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Warhammer 40,000: Kill Team (HoR)/Tactics/Inquisition(8E)
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===Special=== *'''0-1 Psyker''': Your psykers here are capable of supporting the Inquisitor with a Ld boost and surprisingly have the {{W40kKeyword|<Ordo>}} keyword for their benefit. Otherwise, they're pretty much henchmen that shoot mindbullets and need to pay for a WS or BS of 3+. *'''Daemonhost''': They change out the wildcard power each turn for two free maleficae with the option for two more. They also possess a means to boost your inquisitor's invuln, which just might be enough to consider one. *'''0-1 Techpriest''': While they remain useful for transports, the one thing they do include is a BS boost for your inquisitor, which will definitely be useful. They also get an array of guns to pick. *'''0-1 Confessor''': He's basically a priest to strap onto the team for bolstering your forces, but he also adds +1 to your inquisitor's WS, acting as a yang to the techpriest's yin. *'''0-1 Adept''': Your book-monkeys can be useful, but this capacity is in a support-based one. They are your single source of medkits so you can save your men and if they're close to the inquisitor, they can potentially recover a spent TP. *'''[[Jokaero]] Weaponsmith''': Monkeys always help. The fact that they're individual units means that they're now able to fire whatever they want without binding another monkey to that same job. Their weapon mods spread to those within 3" and are a different sort (re-rolls to hit, re-rolls to wound, or +6" to a gun's range). *'''0-1 Interrogator''': Your interrogator is there for when you need to replace your inquisitor, though this is not guaranteed. What is, however, is their aura that lets anyone re-roll 1s to hit with it. They pretty much carry the same list of gubbinz that the boss can carry. [[Category: Warhammer 40,000 Tactics/Kill Team (HoR)]] [[Category: Inquisition]]
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