shenanigans makes them the best sniper unit in the game. Finally, Keep them cheap, max out on bodies, and have them be ablative shielding for your Inquisitor.
- Daemonhost: A relatively powerful model, WS/BS4+, S$, T4, W4, and A3, with a 5++ invulnerable save. They fight with unholy gaze (12", assault 1, S8, AP-1, D1, wound rolls of UM6 become D3) and warp grasp (melee, SU, AP-3, D1). At the start of each of your Movement Phases, roll a d3 for their Daemonic Power; 1 grants them M12" and Fly, 2 makes then regain all lost wounds, and 3 rolls a d6 for each enemy unit within 3" and each 2+ inflicts d3 MW's. They do NOT have Quarry, Authority of the Inquisition, or Ordo, so they're pretty stunted by having to float across the battlefield.
- Acolytes are more points efficient in melee - for 25pts, three chainsword Acolytes could swing nine S3 attacks to the Daemonhost's three S4, AP-3 attacks.
- An Acolyte with a plasma gun rapid firing on overcharge is also more points efficient when shooting, as it deals a lot more damage, more shots, and more AP.
- Jokaero: Mmmm, monkey. One of the more pitiful statlines in the game, WS6+, BS4+, S2, T3, W3, A2, Ld7, and Sv7+/5++. They still have Character so can hide behind a screen of anything and their Jokaero weapons hit hard (24", heavy 1, S8, AP-3, D3 or 12", assault 6, S4, AP-1, D1). They don't have Quarry, but they do have Authority of the Inquisition and Ordo. Their main kicker is the Inconceivable Customisation rule, that randomly boosts one Ordo unit within 3" with one of the following bonuses on a d3; a 1 allows the unit to re-roll failed hit rolls, a 2 is for failed wound rolls, and a 3 is for failed hit AND wound rolls. These benefits don't accumulate, and units can only benefit from one Jokaero each turn.
- These are best employed in Ordo Minoris or Ordo Hereticus detachments, as they have specific targets (Characters and Psykers respectively). This means that if your Acolytes are out of range of those targets and thus not getting the Quarry bonuses, a Jokaero can still give them a boost for shooting at something else in the meantime.
Heavy Support[edit]
- Inquisition Land Raider Prometheus (Forge World Legends): It still lives! Kinda. Equipped with two quad heavy bolters, and an optional storm bolter, multi-melta, and hunter-killer missile, it still has Quarry making it pretty lethal against its intended target. It can carry ten Ordo Infantry models and comes with the Assault Launcher and Smokescreen keywords, not that you have any stratagems to use them. As a legends model, it's more expensive than the Codex Land Raiders; 295pts base, +5pts for each storm bolter and hunter killer, +25pts for the multi-melta.
Tactics[edit]
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